diff --git a/Content.Shared/CCVar/CCVars.cs b/Content.Shared/CCVar/CCVars.cs index 348deeb00bc77f..d2f5a76e7da2e0 100644 --- a/Content.Shared/CCVar/CCVars.cs +++ b/Content.Shared/CCVar/CCVars.cs @@ -1514,7 +1514,7 @@ public static readonly CVarDef /// At the moment they have a very low mass of roughly 0.48 kg per tile independent of any walls or anchored objects on them. /// public static readonly CVarDef GridImpulseMultiplier = - CVarDef.Create("shuttle.grid_impulse_multiplier", 0.01f, CVar.SERVERONLY); + CVarDef.Create("shuttle.grid_impulse_multiplier", 0.01f, CVar.REPLICATED | CVar.SERVER); /// /// Whether to automatically spawn escape shuttles. diff --git a/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs b/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs index 59675f9f9330ef..637495b6119def 100644 --- a/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs +++ b/Content.Shared/Weapons/Ranged/Systems/SharedGunSystem.cs @@ -364,8 +364,7 @@ private void AttemptShoot(EntityUid user, EntityUid gunUid, GunComponent gun) if (userImpulse && TryComp(user, out var userPhysics)) { - if (_gravity.IsWeightless(user, userPhysics)) - CauseImpulse(gun.ImpulseStrength, fromCoordinates, toCoordinates.Value, user, userPhysics); + CauseImpulse(gun.ImpulseStrength, fromCoordinates, toCoordinates.Value, user, userPhysics); } Dirty(gunUid, gun);