ID:1709884
 
(See the best response by Kaiochao.)
Code:
mob/verb/Attack(mob/client/M)
if(M.Weapon==1)
if(M.client)
set category="Commands"
set src in oview(1)
M.Health -= src.Damage
src.icon_state = "bandit"
M <<"<font color=red><b><small>You attack [M.client]!"
if(M.Health <= 0)
new/obj/misc/Player_Corpse(loc)
DeathCheck(M) //sends M to death proc
else
if(M.Weapon==0)
M <<"<font color=red><b><small>You won't do any serious damage with just your fists."
return


Problem description: So, I coded my PVP stuff from scratch. It's not too complicated but it works for what I want to do.

The only thing that doesn't work is the icon_state stuff. I want player killers to be recognized when they attack someone. However, the icon state only lasts until the player moves.

Help?

Does somewhere in your move proc the icon_state is being changed?
In response to Ganite
Nope, that's why I was confused. Been trying to figure it out for the past two hours or so now.
In response to Manio
Best response
I guess you should usr Ctrl+F to find every instance where you're changing the icon_state of something.
In response to Kaiochao
Just looked through and this seems to be the conflicting measure, or atleast I think so.

mob
Move()
. = ..()
var/turf/t = src.loc
if(istype(t, /turf/water))
src.icon_state = "swimming"
else
src.icon_state = ""


I should stop making these. I just figured it out and fixed it. Sorry for all the questions, bro.