diff --git a/code/modules/power/supermatter/supermatter.dm b/code/modules/power/supermatter/supermatter.dm index 148535af76..8d38ac5ebc 100644 --- a/code/modules/power/supermatter/supermatter.dm +++ b/code/modules/power/supermatter/supermatter.dm @@ -599,13 +599,13 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal) zap_icon = SLIGHTLY_CHARGED_ZAP_ICON_STATE //Uncaps the zap damage, it's maxed by the input power //Objects take damage now - flags |= (ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE) + flags |= (ZAP_MOB_DAMAGE) zap_count = 3 if(CRITICAL_POWER_PENALTY_THRESHOLD to INFINITY) zap_icon = OVER_9000_ZAP_ICON_STATE //It'll stun more now, and damage will hit harder, gloves are no garentee. //Machines go boom - flags |= (ZAP_MOB_STUN | ZAP_MACHINE_EXPLOSIVE | ZAP_MOB_DAMAGE | ZAP_OBJ_DAMAGE) + flags |= (ZAP_MOB_STUN | ZAP_MOB_DAMAGE) zap_count = 4 //Now we deal with damage shit if (damage > damage_penalty_point && prob(20))