diff --git a/Content.Shared/Clumsy/ClumsySystem.cs b/Content.Shared/Clumsy/ClumsySystem.cs index e034458197fdf2..bf00b4d321091a 100644 --- a/Content.Shared/Clumsy/ClumsySystem.cs +++ b/Content.Shared/Clumsy/ClumsySystem.cs @@ -5,6 +5,7 @@ using Content.Shared.Damage; using Content.Shared.IdentityManagement; using Content.Shared.Medical; +using Content.Shared.Mobs.Systems; using Content.Shared.Popups; using Content.Shared.Stunnable; using Content.Shared.Weapons.Ranged.Events; @@ -24,6 +25,7 @@ public sealed class ClumsySystem : EntitySystem [Dependency] private readonly DamageableSystem _damageable = default!; [Dependency] private readonly IGameTiming _timing = default!; [Dependency] private readonly IConfigurationManager _cfg = default!; + [Dependency] private readonly MobStateSystem _mobStateSystem = default!; public override void Initialize() { @@ -82,6 +84,11 @@ private void BeforeGunShotEvent(Entity ent, ref SelfBeforeGunSh private void OnBeforeClimbEvent(Entity ent, ref SelfBeforeClimbEvent args) { + //ss220 don't clumsy if entity is dead start + if (_mobStateSystem.IsDead(ent.Owner)) + return; + //ss220 don't clumsy if entity is dead end + // This event is called in shared, thats why it has all the extra prediction stuff. var rand = new System.Random((int)_timing.CurTick.Value);