diff --git a/Content.Server/Weapons/Melee/WeaponRandom/WeaponRandomComponent.cs b/Content.Server/Weapons/Melee/WeaponRandom/WeaponRandomComponent.cs
index c8cb5d2f28..ef15498a70 100644
--- a/Content.Server/Weapons/Melee/WeaponRandom/WeaponRandomComponent.cs
+++ b/Content.Server/Weapons/Melee/WeaponRandom/WeaponRandomComponent.cs
@@ -14,25 +14,13 @@ internal sealed partial class WeaponRandomComponent : Component
public DamageSpecifier DamageBonus = new();
///
- /// Chance for the damage bonus to occur.
+ /// Chance for the damage bonus to occur (1 = 100%).
///
[ViewVariables(VVAccess.ReadWrite)]
public float RandomDamageChance = 0.00001f;
///
- /// If this is true then the random damage will occur.
- ///
- [DataField("randomDamage")]
- public bool RandomDamage = true;
-
- ///
- /// If this is true then the weapon will have a unique interaction with cluwnes.
- ///
- [DataField("antiCluwne")]
- public bool AntiCluwne = true;
-
- ///
- /// Noise to play when the damage bonus occurs.
+ /// Sound effect to play when the damage bonus occurs.
///
[DataField("damageSound")]
public SoundSpecifier DamageSound = new SoundPathSpecifier("/Audio/Items/bikehorn.ogg");
diff --git a/Content.Server/Weapons/Melee/WeaponRandom/WeaponRandomSystem.cs b/Content.Server/Weapons/Melee/WeaponRandom/WeaponRandomSystem.cs
index 8cb22ca8bd..7b246b8d09 100644
--- a/Content.Server/Weapons/Melee/WeaponRandom/WeaponRandomSystem.cs
+++ b/Content.Server/Weapons/Melee/WeaponRandom/WeaponRandomSystem.cs
@@ -1,11 +1,12 @@
using Content.Shared.Weapons.Melee.Events;
using Robust.Shared.Random;
-using Content.Shared.Cluwne;
-using Robust.Shared.Audio;
using Robust.Shared.Audio.Systems;
namespace Content.Server.Weapons.Melee.WeaponRandom;
+///
+/// This adds a random damage bonus to melee attacks based on damage bonus amount and probability.
+///
public sealed class WeaponRandomSystem : EntitySystem
{
[Dependency] private readonly IRobustRandom _random = default!;
@@ -17,22 +18,15 @@ public sealed class WeaponRandomSystem : EntitySystem
SubscribeLocalEvent(OnMeleeHit);
}
-
+ ///
+ /// On Melee hit there is a possible chance of additional bonus damage occuring.
+ ///
private void OnMeleeHit(EntityUid uid, WeaponRandomComponent component, MeleeHitEvent args)
{
- foreach (var entity in args.HitEntities)
+ if (_random.Prob(component.RandomDamageChance))
{
- if (HasComp(entity) && component.AntiCluwne)
- {
- _audio.PlayPvs(component.DamageSound, uid);
- args.BonusDamage = component.DamageBonus;
- }
-
- else if (_random.Prob(component.RandomDamageChance) && component.RandomDamage)
- {
- _audio.PlayPvs(component.DamageSound, uid);
- args.BonusDamage = component.DamageBonus;
- }
+ _audio.PlayPvs(component.DamageSound, uid);
+ args.BonusDamage = component.DamageBonus;
}
}
}