From 1b732ba8ca6a101e82563e35fabcd48a8f338f7f Mon Sep 17 00:00:00 2001 From: Viz Date: Fri, 15 Jul 2022 13:02:52 +0200 Subject: [PATCH] Zzztt... --- code/game/machinery/doors/airlock.dm | 2 +- code/game/objects/structures/grille.dm | 2 +- code/modules/mob/living/carbon/carbon.dm | 8 ++++---- 3 files changed, 6 insertions(+), 6 deletions(-) diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm index fdd292bfddaa..336e33aa68f3 100644 --- a/code/game/machinery/doors/airlock.dm +++ b/code/game/machinery/doors/airlock.dm @@ -307,7 +307,7 @@ GLOBAL_LIST_EMPTY(airlock_overlays) if(shockCooldown > world.time) return FALSE //Already shocked someone recently? if(..()) - shockCooldown = world.time + 10 + shockCooldown = world.time + 2 SECONDS return TRUE else return FALSE diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index 4967428ff4fa..172f92c9bf9e 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -19,7 +19,7 @@ var/grille_type var/broken_type = /obj/structure/grille/broken var/shockcooldown = 0 - var/my_shockcooldown = 1 SECONDS + var/my_shockcooldown = 2 SECONDS /obj/structure/grille/detailed_examine() return "A powered and knotted wire underneath this will cause the grille to shock anyone not wearing insulated gloves.
\ diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 8aa88b6b5d93..0176872018d2 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -164,18 +164,18 @@ //Stun var/should_stun = (!(flags & SHOCK_TESLA) || siemens_coeff > 0.5) && !(flags & SHOCK_NOSTUN) if(should_stun) - Stun(4 SECONDS) + Stun(1 SECONDS) //Jitter and other fluff. AdjustJitter(2000 SECONDS) AdjustStuttering(4 SECONDS) - addtimer(CALLBACK(src, .proc/secondary_shock, should_stun), 2 SECONDS) + addtimer(CALLBACK(src, .proc/secondary_shock, should_stun), 1 SECONDS) return shock_damage -///Called slightly after electrocute act to reduce jittering and apply a secondary stun. +///Called slightly after electrocute act to reduce jittering and apply a secondary knockdown. /mob/living/carbon/proc/secondary_shock(should_stun) AdjustJitter(-2000 SECONDS, bound_lower = 20 SECONDS) //Still jittery, but vastly less if(should_stun) - Weaken(6 SECONDS) + KnockDown(6 SECONDS) /mob/living/carbon/swap_hand() var/obj/item/item_in_hand = get_active_hand()