From be1752115610431cd7a6d697ac8a4ca7bcdac00a Mon Sep 17 00:00:00 2001 From: FenodyreeAv Date: Sun, 16 Aug 2026 16:13:03 +0000 Subject: [PATCH] =?UTF-8?q?Fixes=20armour=20checks,=20rubbers=20checking?= =?UTF-8?q?=20siemens=20and=20pain=20interrupting=20t=E2=80=A6=20(#23023)?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit **_- bugfix: "Fixes all rubber bullets dealing damage twice."_** Rubber bullets were dealing their pain damage twice, while checking if they should shake your screen or not. _**- bugfix: "Fixes all attacks that dealt pain damage checking siemens coefficient. This makes everything but hardsuits and voidsuits stronger against rubber bullets. Insulated gloves are also no longer immune to rubber bullets."**_ Hardsuits has siemens 0.1, meaning they took 10% damage from all stuns. Now rubber bullets check their melee armor. Hardsuits are now weaker, or the same against stuns. Regular armor all has siemens 0.5, they took a flat 50% reduction. Security armour is slightly weaker to rubbers, ablative and ballistic are much weaker. Combat armour is roughly the same, or slightly better. Riot armour is a lot better. Voidsuits all had better siemens than armour, all voidsuits are now weaker against stuns. Finally, all jumpsuits had 0.75 siemens, but no (or nearly no) armor. Combined with the fix of them hitting twice this means that rubber bullets previously dealt 50% more damage against people in jumpsuits than they do now. **_- bugfix: "Fixes pain failing to make your blurt out whatever you were typing. Now getting shot will cause you to say whatever was in the typing window when you were hit and close the window immediately, allowing you to move."_** No more getting stuck in the typing window when you're getting sprayed down by an STS! _**- bugfix: "Fixes all attacks that had manually set armour checks, previously they ignored the armour they were meant to check and decided what armour affected them based only on their damage type."**_ Weapons that were set to specifically target armour types, such as explosive projectiles (rockets, etc) were instead defaulting to the damage type they dealt. So a rocket to the head was checking your melee armour, not your bomb armour. --------- Signed-off-by: FenodyreeAv --- code/datums/components/armor/_armor.dm | 11 ++++++---- code/game/objects/items/defib.dm | 2 +- code/game/objects/items/weapons/stunbaton.dm | 2 +- code/modules/heavy_vehicle/mech_damage.dm | 2 +- .../subtypes/manipulation.dm | 2 +- .../mob/living/carbon/human/human_damage.dm | 13 ++++++----- .../mob/living/carbon/human/human_defense.dm | 22 ++++++++++++++----- code/modules/mob/living/damage_procs.dm | 4 ++-- code/modules/mob/living/living_defense.dm | 16 +++++++------- .../silicon/robot/items/electric_arm.dm | 2 +- code/modules/mob/living/silicon/silicon.dm | 2 +- .../modules/mob/living/simple_animal/shade.dm | 2 +- .../mob/living/simple_animal/simple_animal.dm | 2 +- code/modules/organs/subtypes/vaurca.dm | 2 +- code/modules/projectiles/projectile.dm | 6 +++-- .../modules/projectiles/projectile/bullets.dm | 3 ++- html/changelogs/DamageAndPainVsArmorFIxes.yml | 9 ++++++++ .../quarantined_outpost_objects.dm | 2 +- 18 files changed, 66 insertions(+), 38 deletions(-) create mode 100644 html/changelogs/DamageAndPainVsArmorFIxes.yml diff --git a/code/datums/components/armor/_armor.dm b/code/datums/components/armor/_armor.dm index 7b64d9f6502..b75ef34b019 100644 --- a/code/datums/components/armor/_armor.dm +++ b/code/datums/components/armor/_armor.dm @@ -35,7 +35,7 @@ * Applies state changes to self, holder, and whatever else caused by damage mitigation * Returns