]> git.smokeofanarchy.ru Git - space-station-14.git/commitdiff
Fix the ability to kill clumsy mobs by force climbing (#33844)
authorMilenVolf <63782763+MilenVolf@users.noreply.github.com>
Mon, 14 Apr 2025 22:04:56 +0000 (01:04 +0300)
committerGitHub <noreply@github.com>
Mon, 14 Apr 2025 22:04:56 +0000 (00:04 +0200)
* Make clumsy work only when dragged by owner entity & Check for reclaimer comp

* Revert "Make clumsy work only when dragged by owner entity & Check for reclaimer comp"

This reverts commit 7ff984bbc2e53f7070580a4cc4b1b43f8f0461d0.

* Remove check that passes if somebody forces us to climb

Content.Shared/Clumsy/ClumsySystem.cs

index 4804b6b723433cf09ee616162b74d134dd183b94..348d99182a668e1c6b47f516ff1b89fc7a802cc4 100644 (file)
@@ -38,7 +38,7 @@ public sealed class ClumsySystem : EntitySystem
     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;
@@ -54,7 +54,7 @@ public sealed class ClumsySystem : EntitySystem
     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;
@@ -103,8 +103,7 @@ public sealed class ClumsySystem : EntitySystem
         // 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);