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fix zombie hands (#398)
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Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
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Kapu1178 and LemonInTheDark committed Jul 3, 2023
1 parent 193bee8 commit 33d2421
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Showing 2 changed files with 2 additions and 2 deletions.
2 changes: 1 addition & 1 deletion code/datums/elements/ridable.dm
Original file line number Diff line number Diff line change
Expand Up @@ -83,7 +83,7 @@
inhand.rider = riding_target_override
inhand.parent = AM
for(var/obj/item/I in user.held_items) // delete any hand items like slappers that could still totally be used to grab on
if((I.obj_flags & HAND_ITEM))
if((I.item_flags & HAND_ITEM))
qdel(I)

// this would be put_in_hands() if it didn't have the chance to sleep, since this proc gets called from a signal handler that relies on what this returns
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2 changes: 1 addition & 1 deletion code/modules/zombie/items.dm
Original file line number Diff line number Diff line change
Expand Up @@ -4,7 +4,7 @@
humans, butchering all other living things to \
sustain the zombie, smashing open airlock doors and opening \
child-safe caps on bottles."
item_flags = ABSTRACT | DROPDEL
item_flags = ABSTRACT | DROPDEL | HAND_ITEM
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
icon = 'icons/effects/blood.dmi'
icon_state = "bloodhand_left"
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