diff --git a/code/game/atoms.dm b/code/game/atoms.dm index de9229259a2..b09edc26746 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -326,7 +326,7 @@ var/a_incidence_s = abs(incidence_s) if(a_incidence_s > 90 && a_incidence_s < 270) return FALSE - if((ricocheting_projectile.flag in list(BULLET, BOMB)) && ricocheting_projectile.ricochet_incidence_leeway) + if((ricocheting_projectile.armor_flag in list(BULLET, BOMB)) && ricocheting_projectile.ricochet_incidence_leeway) if((a_incidence_s < 90 && a_incidence_s < 90 - ricocheting_projectile.ricochet_incidence_leeway) || (a_incidence_s > 270 && a_incidence_s -270 > ricocheting_projectile.ricochet_incidence_leeway)) return FALSE var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s) diff --git a/code/game/objects/obj_defense.dm b/code/game/objects/obj_defense.dm index c5dfe29eeb4..17f039c0d0f 100644 --- a/code/game/objects/obj_defense.dm +++ b/code/game/objects/obj_defense.dm @@ -26,7 +26,7 @@ playsound(src, P.hitsound, 50, TRUE) var/damage if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object - damage = take_damage(P.damage, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration) + damage = take_damage(P.damage, P.damage_type, P.armor_flag, 0, turn(P.dir, 180), P.armour_penetration) if(P.suppressed != SUPPRESSED_VERY) visible_message(span_danger("[src] is hit by \a [P][damage ? "" : ", without leaving a mark"]!"), null, null, COMBAT_MESSAGE_RANGE) diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index 30b92379f5b..95fbd5c2f77 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -371,7 +371,7 @@ /obj/handle_ricochet(obj/projectile/P) . = ..() if(. && receive_ricochet_damage_coeff) - take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet + take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.armor_flag, 0, turn(P.dir, 180), P.armour_penetration) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet /obj/update_overlays() . = ..() diff --git a/code/modules/mining/equipment/kinetic_crusher.dm b/code/modules/mining/equipment/kinetic_crusher.dm index 15881915ed5..594c9d9964d 100644 --- a/code/modules/mining/equipment/kinetic_crusher.dm +++ b/code/modules/mining/equipment/kinetic_crusher.dm @@ -188,7 +188,7 @@ nodamage = TRUE damage = 0 //We're just here to mark people. This is still a melee weapon. damage_type = BRUTE - flag = BOMB + armor_flag = BOMB range = 6 log_override = TRUE var/obj/item/kinetic_crusher/hammer_synced diff --git a/code/modules/mining/lavaland/megafauna_loot.dm b/code/modules/mining/lavaland/megafauna_loot.dm index 9fe57f56978..ebc8600eb0d 100644 --- a/code/modules/mining/lavaland/megafauna_loot.dm +++ b/code/modules/mining/lavaland/megafauna_loot.dm @@ -603,7 +603,7 @@ /obj/projectile/soulscythe name = "soulslash" icon_state = "soulslash" - flag = MELEE //jokair + armor_flag = MELEE //jokair damage = 15 light_range = 1 light_power = 1 diff --git a/code/modules/mob/living/carbon/human/species_types/golems.dm b/code/modules/mob/living/carbon/human/species_types/golems.dm index a2293e93d17..0716b39bcb2 100644 --- a/code/modules/mob/living/carbon/human/species_types/golems.dm +++ b/code/modules/mob/living/carbon/human/species_types/golems.dm @@ -435,7 +435,7 @@ /datum/species/golem/sand/bullet_act(obj/projectile/P, mob/living/carbon/human/H) if(!(P.original == H && P.firer == H)) - if(P.flag == BULLET || P.flag == BOMB) + if(P.armor_flag == BULLET || P.armor_flag == BOMB) playsound(H, 'sound/effects/shovel_dig.ogg', 70, TRUE) H.visible_message(span_danger("The [P.name] sinks harmlessly in [H]'s sandy body!"), \ span_userdanger("The [P.name] sinks harmlessly in [H]'s sandy body!")) @@ -467,7 +467,7 @@ /datum/species/golem/glass/bullet_act(obj/projectile/P, mob/living/carbon/human/H) if(!