From: MilenVolf <63782763+MilenVolf@users.noreply.github.com> Date: Mon, 14 Apr 2025 22:04:56 +0000 (+0300) Subject: Fix the ability to kill clumsy mobs by force climbing (#33844) X-Git-Url: https://git.smokeofanarchy.ru/gitweb.cgi?a=commitdiff_plain;h=fc12739df0b32f106152b750a8163a51b2c0d298;p=space-station-14.git Fix the ability to kill clumsy mobs by force climbing (#33844) * 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 --- diff --git a/Content.Shared/Clumsy/ClumsySystem.cs b/Content.Shared/Clumsy/ClumsySystem.cs index 4804b6b723..348d99182a 100644 --- a/Content.Shared/Clumsy/ClumsySystem.cs +++ b/Content.Shared/Clumsy/ClumsySystem.cs @@ -38,7 +38,7 @@ public sealed class ClumsySystem : EntitySystem private void BeforeHyposprayEvent(Entity 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 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);