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[MIRROR] Fixes pellet cloud wounding where I just broke it [MDB IGNORE] (#14052)
* Fixes pellet cloud wounding where I just broke it (#67424)
I was stupid in #67331 (9431c92f70) and forgot an initial() around an un-instantiated projectile var call. This puts it in so wounding checks don't runtime. I have actually tested that this works
Pellet clouds work properly
* Fixes pellet cloud wounding where I just broke it
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
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@@ -314,10 +314,10 @@
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// technically this only checks armor worn the moment that all the pellets resolve rather than as each one hits you,
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// but this isn't important enough to warrant all the extra loops of mostly redundant armor checks
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var/mob/living/carbon/hit_carbon = target
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var/armor_factor = hit_carbon.getarmor(hit_part, P.armor_flag)
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var/armor_factor = hit_carbon.getarmor(hit_part, initial(P.armor_flag))
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armor_factor = min(ARMOR_MAX_BLOCK, armor_factor) //cap damage reduction at 90%
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if(armor_factor > 0)
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if(P.weak_against_armour && armor_factor >= 0)
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if(initial(P.weak_against_armour) && armor_factor >= 0)
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armor_factor *= ARMOR_WEAKENED_MULTIPLIER
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damage_dealt *= armor_factor
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