(P.original == H && P.firer == H)) //self-shots don't reflect - if(P.flag == LASER || P.flag == ENERGY) + if(P.armor_flag == LASER || P.armor_flag == ENERGY) H.visible_message(span_danger("The [P.name] gets reflected by [H]'s glass skin!"), \ span_userdanger("The [P.name] gets reflected by [H]'s glass skin!")) if(P.starting) @@ -958,7 +958,7 @@ /datum/species/golem/bronze/bullet_act(obj/projectile/P, mob/living/carbon/human/H) if(!(world.time > last_gong_time + gong_cooldown)) return ..() - if(P.flag == BULLET || P.flag == BOMB) + if(P.armor_flag == BULLET || P.armor_flag == BOMB) gong(H) return ..() diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index 22f59a42add..3e27ec54dd4 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -68,7 +68,7 @@ return . ? BULLET_ACT_HIT : BULLET_ACT_BLOCK /mob/living/check_projectile_armor(def_zone, obj/projectile/impacting_projectile, is_silent) - return run_armor_check(def_zone, impacting_projectile.flag, "","",impacting_projectile.armour_penetration, "", is_silent, impacting_projectile.weak_against_armour) + return run_armor_check(def_zone, impacting_projectile.armor_flag, "","",impacting_projectile.armour_penetration, "", is_silent, impacting_projectile.weak_against_armour) /mob/living/proc/check_projectile_dismemberment(obj/projectile/P, def_zone) return 0 diff --git a/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm b/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm index 0a4146bc7e0..65ca35c477c 100644 --- a/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm +++ b/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm @@ -38,5 +38,5 @@ icon_state = "declone" damage = 4 damage_type = BURN - flag = ENERGY + armor_flag = ENERGY temperature = -100 // closer to the old temp loss diff --git a/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm b/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm index 1ced1676766..8725c28a6c1 100644 --- a/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm +++ b/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm @@ -44,7 +44,7 @@ damage = 10 damage_type = BURN light_range = 2 - flag = ENERGY + armor_flag = ENERGY light_color = LIGHT_COLOR_YELLOW hitsound = 'sound/weapons/sear.ogg' hitsound_wall = 'sound/weapons/effects/searwall.ogg' diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm index 3bed2ee134f..04a25291f57 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm @@ -268,7 +268,7 @@ if(istype(P, /obj/projectile/magic)) ActivationReaction(P.firer, ACTIVATE_MAGIC, P.damage_type) return - ActivationReaction(P.firer, P.flag, P.damage_type) + ActivationReaction(P.firer, P.armor_flag, P.damage_type) /obj/machinery/anomalous_crystal/proc/ActivationReaction(mob/user, method, damtype) if(!COOLDOWN_FINISHED(src, cooldown_timer)) diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm index a48cb32181f..57821a0f0c4 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm @@ -43,7 +43,7 @@ damage = 10 damage_type = BURN nodamage = FALSE - flag = ENERGY + armor_flag = ENERGY temperature = -50 // Cools you down! per hit! var/slowdown = TRUE //Determines if the projectile applies a slowdown status effect on carbons or not diff --git a/code/modules/mod/modules/modules_supply.dm b/code/modules/mod/modules/modules_supply.dm index c67900c09d9..78ef2ed64cd 100644 --- a/code/modules/mod/modules/modules_supply.dm +++ b/code/modules/mod/modules/modules_supply.dm @@ -538,7 +538,7 @@ nodamage = TRUE range = 6 suppressed = SUPPRESSED_VERY - flag = BOMB + armor_flag = BOMB light_system = MOVABLE_LIGHT light_range = 1 light_power = 1 diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm index 7e60c9f7fad..fb4cf70dc9e 100644 --- a/code/modules/power/singularity/field_generator.dm +++ b/code/modules/power/singularity/field_generator.dm @@ -176,7 +176,7 @@ no power level overlay is currently in the overlays list. return ..