diff --git a/Content.Shared/Clumsy/ClumsySystem.cs b/Content.Shared/Clumsy/ClumsySystem.cs index 4804b6b723..348d99182a 100644 --- a/Content.Shared/Clumsy/ClumsySystem.cs +++ b/Content.Shared/Clumsy/ClumsySystem.cs @@ -38,7 +38,7 @@ public sealed class ClumsySystem : EntitySystem private void BeforeHyposprayEvent(Entity ent, ref SelfBeforeHyposprayInjectsEvent args) { // Clumsy people sometimes inject themselves! Apparently syringes are clumsy proof... - + // checks if ClumsyHypo is false, if so, skips. if (!ent.Comp.ClumsyHypo) return; @@ -54,7 +54,7 @@ public sealed class ClumsySystem : EntitySystem private void BeforeDefibrillatorZapsEvent(Entity ent, ref SelfBeforeDefibrillatorZapsEvent args) { // Clumsy people sometimes defib themselves! - + // checks if ClumsyDefib is false, if so, skips. if (!ent.Comp.ClumsyDefib) return; @@ -103,8 +103,7 @@ public sealed class ClumsySystem : EntitySystem // This event is called in shared, thats why it has all the extra prediction stuff. var rand = new System.Random((int)_timing.CurTick.Value); - // If someone is putting you on the table, always get past the guard. - if (!_cfg.GetCVar(CCVars.GameTableBonk) && args.PuttingOnTable == ent.Owner && !rand.Prob(ent.Comp.ClumsyDefaultCheck)) + if (!_cfg.GetCVar(CCVars.GameTableBonk) && !rand.Prob(ent.Comp.ClumsyDefaultCheck)) return; HitHeadClumsy(ent, args.BeingClimbedOn);