modified damage, a list to allow for flag modification or damage conversion, in the same format as the arguments. */ -/datum/component/armor/proc/apply_damage_modifications(damage, damage_type, damage_flags, mob/living/victim, armor_pen, silent = FALSE) +/datum/component/armor/proc/apply_damage_modifications(damage, damage_type, damage_flags, mob/living/victim, armor_pen, silent = FALSE, check_armor) if(armor_flags & ARMOR_TYPE_EXOSUIT) if(prob(get_blocked(damage_type, damage_flags, armor_pen) * 100)) //extra removal of sharp and edge on account of us being big robots damage_flags &= ~(DAMAGE_FLAG_SHARP | DAMAGE_FLAG_EDGE) @@ -43,7 +43,8 @@ if(damage <= 0) return args.Copy() - var/blocked = get_blocked(damage_type, damage_flags, armor_pen, damage) + + var/blocked = get_blocked(damage_type, damage_flags, armor_pen, damage, check_armor) on_blocking(damage, damage_type, damage_flags, armor_pen, blocked) // Blocking values that mean the damage was under armor, so all dangerous flags are removed (edge/sharp) @@ -74,8 +75,10 @@ * under_armor_mult is used to determine how much damage is mitigated when the incoming damage is less than or equal to the armor value * over_armor_mult is used to determine how much damage is mitigated when the incoming damage is greater than the armor value */ -/datum/component/armor/proc/get_blocked(damage_type, damage_flags, armor_pen = 0, damage = 5) - var/key = get_armor_key(damage_type, damage_flags) +/datum/component/armor/proc/get_blocked(damage_type, damage_flags, armor_pen = 0, damage = 5, check_armor) + var/key = check_armor + if(!key) + key = get_armor_key(damage_type, damage_flags) if(!key) return 0 diff --git a/code/game/objects/items/defib.dm b/code/game/objects/items/defib.dm index e93775221c7..f04cbb166ed 100644 --- a/code/game/objects/items/defib.dm +++ b/code/game/objects/items/defib.dm @@ -472,7 +472,7 @@ playsound(loc, 'sound/weapons/Egloves.ogg', 100, 1, -1) set_cooldown(cooldowntime) - H.stun_effect_act(2, 120, target_zone) + H.stun_effect_act(2, 120, DAMAGE_PAIN, target_zone, check_armor = ENERGY) var/burn_damage = H.electrocute_act(burn_damage_amt*2, src, def_zone = target_zone) if(burn_damage > 15 && H.can_feel_pain()) H.emote("scream") diff --git a/code/game/objects/items/weapons/stunbaton.dm b/code/game/objects/items/weapons/stunbaton.dm index bc2f55d8cf0..52f89b95c2e 100644 --- a/code/game/objects/items/weapons/stunbaton.dm +++ b/code/game/objects/items/weapons/stunbaton.dm @@ -200,7 +200,7 @@ target_mob.visible_message(SPAN_DANGER("[target_mob] has been prodded with \the [src] by [user]!")) //stun effects - target_mob.stun_effect_act(stun, agony, target_zone, src) + target_mob.stun_effect_act(stun, agony, DAMAGE_PAIN, target_zone, src) playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1) diff --git a/code/modules/heavy_vehicle/mech_damage.dm b/code/modules/heavy_vehicle/mech_damage.dm index da448864b99..78feefa6499 100644 --- a/code/modules/heavy_vehicle/mech_damage.dm +++ b/code/modules/heavy_vehicle/mech_damage.dm @@ -104,7 +104,7 @@ else return body -/mob/living/heavy_vehicle/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, used_weapon, damage_flags = 0, armor_pen, silent = FALSE) +/mob/living/heavy_vehicle/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, used_weapon, damage_flags = 0, armor_pen, silent = FALSE, check_armor) if(!damage) return 0 diff --git a/code/modules/integrated_electronics/subtypes/manipulation.dm b/code/modules/integrated_electronics/subtypes/manipulation.dm index 173f5972807..37601a53f37 100644 --- a/code/modules/integrated_electronics/subtypes/manipulation.dm +++ b/code/modules/integrated_electronics/subtypes/manipulation.dm @@ -424,7 +424,7 @@ msg_admin_attack("An integrated circuit with a shocker circuit was used to shock [M.name] ([M.ckey]) (JMP)") to_chat(M, SPAN_DANGER("You feel a sharp shock from the [src]!")) spark(get_turf(M), 3, 1) - M.stun_effect_act(0, clamp(get_pin_data(IC_INPUT, 2), 0, 30), null) + M.stun_effect_act(0, clamp(get_pin_data(IC_INPUT, 2), 0, 30), DAMAGE_PAIN, null) shocktime = world.time diff --git a/code/modules/mob/living/carbon/human/human_damage.dm b/code/modules/mob/living/carbon/human/human_damage.dm index 78afbbd7aad..fa17e459bf8 100644 --- a/code/modules/mob/living/carbon/human/human_damage.dm +++ b/code/modules/mob/living/carbon/human/human_damage.dm @@ -453,7 +453,7 @@ This function restores all organs. if(zone_to_get in organs_by_name) return organs_by_name[zone_to_get] -/mob/living/carbon/human/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, used_weapon, damage_flags = 0, armor_pen, silent = FALSE) +/mob/living/carbon/human/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, used_weapon, damage_flags = 0, armor_pen, silent = FALSE, check_armor) if (invisibility == INVISIBILITY_LEVEL_TWO && back && (istype(back, /obj/item/rig))) if(damage > 0) to_chat(src, SPAN_DANGER("You are now visible.")) @@ -492,13 +492,14 @@ This function restores all organs. //Handle other types of damage if(!(damagetype in list(DAMAGE_BRUTE, DAMAGE_BURN, DAMAGE_PAIN, DAMAGE_CLONE))) - if(!stat && damagetype == DAMAGE_PAIN) - if((damage > 25) || (damage > 50)) - force_say() - if((damage > 25 && prob(20) || (damage > 50 && prob(60)))) - emote("scream") return ..() + if(!stat && damagetype == DAMAGE_PAIN) + if((damage > 25)) + force_say() + if((damage > 25 && prob(20) || (damage > 50 && prob(60)))) + emote("scream") + if(!organ) return FALSE diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index ab4f0ec6e12..5ed57002b92 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -41,11 +41,23 @@ emp_act if(prob(20 + max(hitting_projectile.damage + hitting_projectile.embed_chance - armor, -10))) hitting_projectile.do_embed(organ) -/mob/living/carbon/human/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon, var/damage_flags) +/mob/living/carbon/human/stun_effect_act(var/stun_amount, var/agony_amount, var/damage_type, var/def_zone, var/used_weapon, var/damage_flags, var/check_armor) var/obj/item/organ/external/affected = get_organ(check_zone(def_zone)) var/siemens_coeff = get_siemens_coefficient_organ(affected) - stun_amount *= siemens_coeff - agony_amount *= siemens_coeff + var/obj/attack_source = used_weapon + var/stun_after_armor = stun_amount + var/agony_after_armor = agony_amount + + if(damage_type) + if (check_armor != ENERGY && check_armor != LASER) + if(agony_amount) + agony_after_armor *= (1 - get_blocked_ratio(def_zone, damage_type, damage_flags, attack_source.armor_penetration, agony_amount, check_armor)) + if(stun_amount) + stun_after_armor *= (1 - get_blocked_ratio(def_zone, damage_type, damage_flags, attack_source.armor_penetration, stun_amount, check_armor)) + + if (!check_armor || check_armor == ENERGY || check_armor == LASER) + stun_after_armor *= siemens_coeff + agony_after_armor *= siemens_coeff switch (def_zone) if(BP_HEAD) @@ -68,9 +80,9 @@ emp_act var/emote_scream = pick("screams in pain and ", "lets out a sharp cry and ", "cries out and ") visible_message("[src] [(!can_feel_pain()) ? "" : emote_scream ]drops what they were holding in their [affected.name]!") - ..(stun_amount, agony_amount, def_zone, used_weapon, damage_flags) + ..