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The proc that calculates the force of a fish now takes metalgen into consideration. (#86159)
## About The Pull Request This is more of a nit than anything. The game is so full of different features, preventing each and every single mechanic from getting in the way of something is a sisyphean task, yet we try, so one must imagine a contributor happy. ## Why It's Good For The Game Consistency. ## Changelog It's nothing note-worthy.
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@@ -317,6 +317,15 @@
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SEND_SIGNAL(src, COMSIG_FISH_FORCE_UPDATED, weight_rank, bonus_malus)
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if(material_flags & MATERIAL_EFFECTS) //struck by metal gen or something.
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for(var/current_material in custom_materials)
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var/datum/material/material = GET_MATERIAL_REF(current_material)
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force *= material.strength_modifier
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throwforce *= material.strength_modifier
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if(material.item_sound_override)
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hitsound = material.item_sound_override
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if(force >=15 && hitsound == SFX_DEFAULT_FISH_SLAP) // don't override special attack sounds
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hitsound = SFX_ALT_FISH_SLAP // do more damage - do heavier slap sound
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