Fix clown not being clumsy (#5208)
Co-authored-by: metalgearsloth <comedian_vs_clown@hotmail.com>
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@@ -56,10 +56,10 @@ public sealed partial class GunSystem
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gun.LastFireTime = curTime;
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var coordinates = Transform(gun.Owner).Coordinates;
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if (gun.ClumsyCheck && gun.ClumsyDamage != null && ClumsyComponent.TryRollClumsy(user, gun.ClumsyExplodeChance))
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if (gun.ClumsyCheck && EntityManager.TryGetComponent<ClumsyComponent>(user, out var clumsyComponent) && ClumsyComponent.TryRollClumsy(user, gun.ClumsyExplodeChance))
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{
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//Wound them
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_damageable.TryChangeDamage(user, gun.ClumsyDamage);
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_damageable.TryChangeDamage(user, clumsyComponent.ClumsyDamage);
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_stun.TryParalyze(user, TimeSpan.FromSeconds(3f), true);
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// Apply salt to the wound ("Honk!")
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