(stun_after_armor, agony_after_armor, damage_type, def_zone, used_weapon, damage_flags) -/mob/living/carbon/human/get_blocked_ratio(def_zone, damage_type, damage_flags, armor_pen, damage) +/mob/living/carbon/human/get_blocked_ratio(def_zone, damage_type, damage_flags, armor_pen, damage, check_armor) if(!def_zone && (damage_flags & DAMAGE_FLAG_DISPERSED)) var/tally for(var/zone in GLOB.organ_rel_size) diff --git a/code/modules/mob/living/damage_procs.dm b/code/modules/mob/living/damage_procs.dm index 7f2bff4a80d..a1c2499319f 100644 --- a/code/modules/mob/living/damage_procs.dm +++ b/code/modules/mob/living/damage_procs.dm @@ -8,13 +8,13 @@ standard 0 if fail */ -/mob/living/proc/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, used_weapon, damage_flags = 0, armor_pen, silent = FALSE) +/mob/living/proc/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, used_weapon, damage_flags = 0, armor_pen, silent = FALSE, check_armor = null) SHOULD_NOT_SLEEP(TRUE) if(!damage) return FALSE - var/list/after_armor = modify_damage_by_armor(def_zone, damage, damagetype, damage_flags, src, armor_pen, silent) + var/list/after_armor = modify_damage_by_armor(def_zone, damage, damagetype, damage_flags, src, armor_pen, silent, check_armor) damage = after_armor[1] damagetype = after_armor[2] damage_flags = after_armor[3] // args modifications in case of parent calls diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index a6f17c32188..caa9a676cb2 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -1,5 +1,5 @@ -/mob/living/proc/modify_damage_by_armor(def_zone, damage, damage_type, damage_flags, mob/living/victim, armor_pen, silent = FALSE) - var/list/armors = get_armors_by_zone(def_zone, damage_type, damage_flags) +/mob/living/proc/modify_damage_by_armor(def_zone, damage, damage_type, damage_flags, mob/living/victim, armor_pen, silent = FALSE, check_armor) + var/list/armors = get_armors_by_zone(def_zone, damage_type, damage_flags, check_armor) . = args.Copy(2) for(var/armor in armors) var/datum/component/armor/armor_datum = armor @@ -8,18 +8,18 @@ /mob/living/check_projectile_armor(def_zone, obj/projectile/impacting_projectile, is_silent) if(impacting_projectile.damage > 0) // Run the block computation if we did damage or if we only use armor for effects (nodamage) //Since we get a ratio from this and we need a percentage, we multiply by 100 to get the percentage - return (get_blocked_ratio(def_zone, impacting_projectile.damage_type, impacting_projectile.damage_flags(), impacting_projectile.armor_penetration, impacting_projectile.damage) * 100) + return (get_blocked_ratio(def_zone, impacting_projectile.damage_type, impacting_projectile.damage_flags(), impacting_projectile.armor_penetration, impacting_projectile.damage, impacting_projectile.check_armor) * 100) return 0 -/mob/living/proc/get_blocked_ratio(def_zone, damage_type, damage_flags, armor_pen, damage) - var/list/armors = get_armors_by_zone(def_zone, damage_type, damage_flags) +/mob/living/proc/get_blocked_ratio(def_zone, damage_type, damage_flags, armor_pen, damage, check_armor) + var/list/armors = get_armors_by_zone(def_zone, damage_type, damage_flags, check_armor) . = 0 for(var/armor in armors) var/datum/component/armor/armor_datum = armor - . = 1 - (1 - .) * (1 - armor_datum.get_blocked(damage_type, damage_flags, armor_pen, damage)) // multiply the amount we let through + . = 1 - (1 - .) * (1 - armor_datum.get_blocked(damage_type, damage_flags, armor_pen, damage, check_armor)) // multiply the amount we let through . = min(1, .) -/mob/living/proc/get_armors_by_zone(def_zone, damage_type, damage_flags) +/mob/living/proc/get_armors_by_zone(def_zone, damage_type, damage_flags, check_armor) . = list() var/natural_armor = GetComponent(/datum/component/armor) if(natural_armor) @@ -185,7 +185,7 @@ return BULLET_IMPACT_MEAT //Handles the effects of "stun" weapons -/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon, var/damage_flags) +/mob/living/proc/stun_effect_act(var/stun_amount, var/agony_amount, var/damage_type, var/def_zone, var/used_weapon, var/damage_flags, var/check_armor) flash_pain(stun_amount) if(stun_amount) diff --git a/code/modules/mob/living/silicon/robot/items/electric_arm.dm b/code/modules/mob/living/silicon/robot/items/electric_arm.dm index 99a365519c4..7fd43c6f3cc 100644 --- a/code/modules/mob/living/silicon/robot/items/electric_arm.dm +++ b/code/modules/mob/living/silicon/robot/items/electric_arm.dm @@ -15,6 +15,6 @@ playsound(loc, 'sound/weapons/Egloves.ogg', 50, 1, -1) M.apply_effect(5, STUTTER) - M.stun_effect_act(0, 70, check_zone(hit_zone), src) + M.stun_effect_act(0, 70, DAMAGE_PAIN, check_zone(hit_zone), src) return FALSE diff --git a/code/modules/mob/living/silicon/silicon.dm b/code/modules/mob/living/silicon/silicon.dm index 3d4743eb9a2..5caba1f0b63 100644 --- a/code/modules/mob/living/silicon/silicon.dm +++ b/code/modules/mob/living/silicon/silicon.dm @@ -117,7 +117,7 @@ to_chat(src, SPAN_DANGER("BZZZT")) to_chat(src, SPAN_WARNING("Warning: Electromagnetic pulse detected.")) -/mob/living/silicon/stun_effect_act(var/stun_amount, var/agony_amount, var/def_zone, var/used_weapon, var/damage_flags) +/mob/living/silicon/stun_effect_act(var/stun_amount, var/agony_amount, var/damage_type, var/def_zone, var/used_weapon, var/damage_flags) return //immune /mob/living/silicon/electrocute_act(shock_damage, obj/source, siemens_coeff = 1.0, var/def_zone = null, tesla_shock = FALSE, ground_zero) diff --git a/code/modules/mob/living/simple_animal/shade.dm b/code/modules/mob/living/simple_animal/shade.dm index e146f938856..3788c504ecf 100644 --- a/code/modules/mob/living/simple_animal/shade.dm +++ b/code/modules/mob/living/simple_animal/shade.dm @@ -104,7 +104,7 @@ var/datum/weakref/original_body var/datum/weakref/possessed_body -/mob/living/simple_animal/shade/bluespace/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, used_weapon, damage_flags = 0, armor_pen, silent = FALSE) +/mob/living/simple_animal/shade/bluespace/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, used_weapon, damage_flags = 0, armor_pen, silent = FALSE, check_armor) return 0 /mob/living/simple_animal/shade/bluespace/adjustBruteLoss() diff --git a/code/modules/mob/living/simple_animal/simple_animal.dm b/code/modules/mob/living/simple_animal/simple_animal.dm index f3e01ac22a4..6d157f1c473 100644 --- a/code/modules/mob/living/simple_animal/simple_animal.dm +++ b/code/modules/mob/living/simple_animal/simple_animal.dm @@ -718,7 +718,7 @@ if(ismob(hitting_projectile.firer)) handle_attack_by(hitting_projectile.firer) -/mob/living/simple_animal/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, used_weapon, damage_flags = 0, armor_pen, silent = FALSE) +/mob/living/simple_animal/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, used_weapon, damage_flags = 0, armor_pen, silent = FALSE, check_armor) . = ..