diff --git a/Content.Shared/Clumsy/ClumsyComponent.cs b/Content.Shared/Clumsy/ClumsyComponent.cs
index 9e6e851c8c..b40c48cdae 100644
--- a/Content.Shared/Clumsy/ClumsyComponent.cs
+++ b/Content.Shared/Clumsy/ClumsyComponent.cs
@@ -26,6 +26,14 @@ public sealed partial class ClumsyComponent : Component
[DataField, AutoNetworkedField]
public float ClumsyDefaultCheck = 0.5f;
+ // Begin DeltaV Changes - Gun
+ ///
+ /// Chance for a clumsy entity to fail when shooting a weapon
+ ///
+ [DataField, AutoNetworkedField]
+ public float ClumsyGunShootCheck = 0.5f;
+ // End DeltaV Changes - Gun
+
///
/// Default stun time.
/// If a system needs to use something else, add a new variable in the component, do not modify this number.
diff --git a/Content.Shared/Clumsy/ClumsySystem.cs b/Content.Shared/Clumsy/ClumsySystem.cs
index 9d0767aa3e..f057414920 100644
--- a/Content.Shared/Clumsy/ClumsySystem.cs
+++ b/Content.Shared/Clumsy/ClumsySystem.cs
@@ -124,7 +124,7 @@ public sealed class ClumsySystem : EntitySystem
// TODO: Replace with RandomPredicted once the engine PR is merged
var seed = SharedRandomExtensions.HashCodeCombine((int)_timing.CurTick.Value, GetNetEntity(args.Gun).Id);
var rand = new System.Random(seed);
- if (!rand.Prob(ent.Comp.ClumsyDefaultCheck))
+ if (!rand.Prob(ent.Comp.ClumsyGunShootCheck)) // DeltaV change from default to gun check
return;
if (ent.Comp.GunShootFailDamage != null)
diff --git a/Resources/Prototypes/Entities/Mobs/NPCs/pets.yml b/Resources/Prototypes/Entities/Mobs/NPCs/pets.yml
index 23427e65f7..e1799341d3 100644
--- a/Resources/Prototypes/Entities/Mobs/NPCs/pets.yml
+++ b/Resources/Prototypes/Entities/Mobs/NPCs/pets.yml
@@ -917,6 +917,10 @@
attributes:
proper: true
gender: male
+ #DeltaV Changes - he can shoot his gun 80% of the time
+ - type: Clumsy
+ clumsyGunShootCheck: 0.2
+ #DeltaV Changes end
- type: entity
name: Tropico