From 61eb5d67d9dee638b5eb2b7512bd38819cb176b1 Mon Sep 17 00:00:00 2001 From: Wise Monster Date: Fri, 31 May 2024 17:22:49 -0400 Subject: [PATCH] Replaces cqc with unarmed --- code/__DEFINES/skills.dm | 26 +++--- code/datums/skills.dm | 80 +++++++++---------- code/game/objects/objs.dm | 2 +- code/game/objects/structures/fence.dm | 2 +- code/game/objects/structures/window.dm | 2 +- code/game/turfs/walls/walls.dm | 2 +- .../living/carbon/human/human_attackhand.dm | 8 +- code/modules/mob/living/living_defense.dm | 2 +- code/modules/mob/mob_grab.dm | 2 +- 9 files changed, 63 insertions(+), 63 deletions(-) diff --git a/code/__DEFINES/skills.dm b/code/__DEFINES/skills.dm index d08448784361c..cc559fc8eafc3 100644 --- a/code/__DEFINES/skills.dm +++ b/code/__DEFINES/skills.dm @@ -1,17 +1,17 @@ // Skill defines -///CQC skill; higher disarm chance on humans(+5% per level); slight increase in punch damage. -#define SKILL_CQC "cqc" - -#define SKILL_CQC_WEAK -1 -#define SKILL_CQC_DEFAULT 0 -#define SKILL_CQC_TRAINED 1 -#define SKILL_CQC_MP 2 -#define SKILL_CQC_MASTER 5 - -///Unarmed damage mod from CQC skill -#define CQC_SKILL_DAMAGE_MOD 5 -///Disarm chance mod from CQC skill -#define CQC_SKILL_DISARM_MOD 5 +///UNARMED skill; higher disarm chance on humans(+5% per level); slight increase in punch damage. +#define SKILL_UNARMED "UNARMED" + +#define SKILL_UNARMED_WEAK -1 +#define SKILL_UNARMED_DEFAULT 0 +#define SKILL_UNARMED_TRAINED 1 +#define SKILL_UNARMED_MP 2 +#define SKILL_UNARMED_MASTER 5 + +///Unarmed damage mod from UNARMED skill +#define UNARMED_SKILL_DAMAGE_MOD 5 +///Disarm chance mod from UNARMED skill +#define UNARMED_SKILL_DISARM_MOD 5 ///Melee skill; 15% extra damage per skill level #define SKILL_MELEE_WEAPONS "melee_weapons" diff --git a/code/datums/skills.dm b/code/datums/skills.dm index 62aa3bb976d4b..5853e50641452 100644 --- a/code/datums/skills.dm +++ b/code/datums/skills.dm @@ -1,23 +1,23 @@ -#define SKILLSID "skills-[cqc]-[melee_weapons]\ +#define SKILLSID "skills-[unarmed]-[melee_weapons]\ -[firearms]-[pistols]-[shotguns]-[rifles]-[smgs]-[heavy_weapons]-[smartgun]\ -[engineer]-[construction]-[leadership]-[medical]-[surgery]-[pilot]-[police]-[powerloader]-[large_vehicle]-[stamina]" -#define SKILLSIDSRC(S) "skills-[S.cqc]-[S.melee_weapons]\ +#define SKILLSIDSRC(S) "skills-[S.unarmed]-[S.melee_weapons]\ -[S.firearms]-[S.pistols]-[S.shotguns]-[S.rifles]-[S.smgs]-[S.heavy_weapons]-[S.smartgun]\ -[S.engineer]-[S.construction]-[S.leadership]-[S.medical]-[S.surgery]-[S.pilot]-[S.police]-[S.powerloader]-[S.large_vehicle]-[S.stamina]" -/proc/getSkills(cqc = 0, melee_weapons = 0,\ +/proc/getSkills(unarmed = 0, melee_weapons = 0,\ firearms = 0, pistols = 0, shotguns = 0, rifles = 0, smgs = 0, heavy_weapons = 0, smartgun = 0,\ engineer = 0, construction = 0, leadership = 0, medical = 0, surgery = 0, pilot = 0, police = 0, powerloader = 0, large_vehicle = 0, stamina = 0) . = locate(SKILLSID) if(!.) - . = new /datum/skills(cqc, melee_weapons,\ + . = new /datum/skills(unarmed, melee_weapons,\ firearms, pistols, shotguns, rifles, smgs, heavy_weapons, smartgun,\ engineer, construction, leadership, medical, surgery, pilot, police, powerloader, large_vehicle, stamina) /proc/getSkillsType(skills_type = /datum/skills) var/datum/skills/new_skill = skills_type - var/cqc = initial(new_skill.cqc) + var/unarmed = initial(new_skill.unarmed) var/melee_weapons = initial(new_skill.melee_weapons) var/firearms = initial(new_skill.firearms) var/pistols = initial(new_skill.pistols) @@ -43,7 +43,7 @@ engineer = 0, construction = 0, leadership = 0, medical = 0, surgery = 0, pilot /datum/skills datum_flags = DF_USE_TAG var/name = "Default/Custom" - var/cqc = SKILL_CQC_DEFAULT + var/unarmed = SKILL_UNARMED_DEFAULT var/melee_weapons = SKILL_MELEE_DEFAULT var/firearms = SKILL_FIREARMS_DEFAULT @@ -67,11 +67,11 @@ engineer = 0, construction = 0, leadership = 0, medical = 0, surgery = 0, pilot var/stamina = SKILL_STAMINA_DEFAULT -/datum/skills/New(cqc, melee_weapons,\ +/datum/skills/New(unarmed, melee_weapons,\ firearms, pistols, shotguns, rifles, smgs, heavy_weapons, smartgun,\ engineer, construction, leadership, medical, surgery, pilot, police, powerloader, large_vehicle, stamina) - if(!isnull(cqc)) - src.cqc = cqc + if(!isnull(unarmed)) + src.unarmed = unarmed if(!isnull(melee_weapons)) src.melee_weapons = melee_weapons if(!isnull(firearms)) @@ -111,10 +111,10 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader tag = SKILLSIDSRC(src) /// returns/gets a new skills datum with values changed according to the args passed -/datum/skills/proc/modifyRating(cqc, melee_weapons,\ +/datum/skills/proc/modifyRating(unarmed, melee_weapons,\ firearms, pistols, shotguns, rifles, smgs, heavy_weapons, smartgun,\ engineer, construction, leadership, medical, surgery, pilot, police, powerloader, large_vehicle, stamina) - return getSkills(src.cqc+cqc,\ + return getSkills(src.unarmed+unarmed,\ src.melee_weapons+melee_weapons,\ src.firearms+firearms,\ src.pistols+pistols,\ @@ -136,7 +136,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /// acts as [/proc/modifyRating] but instead modifies all values rather than several specific ones /datum/skills/proc/modifyAllRatings(difference) - return getSkills(src.cqc+difference,\ + return getSkills(src.unarmed+difference,\ src.melee_weapons+difference,\ src.firearms+difference,\ src.pistols+difference,\ @@ -157,10 +157,10 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader src.stamina+difference) /// acts as [/proc/modifyRating] but sets the rating directly rather than modify it -/datum/skills/proc/setRating(cqc, melee_weapons,\ +/datum/skills/proc/setRating(unarmed, melee_weapons,\ firearms, pistols, shotguns, rifles, smgs, heavy_weapons, smartgun,\ engineer, construction, leadership, medical, surgery, pilot, police, powerloader, large_vehicle, stamina) - return getSkills((isnull(cqc) ? src.cqc : cqc),\ + return getSkills((isnull(unarmed) ? src.unarmed : unarmed),\ (isnull(melee_weapons) ? src.melee_weapons : melee_weapons),\ (isnull(firearms) ? src.firearms : firearms),\ (isnull(pistols) ? src.pistols : pistols),\ @@ -199,7 +199,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /// returns an assoc list (SKILL_X = VALUE) of all skills for this skill datum /datum/skills/proc/getList() return list( - SKILL_CQC = cqc, + SKILL_UNARMED = unarmed, SKILL_MELEE_WEAPONS = melee_weapons, SKILL_FIREARMS = firearms, SKILL_PISTOLS = pistols, @@ -222,7 +222,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/civilian name = "Civilian" - cqc = SKILL_CQC_WEAK + unarmed = SKILL_UNARMED_WEAK firearms = SKILL_FIREARMS_UNTRAINED melee_weapons = SKILL_MELEE_WEAK @@ -271,7 +271,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/civilian/survivor/marshal name = "Survivor Marshal" - cqc = SKILL_CQC_MP + unarmed = SKILL_UNARMED_MP firearms = SKILL_FIREARMS_DEFAULT melee_weapons = SKILL_MELEE_DEFAULT pistols = SKILL_PISTOLS_TRAINED @@ -303,7 +303,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/doctor name = "Doctor" - cqc = SKILL_CQC_WEAK + unarmed = SKILL_UNARMED_WEAK firearms = SKILL_FIREARMS_UNTRAINED medical = SKILL_MEDICAL_EXPERT surgery = SKILL_SURGERY_EXPERT @@ -311,7 +311,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/researcher name = "Researcher" - cqc = SKILL_CQC_WEAK + unarmed = SKILL_UNARMED_WEAK firearms = SKILL_FIREARMS_UNTRAINED medical = SKILL_MEDICAL_EXPERT surgery = SKILL_SURGERY_PROFESSIONAL @@ -319,7 +319,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/cmo name = "CMO" - cqc = SKILL_CQC_WEAK + unarmed = SKILL_UNARMED_WEAK firearms = SKILL_FIREARMS_UNTRAINED leadership = SKILL_LEAD_TRAINED medical = SKILL_MEDICAL_MASTER @@ -345,7 +345,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader construction = SKILL_CONSTRUCTION_EXPERT firearms = SKILL_FIREARMS_UNTRAINED medical = SKILL_MEDICAL_EXPERT - cqc = SKILL_CQC_MASTER + unarmed = SKILL_UNARMED_MASTER surgery = SKILL_SURGERY_EXPERT pilot = SKILL_PILOT_TRAINED melee_weapons = SKILL_MELEE_WEAK @@ -359,7 +359,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader construction = SKILL_CONSTRUCTION_MASTER firearms = SKILL_FIREARMS_UNTRAINED medical = SKILL_MEDICAL_COMPETENT - cqc = SKILL_CQC_MASTER + unarmed = SKILL_UNARMED_MASTER surgery = SKILL_SURGERY_PROFESSIONAL pilot = SKILL_PILOT_TRAINED melee_weapons = SKILL_MELEE_WEAK @@ -389,7 +389,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader surgery = SKILL_SURGERY_AMATEUR police = SKILL_POLICE_MP powerloader = SKILL_POWERLOADER_TRAINED - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED /datum/skills/veteran name = "TGMC Retired Veteran" @@ -400,7 +400,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader surgery = SKILL_SURGERY_AMATEUR police = SKILL_POLICE_MP powerloader = SKILL_POWERLOADER_TRAINED - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED firearms = SKILL_FIREARMS_TRAINED rifles = SKILL_RIFLES_TRAINED @@ -506,7 +506,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/sl name = SQUAD_LEADER - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED construction = SKILL_CONSTRUCTION_PLASTEEL engineer = SKILL_ENGINEER_PLASTEEL leadership = SKILL_LEAD_EXPERT @@ -554,7 +554,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/specialist name = SQUAD_SPECIALIST - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED construction = SKILL_CONSTRUCTION_METAL engineer = SKILL_ENGINEER_METAL //to use c4 in scout set. smartgun = SKILL_SMART_TRAINED @@ -581,7 +581,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/smartgunner/pmc name = "PMC Smartgunner" - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED construction = SKILL_CONSTRUCTION_METAL firearms = SKILL_FIREARMS_TRAINED smartgun = SKILL_SMART_TRAINED @@ -595,7 +595,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/commando name = "Commando" - cqc = 3 + unarmed = 3 engineer = SKILL_ENGINEER_ENGI construction = SKILL_CONSTRUCTION_PLASTEEL firearms = SKILL_FIREARMS_TRAINED @@ -620,7 +620,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/mercenary name = "Mercenary" - cqc = SKILL_CQC_MP + unarmed = SKILL_UNARMED_MP engineer = SKILL_ENGINEER_ENGI construction = SKILL_CONSTRUCTION_PLASTEEL firearms = SKILL_FIREARMS_TRAINED @@ -650,7 +650,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader firearms = SKILL_FIREARMS_TRAINED smartgun = SKILL_SMART_TRAINED medical = SKILL_MEDICAL_MASTER - cqc = SKILL_CQC_MASTER + unarmed = SKILL_UNARMED_MASTER surgery = SKILL_SURGERY_EXPERT melee_weapons = SKILL_MELEE_SUPER leadership = SKILL_LEAD_MASTER @@ -667,7 +667,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /* Deathsquad */ /datum/skills/deathsquad name = "Deathsquad Elite" - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED construction = SKILL_CONSTRUCTION_METAL firearms = SKILL_FIREARMS_TRAINED smartgun = SKILL_SMART_TRAINED @@ -683,7 +683,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/smartgunner/deathsquad name = "Deathsquad Elite Gunner" - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED construction = SKILL_CONSTRUCTION_METAL firearms = SKILL_FIREARMS_TRAINED smartgun = SKILL_SMART_MASTER @@ -699,7 +699,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/sl/deathsquad name = "Deathsquad Elite Captain" - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED construction = SKILL_CONSTRUCTION_METAL firearms = SKILL_FIREARMS_TRAINED smartgun = SKILL_SMART_TRAINED @@ -717,7 +717,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/imperial name = "Guardsman" - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED melee_weapons = SKILL_MELEE_TRAINED firearms = SKILL_FIREARMS_TRAINED @@ -744,7 +744,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/imperial/astartes name = "Space Marine" - cqc = SKILL_CQC_MASTER + unarmed = SKILL_UNARMED_MASTER melee_weapons = SKILL_MELEE_SUPER firearms = SKILL_FIREARMS_TRAINED @@ -765,7 +765,7 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/imperial/astartes/apothecary name = "Space Marine Apothecary" // a slightly less stronger space marine with medical skills - cqc = 4 // below SKILL_CQC_MASTER, no define for it + unarmed = 4 // below SKILL_UNARMED_MASTER, no define for it melee_weapons = SKILL_MELEE_TRAINED medical = SKILL_MEDICAL_EXPERT @@ -778,14 +778,14 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/vatgrown/early name = "Vat Grown" - cqc = SKILL_CQC_WEAK + unarmed = SKILL_UNARMED_WEAK firearms = SKILL_FIREARMS_UNTRAINED melee_weapons = SKILL_MELEE_WEAK /datum/skills/sectoid name = "Sectoid" - cqc = SKILL_CQC_WEAK + unarmed = SKILL_UNARMED_WEAK engineer = SKILL_ENGINEER_ENGI construction = SKILL_CONSTRUCTION_PLASTEEL firearms = SKILL_FIREARMS_TRAINED @@ -800,14 +800,14 @@ engineer, construction, leadership, medical, surgery, pilot, police, powerloader /datum/skills/skeleton name = "Skeleton" - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED melee_weapons = SKILL_MELEE_TRAINED //SOM veterans /datum/skills/som_veteran name = "SOM Veteran" leadership = SKILL_LEAD_BEGINNER - cqc = SKILL_CQC_TRAINED + unarmed = SKILL_UNARMED_TRAINED melee_weapons = SKILL_MELEE_TRAINED construction = SKILL_CONSTRUCTION_METAL engineer = SKILL_ENGINEER_METAL diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index be197c22361ee..e98e98eaa8164 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -373,7 +373,7 @@ grabbed_mob.Paralyze(2 SECONDS) user.drop_held_item() step_towards(grabbed_mob, src) - var/damage = base_damage + (user.skills.getRating(SKILL_CQC) * CQC_SKILL_DAMAGE_MOD) + var/damage = base_damage + (user.skills.getRating(UNARMED_CQC) * UNARMED_SKILL_DAMAGE_MOD) grabbed_mob.apply_damage(damage, BRUTE, "head", MELEE, is_sharp, updating_health = TRUE) user.visible_message(span_danger("[user] slams [grabbed_mob]'s face against [src]!"), span_danger("You slam [grabbed_mob]'s face against [src]!")) diff --git a/code/game/objects/structures/fence.dm b/code/game/objects/structures/fence.dm index c436556603cfc..8a58528a45471 100644 --- a/code/game/objects/structures/fence.dm +++ b/code/game/objects/structures/fence.dm @@ -95,7 +95,7 @@ var/mob/living/grabbed_mob = grab.grabbed_thing var/state = user.grab_state user.drop_held_item() - var/damage = (user.skills.getRating(SKILL_CQC) * CQC_SKILL_DAMAGE_MOD) + var/damage = (user.skills.getRating(UNARMED_CQC) * UNARMED_SKILL_DAMAGE_MOD) switch(state) if(GRAB_PASSIVE) damage += BASE_OBJ_SLAM_DAMAGE diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index f90a363fbe5b3..0c9f072d2c3dd 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -136,7 +136,7 @@ var/state = user.grab_state user.drop_held_item() step_towards(grabbed_mob, src) - var/damage = (user.skills.getRating(SKILL_CQC) * CQC_SKILL_DAMAGE_MOD) + var/damage = (user.skills.getRating(UNARMED_CQC) * UNARMED_SKILL_DAMAGE_MOD) switch(state) if(GRAB_PASSIVE) damage += base_damage diff --git a/code/game/turfs/walls/walls.dm