diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm index 0c8685162fd4f..a69a3ad42409b 100644 --- a/code/_onclick/item_attack.dm +++ b/code/_onclick/item_attack.dm @@ -37,7 +37,7 @@ attacked_by() will handle hitting/missing/logging as it does now, and will call // Knifing if(edge) for(var/obj/item/weapon/grab/G in M.grabbed_by) - if(G.assailant == user && G.state >= GRAB_NECK && world.time >= (G.last_action + 20)) + if(G.assailant == user && G.state >= GRAB_NECK && world.time >= (G.last_action + 20) && user.zone_sel.selecting == "mouth") //TODO: better alternative for applying damage multiple times? Nice knifing sound? M.apply_damage(20, BRUTE, "head", 0, sharp=sharp, edge=edge) M.apply_damage(20, BRUTE, "head", 0, sharp=sharp, edge=edge)