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# About the pull request Fixes #5247 and fixes #5124 by changing the `if(!is_mob_incapacitated(TRUE))` check near the end of `/mob/living/verb/resist()` to `if(mobility_flags & MOBILITY_MOVE)`. This was causing the bug because `is_mob_incapacitated()` doesn't check for the `WEAKEN` effect, which is what is added by `resist_fire()`. (Editing `is_mob_incapacitated()` so that it checks for it would probably work too, but since TG uses the `MOBILITY_MOVE` thing and this system is ported from there, I figured I'd just go with that.) # Explain why it's good for the game Fixes fire being too easy to remove. # Testing Photographs and Procedure <details> <summary>Screenshots & Videos</summary> **Before:** https://github.com/cmss13-devs/cmss13/assets/57483089/0b5b6777-4286-4eb1-9293-09ffcaa4fb4b **After:** https://github.com/cmss13-devs/cmss13/assets/57483089/84097909-a081-4c4f-8400-59e955b8a443 (Ignore the "There are no pipes within range" message, that's from one of my macros.) </details> # Changelog :cl: fix: Fixed being able to remove multiple stacks of fire by spamming resist. /:cl:
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