b/code/game/turfs/walls/walls.dm index de99fb486b18c..54e37281b8199 100644 --- a/code/game/turfs/walls/walls.dm +++ b/code/game/turfs/walls/walls.dm @@ -500,7 +500,7 @@ var/mob/living/grabbed_mob = grab.grabbed_thing step_towards(grabbed_mob, src) - var/damage = (user.skills.getRating(SKILL_CQC) * CQC_SKILL_DAMAGE_MOD) + var/damage = (user.skills.getRating(SKILL_UNARMED) * UNARMED_SKILL_DAMAGE_MOD) var/state = user.grab_state switch(state) if(GRAB_PASSIVE) diff --git a/code/modules/mob/living/carbon/human/human_attackhand.dm b/code/modules/mob/living/carbon/human/human_attackhand.dm index e845747a072c8..1b423ab699ce4 100644 --- a/code/modules/mob/living/carbon/human/human_attackhand.dm +++ b/code/modules/mob/living/carbon/human/human_attackhand.dm @@ -108,7 +108,7 @@ var/attack_verb = pick(attack.attack_verb) //if you're lying/buckled, the miss chance is ignored anyway - var/target_zone = get_zone_with_miss_chance(human_user.zone_selected, src, 10 - (human_user.skills.getRating(SKILL_CQC) - skills.getRating(SKILL_CQC)) * 5) + var/target_zone = get_zone_with_miss_chance(human_user.zone_selected, src, 10 - (human_user.skills.getRating(SKILL_UNARMED) - skills.getRating(SKILL_UNARMED)) * 5) if(!human_user.melee_damage || !target_zone) human_user.do_attack_animation(src) @@ -122,7 +122,7 @@ return FALSE human_user.do_attack_animation(src, ATTACK_EFFECT_YELLOWPUNCH) - var/max_dmg = max(human_user.melee_damage + (human_user.skills.getRating(SKILL_CQC) * CQC_SKILL_DAMAGE_MOD), 3) + var/max_dmg = max(human_user.melee_damage + (human_user.skills.getRating(SKILL_UNARMED) * UNARMED_SKILL_DAMAGE_MOD), 3) var/damage = max_dmg if(!lying_angle) damage = rand(1, max_dmg) @@ -153,7 +153,7 @@ human_user.do_attack_animation(src, ATTACK_EFFECT_DISARM) //Accidental gun discharge - if(human_user.skills.getRating(SKILL_CQC) < SKILL_CQC_MP) + if(human_user.skills.getRating(SKILL_UNARMED) < SKILL_UNARMED_MP) if (istype(r_hand,/obj/item/weapon/gun) || istype(l_hand,/obj/item/weapon/gun)) var/obj/item/weapon/gun/W = null var/chance = 0 @@ -175,7 +175,7 @@ var/turf/target = pick(turfs) return W.afterattack(target,src) - var/randn = rand(1, 100) + skills.getRating(SKILL_CQC) * CQC_SKILL_DISARM_MOD - human_user.skills.getRating(SKILL_CQC) * CQC_SKILL_DISARM_MOD + var/randn = rand(1, 100) + skills.getRating(SKILL_UNARMED) * UNARMED_SKILL_DISARM_MOD - human_user.skills.getRating(SKILL_UNARMED) * UNARMED_SKILL_DISARM_MOD if (randn <= 25) apply_effect(3 SECONDS, WEAKEN) diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index 927d687104313..78a26fa9e056d 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -29,7 +29,7 @@ if(prob(grabbed_stun_chance)) grabbed_mob.Paralyze(1 SECONDS) - var/damage = (user.skills.getRating(SKILL_CQC) * CQC_SKILL_DAMAGE_MOD) + var/damage = (user.skills.getRating(SKILL_UNARMED) * UNARMED_SKILL_DAMAGE_MOD) switch(state) if(GRAB_PASSIVE) damage += base_damage diff --git a/code/modules/mob/mob_grab.dm b/code/modules/mob/mob_grab.dm index 1bfbd19d202e1..77a30eb39c46e 100644 --- a/code/modules/mob/mob_grab.dm +++ b/code/modules/mob/mob_grab.dm @@ -61,7 +61,7 @@ if(user.grab_state > GRAB_KILL) return user.changeNext_move(CLICK_CD_GRABBING) - if(!do_after(user, max(2 SECONDS - (user.skills.getRating(SKILL_CQC) * 0.5 SECONDS), 1 SECONDS), NONE, victim, BUSY_ICON_HOSTILE, extra_checks = CALLBACK(user, TYPE_PROC_REF(/datum, Adjacent), victim)) || !user.pulling) + if(!do_after(user, max(2 SECONDS - (user.skills.getRating(SKILL_UNARMED) * 0.5 SECONDS), 1 SECONDS), NONE, victim, BUSY_ICON_HOSTILE, extra_checks = CALLBACK(user, TYPE_PROC_REF(/datum, Adjacent), victim)) || !user.pulling) return user.advance_grab_state() if(user.grab_state == GRAB_NECK)