() handle_bleeding_timer(damage) handle_blood() diff --git a/code/modules/organs/subtypes/vaurca.dm b/code/modules/organs/subtypes/vaurca.dm index f4b418495f3..b34de256502 100644 --- a/code/modules/organs/subtypes/vaurca.dm +++ b/code/modules/organs/subtypes/vaurca.dm @@ -661,7 +661,7 @@ if(owner.a_intent == I_HURT) H.electrocute_act(10, owner, def_zone = target_zone) else - H.stun_effect_act(0, 50, target_zone, owner) + H.stun_effect_act(0, 50, DAMAGE_PAIN, target_zone, owner, check_armor = ENERGY) owner.visible_message(SPAN_DANGER("[H] has been prodded with [src] by [owner]!")) playsound(get_turf(owner), 'sound/weapons/Egloves.ogg', 50, 1, -1) diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 138dbfedca4..b9577118688 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -331,8 +331,10 @@ var/mob/living/living_target = target living_target.apply_effects(0, weaken, paralyze, 0, stutter, eyeblur, drowsy, 0, incinerate, blocked) - living_target.stun_effect_act(stun, agony, def_zone, src, damage_flags) - living_target.apply_damage(irradiate, DAMAGE_RADIATION, damage_flags = DAMAGE_FLAG_DISPERSED) //radiation protection is handled separately from other armor types. + if(stun || agony) + living_target.stun_effect_act(stun, agony, DAMAGE_PAIN, def_zone, src, damage_flags, check_armor) + if(irradiate) + living_target.apply_damage(irradiate, DAMAGE_RADIATION, def_zone, check_armor = check_armor) //radiation protection is handled separately from other armor types. if(!do_not_log) log_combat(firer, living_target, "shot", src) diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index 69e7e2773cb..8d53338e420 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -14,7 +14,7 @@ muzzle_type = /obj/effect/projectile/muzzle/bullet /obj/projectile/bullet/on_hit(atom/target, blocked, def_zone) - if(isliving(target) && (..(target, blocked, def_zone) == BULLET_ACT_HIT)) + if(isliving(target) && blocked < 100) var/mob/living/L = target shake_camera(L, 3, 2) return ..() @@ -112,6 +112,7 @@ name = "rubber ball" icon_state = "pellets" damage = 2 + check_armor = MELEE agony = 50 embed = FALSE var/balls = 4 diff --git a/html/changelogs/DamageAndPainVsArmorFIxes.yml b/html/changelogs/DamageAndPainVsArmorFIxes.yml new file mode 100644 index 00000000000..c84a7b7f1d5 --- /dev/null +++ b/html/changelogs/DamageAndPainVsArmorFIxes.yml @@ -0,0 +1,9 @@ +author: Fenodyree + +delete-after: True + +changes: + - bugfix: "Fixes all rubber bullets dealing damage twice." + - bugfix: "Fixes all attacks that dealt pain damage checking siemens coefficient. This makes everything but hardsuits and voidsuits stronger against rubber bullets. Insulated gloves are also no longer immune to rubber bullets." + - bugfix: "Fixes pain failing to make you blurt out whatever you were typing. Now getting shot will cause you to say whatever was in the typing window when you were hit and close the window immediately, allowing you to move." + - bugfix: "Fixes all attacks that had manually set armour checks, previously they ignored the armour they were meant to check and decided what armour affected them based only on their damage type." diff --git a/maps/away/away_site/quarantined_outpost/quarantined_outpost_objects.dm b/maps/away/away_site/quarantined_outpost/quarantined_outpost_objects.dm index e5be5e30c97..919879bd91f 100644 --- a/maps/away/away_site/quarantined_outpost/quarantined_outpost_objects.dm +++ b/maps/away/away_site/quarantined_outpost/quarantined_outpost_objects.dm @@ -261,7 +261,7 @@ GLOBAL_LIST_EMPTY(trackables_pool) if(mob_in_disguise && isliving(hit_mob)) // we hit a mob? Disguise is gone disregard_the_disguise() -/mob/living/simple_animal/hostile/revivable/abomination/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, blocked, used_weapon, damage_flags = 0, armor_pen, silent = FALSE) +/mob/living/simple_animal/hostile/revivable/abomination/apply_damage(damage = 0, damagetype = DAMAGE_BRUTE, def_zone, blocked, used_weapon, damage_flags = 0, armor_pen, silent = FALSE, check_armor) . = ..() if(mob_in_disguise && damage) // we were hit? Disguise is gone disregard_the_disguise()