diff --git a/code/modules/projectiles/guns/boltaction.dm b/code/modules/projectiles/guns/boltaction.dm index 38007e0e7e08..0730ff20953f 100644 --- a/code/modules/projectiles/guns/boltaction.dm +++ b/code/modules/projectiles/guns/boltaction.dm @@ -208,6 +208,14 @@ user.apply_effect(0.7, WEAKEN) user.apply_effect(1, SUPERSLOW) user.apply_effect(2, SLOW) + + if(ishuman(user)) + if(istype(user.l_hand, /obj/item/weapon/gun/boltaction/vulture)) + break_arm(user, LEFT) + + else if(istype(user.r_hand, /obj/item/weapon/gun/boltaction/vulture)) + break_arm(user, RIGHT) + //Either knockback or slam them into an obstacle. var/direction = REVERSE_DIR(user.dir) if(direction && !step(user, direction)) @@ -217,15 +225,6 @@ shake_camera(user, 7, 6) // Around 2x worse than getting hit with a heavy round - if(!ishuman(user)) - return - - if(istype(user.l_hand, /obj/item/weapon/gun/boltaction/vulture)) - break_arm(user, LEFT) - - else if(istype(user.r_hand, /obj/item/weapon/gun/boltaction/vulture)) - break_arm(user, RIGHT) - /// The code that takes care of breaking a person's firing arm /obj/item/weapon/gun/boltaction/vulture/proc/break_arm(mob/living/carbon/human/user, arm = LEFT) var/obj/limb/arm/found_limb