private void BeforeHyposprayEvent(Entity<ClumsyComponent> ent, ref SelfBeforeHyposprayInjectsEvent args)
{
// Clumsy people sometimes inject themselves! Apparently syringes are clumsy proof...
-
+
// checks if ClumsyHypo is false, if so, skips.
if (!ent.Comp.ClumsyHypo)
return;
private void BeforeDefibrillatorZapsEvent(Entity<ClumsyComponent> ent, ref SelfBeforeDefibrillatorZapsEvent args)
{
// Clumsy people sometimes defib themselves!
-
+
// checks if ClumsyDefib is false, if so, skips.
if (!ent.Comp.ClumsyDefib)
return;
// This event is called in shared, thats why it has all the extra prediction stuff.
var rand = new System.Random((int)_timing.CurTick.Value);
- // If someone is putting you on the table, always get past the guard.
- if (!_cfg.GetCVar(CCVars.GameTableBonk) && args.PuttingOnTable == ent.Owner && !rand.Prob(ent.Comp.ClumsyDefaultCheck))
+ if (!_cfg.GetCVar(CCVars.GameTableBonk) && !rand.Prob(ent.Comp.ClumsyDefaultCheck))
return;
HitHeadClumsy(ent, args.BeingClimbedOn);