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Melee now applies AP to humans too, mech EMP armor fix. (#11855)
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@@ -99,7 +99,7 @@
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//Apply weapon damage
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var/damage_flags = I.damage_flags()
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apply_damage(effective_force, I.damtype, hit_zone, I, damage_flags)
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apply_damage(effective_force, I.damtype, hit_zone, I, damage_flags, I.armor_penetration)
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//Melee weapon embedded object code.
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if (I && I.damtype == BRUTE && !I.anchored && !is_robot_module(I))
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@@ -119,8 +119,6 @@
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var/turf/simulated/location = get_turf(src)
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if(istype(location)) location.add_blood_floor(src)
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return blocked
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//returns 0 if the effects failed to apply for some reason, 1 otherwise.
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/mob/living/proc/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/hit_zone)
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if(!effective_force)
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@@ -132,13 +130,8 @@
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//Apply weapon damage
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var/damage_flags = I.damage_flags()
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if(prob(blocked)) //armor provides a chance to turn sharp/edge weapon attacks into blunt ones
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damage_flags &= ~DAM_SHARP
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damage_flags &= ~DAM_EDGE
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apply_damage(effective_force, I.damtype, hit_zone, I, damage_flags, I.armor_penetration)
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return TRUE
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return apply_damage(effective_force, I.damtype, hit_zone, I, damage_flags, I.armor_penetration)
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//this proc handles being hit by a thrown atom
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/mob/living/hitby(atom/movable/AM, var/speed = THROWFORCE_SPEED_DIVISOR)//Standardization and logging -Sieve
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