diff --git a/code/datums/components/pellet_cloud.dm b/code/datums/components/pellet_cloud.dm index 5c1c63bc092..1906c79335a 100644 --- a/code/datums/components/pellet_cloud.dm +++ b/code/datums/components/pellet_cloud.dm @@ -314,10 +314,10 @@ // technically this only checks armor worn the moment that all the pellets resolve rather than as each one hits you, // but this isn't important enough to warrant all the extra loops of mostly redundant armor checks var/mob/living/carbon/hit_carbon = target - var/armor_factor = hit_carbon.getarmor(hit_part, P.armor_flag) + var/armor_factor = hit_carbon.getarmor(hit_part, initial(P.armor_flag)) armor_factor = min(ARMOR_MAX_BLOCK, armor_factor) //cap damage reduction at 90% if(armor_factor > 0) - if(P.weak_against_armour && armor_factor >= 0) + if(initial(P.weak_against_armour) && armor_factor >= 0) armor_factor *= ARMOR_WEAKENED_MULTIPLIER damage_dealt *= armor_factor