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[MIRROR] Refactors armor into dedicated subtypes [MDB IGNORE] (#18291)
* Refactors armor into dedicated subtypes * start * most tg things * pain (#18584) * shit * non-mod changes * compile Co-authored-by: John Doe <gamingskeleton3@gmail.com> * #18291 * compile fix * ??? Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com> Co-authored-by: John Doe <gamingskeleton3@gmail.com> Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
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co-authored by
John Doe
Zephyr
Zonespace
parent
9aac55ef4d
commit
011fefdd81
@@ -91,7 +91,7 @@
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var/list/clothing = human_wearer.clothingonpart(src)
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for(var/obj/item/clothing/clothes_check as anything in clothing)
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// unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary
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if(clothes_check.armor.getRating(WOUND))
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if(clothes_check.get_armor_rating(WOUND))
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bare_wound_bonus = 0
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break
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@@ -150,7 +150,7 @@
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var/list/clothing = human_owner.clothingonpart(src)
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for(var/obj/item/clothing/clothes as anything in clothing)
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// unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary
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armor_ablation += clothes.armor.getRating(WOUND)
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armor_ablation += clothes.get_armor_rating(WOUND)
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if(wounding_type == WOUND_SLASH)
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clothes.take_damage_zone(body_zone, damage, BRUTE)
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else if(wounding_type == WOUND_BURN && damage >= 10) // lazy way to block freezing from shredding clothes without adding another var onto apply_damage()
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