() /obj/machinery/field/generator/bullet_act(obj/projectile/considered_bullet) - if(considered_bullet.flag != BULLET) + if(considered_bullet.armor_flag != BULLET) power = min(power + considered_bullet.damage, field_generator_max_power) check_power_level() . = ..() diff --git a/code/modules/power/supermatter/supermatter.dm b/code/modules/power/supermatter/supermatter.dm index d19f6b8e80a..2281b6d85cb 100644 --- a/code/modules/power/supermatter/supermatter.dm +++ b/code/modules/power/supermatter/supermatter.dm @@ -890,7 +890,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal) return FALSE if(!istype(projectile.firer, /obj/machinery/power/emitter) && power_changes) investigate_log("has been hit by [projectile] fired by [key_name(projectile.firer)]", INVESTIGATE_SUPERMATTER) - if(projectile.flag != BULLET || kiss_power) + if(projectile.armor_flag != BULLET || kiss_power) if(kiss_power) psyCoeff = 1 psy_overlay = TRUE diff --git a/code/modules/projectiles/guns/energy/beam_rifle.dm b/code/modules/projectiles/guns/energy/beam_rifle.dm index 370b98177c1..fb6cf679fc5 100644 --- a/code/modules/projectiles/guns/energy/beam_rifle.dm +++ b/code/modules/projectiles/guns/energy/beam_rifle.dm @@ -414,7 +414,7 @@ hitsound = 'sound/effects/explosion3.ogg' damage = 0 //Handled manually. damage_type = BURN - flag = ENERGY + armor_flag = ENERGY range = 150 jitter = 10 var/obj/item/gun/energy/beam_rifle/gun diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm index e61ebba1b85..97b61e3dc67 100644 --- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm +++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm @@ -176,7 +176,7 @@ icon_state = null damage = 40 damage_type = BRUTE - flag = BOMB + armor_flag = BOMB range = 3 log_override = TRUE @@ -405,7 +405,7 @@ M.gets_drilled(K.firer, TRUE) if(modifier) for(var/mob/living/L in range(1, target_turf) - K.firer - target) - var/armor = L.run_armor_check(K.def_zone, K.flag, "", "", K.armour_penetration) + var/armor = L.run_armor_check(K.def_zone, K.armor_flag, "", "", K.armour_penetration) L.apply_damage(K.damage*modifier, K.damage_type, K.def_zone, armor) to_chat(L, span_userdanger("You're struck by a [K.name]!")) @@ -511,7 +511,7 @@ var/kill_modifier = 1 if(K.pressure_decrease_active) kill_modifier *= K.pressure_decrease - var/armor = L.run_armor_check(K.def_zone, K.flag, "", "", K.armour_penetration) + var/armor = L.run_armor_check(K.def_zone, K.armor_flag, "", "", K.armour_penetration) L.apply_damage(bounties_reaped[L.type]*kill_modifier, K.damage_type, K.def_zone, armor) /obj/item/borg/upgrade/modkit/bounty/proc/get_kill(mob/living/L) diff --git a/code/modules/projectiles/guns/special/blastcannon.dm b/code/modules/projectiles/guns/special/blastcannon.dm index b9a89658028..3596105c4d3 100644 --- a/code/modules/projectiles/guns/special/blastcannon.dm +++ b/code/modules/projectiles/guns/special/blastcannon.dm @@ -290,7 +290,7 @@ icon_state = "blastwave" damage = 0 nodamage = FALSE - flag = BOMB // Doesn't actually have any functional purpose. But it makes sense. + armor_flag = BOMB // Doesn't actually have any functional purpose. But it makes sense. movement_type = FLYING projectile_phasing = ALL // just blows up the turfs lmao phasing_ignore_direct_target = TRUE // If we don't do this the blastcannon shot can be blocked by random items. diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index b406b7e65d3..0a5600c6f88 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -133,7 +133,7 @@ var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions ///Defines what armor to use when it hits things. Must be set to bullet, laser, energy, or bomb - var/flag = BULLET + var/armor_flag = BULLET ///How much armor this projectile pierces. var/armour_penetration = 0 ///Whether or not our bullet lacks penetrative power, and is easily stopped by armor. @@ -606,10 +606,10 @@ return FALSE /obj/projectile/proc/check_ricochet_flag(atom/A) - if((flag in list(ENERGY, LASER)) && (A.flags_ricochet & RICOCHET_SHINY)) + if((armor_flag in list(ENERGY, LASER)) && (A.flags_ricochet & RICOCHET_SHINY)) return TRUE - if((flag in list(BOMB, BULLET)) && (A.flags_ricochet & RICOCHET_HARD)) + if((armor_flag in list(BOMB, BULLET)) && (A.flags_ricochet & RICOCHET_HARD)) return TRUE return FALSE diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index c8c95137a75..ed463de7b65 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -6,7 +6,7 @@ damage_type = BURN hitsound = 'sound/weapons/sear.ogg' hitsound_wall = 'sound/weapons/effects/searwall.ogg' - flag = LASER + armor_flag = LASER eyeblur = 2 impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser light_system = MOVABLE_LIGHT @@ -73,7 +73,6 @@ /obj/projectile/beam/xray name = "\improper X-ray beam" icon_state = "xray" - flag = TOX damage = 15 range = 15 pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF | PASSMACHINE | PASSSTRUCTURE | PASSDOORS @@ -89,7 +88,7 @@ icon_state = "omnilaser" damage = 30 damage_type = STAMINA - flag = ENERGY + armor_flag = ENERGY hitsound = 'sound/weapons/tap.ogg' eyeblur = 0 impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser @@ -166,7 +165,6 @@ hitsound = null damage = 0 damage_type = STAMINA - flag = LASER var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag) impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser light_color = LIGHT_COLOR_BLUE @@ -208,7 +206,7 @@ hitsound = 'sound/weapons/shrink_hit.ogg' damage = 0 damage_type = STAMINA - flag = ENERGY + armor_flag = ENERGY impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink light_color = LIGHT_COLOR_BLUE var/shrink_time = 90 diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index 6eb8335b201..dbf6a6bb98a 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -4,7 +4,7 @@ damage = 60 damage_type = BRUTE nodamage = FALSE - flag = BULLET + armor_flag = BULLET hitsound_wall = SFX_RICOCHET sharpness = SHARP_POINTY impact_effect_type = /obj/effect/temp_visual/impact_effect diff --git a/code/modules/projectiles/projectile/bullets/_incendiary.dm b/code/modules/projectiles/projectile/bullets/_incendiary.dm index 4f60f8940ab..cb18fa00236 100644 --- a/code/modules/projectiles/projectile/bullets/_incendiary.dm +++ b/code/modules/projectiles/projectile/bullets/_incendiary.dm @@ -31,7 +31,7 @@ ricochet_incidence_leeway = 0 suppressed = SUPPRESSED_VERY damage_type = BURN - flag = BOMB + armor_flag = BOMB speed = 1.2 wound_bonus = 30 bare_wound_bonus = 30 diff --git a/code/modules/projectiles/projectile/energy/_energy.dm b/code/modules/projectiles/projectile/energy/_energy.dm index d4e9b21d0b0..8527041e860 100644 --- a/code/modules/projectiles/projectile/energy/_energy.dm +++ b/code/modules/projectiles/projectile/energy/_energy.dm @@ -3,6 +3,6 @@ icon_state = "spark" damage = 0 damage_type = BURN - flag = ENERGY + armor_flag = ENERGY reflectable = REFLECT_NORMAL impact_effect_type = /obj/effect/temp_visual/impact_effect/energy diff --git a/code/modules/projectiles/projectile/energy/nuclear_particle.dm b/code/modules/projectiles/projectile/energy/nuclear_particle.dm index 11f4ab8f352..f8e518bdb8b 100644 --- a/code/modules/projectiles/projectile/energy/nuclear_particle.dm +++ b/code/modules/projectiles/projectile/energy/nuclear_particle.dm @@ -3,7 +3,7 @@ name = "nuclear particle" icon_state = "nuclear_particle" pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE - flag = ENERGY + armor_flag = ENERGY damage_type = TOX damage = 10 speed = 0.4 diff --git a/code/modules/projectiles/projectile/energy/thermal.dm b/code/modules/projectiles/projectile/energy/thermal.dm index 2976870a5df..41efd21475c 100644 --- a/code/modules/projectiles/projectile/energy/thermal.dm +++ b/code/modules/projectiles/projectile/energy/thermal.dm @@ -3,7 +3,7 @@ icon_state = "infernoshot" damage = 20 damage_type = BURN - flag = ENERGY + armor_flag = ENERGY armour_penetration = 10 reflectable = NONE wound_bonus = 0 @@ -29,7 +29,7 @@ damage = 20 damage_type = BRUTE armour_penetration = 10 - flag = ENERGY + armor_flag = ENERGY sharpness = SHARP_POINTY //it's a big ol' shard of ice reflectable = NONE wound_bonus = 0 diff --git a/code/modules/projectiles/projectile/magic.dm b/code/modules/projectiles/projectile/magic.dm index bdb3487648d..5b6fd7b72cb 100644 --- a/code/modules/projectiles/projectile/magic.dm +++ b/code/modules/projectiles/projectile/magic.dm @@ -5,7 +5,7 @@ damage_type = OXY nodamage = TRUE armour_penetration = 100 - flag = NONE + armor_flag = NONE /obj/projectile/magic/death name = "bolt of death" diff --git a/code/modules/projectiles/projectile/special/floral.dm b/code/modules/projectiles/projectile/special/floral.dm index acd5fbafeee..fa1259bcb79 100644 --- a/code/modules/projectiles/projectile/special/floral.dm +++ b/code/modules/projectiles/projectile/special/floral.dm @@ -4,7 +4,7 @@ damage = 0 damage_type = TOX nodamage = TRUE - flag = ENERGY + armor_flag = ENERGY /obj/projectile/energy/floramut/on_hit(atom/target, blocked = FALSE) . = ..() @@ -34,7 +34,7 @@ damage = 0 damage_type = TOX nodamage = TRUE - flag = ENERGY + armor_flag = ENERGY /obj/projectile/energy/florayield/on_hit(atom/target, blocked = FALSE) . = ..() @@ -49,7 +49,7 @@ damage = 0 damage_type = TOX nodamage = TRUE - flag = ENERGY + armor_flag = ENERGY /obj/projectile/energy/florarevolution/on_hit(atom/target, blocked = FALSE) . = ..() diff --git a/code/modules/projectiles/projectile/special/ion.dm b/code/modules/projectiles/projectile/special/ion.dm index 232b9280c13..b647d3e16bc 100644 --- a/code/modules/projectiles/projectile/special/ion.dm +++ b/code/modules/projectiles/projectile/special/ion.dm @@ -4,7 +4,7 @@ damage = 0 damage_type = BURN nodamage = TRUE - flag = ENERGY + armor_flag = ENERGY impact_effect_type = /obj/effect/temp_visual/impact_effect/ion var/emp_radius = 1 diff --git a/code/modules/projectiles/projectile/special/meteor.dm b/code/modules/projectiles/projectile/special/meteor.dm index ba207c3e478..a0020a573d3 100644 --- a/code/modules/projectiles/projectile/special/meteor.dm +++ b/code/modules/projectiles/projectile/special/meteor.dm @@ -7,7 +7,7 @@ dismemberment = 90 armour_penetration = 100 damage_type = BRUTE - flag = BULLET + armor_flag = BULLET /obj/projectile/meteor/on_hit(atom/target, blocked = FALSE) . = ..() diff --git a/code/modules/projectiles/projectile/special/neurotoxin.dm b/code/modules/projectiles/projectile/special/neurotoxin.dm index c2a29e50edb..7b8693632e0 100644 --- a/code/modules/projectiles/projectile/special/neurotoxin.dm +++ b/code/modules/projectiles/projectile/special/neurotoxin.dm @@ -5,7 +5,7 @@ damage_type = TOX nodamage = FALSE paralyze = 100 - flag = BIO + armor_flag = BIO impact_effect_type = /obj/effect/temp_visual/impact_effect/neurotoxin /obj/projectile/neurotoxin/on_hit(atom/target, blocked = FALSE) diff --git a/code/modules/projectiles/projectile/special/temperature.dm b/code/modules/projectiles/projectile/special/temperature.dm index c43e7322304..6f6e39004e5 100644 --- a/code/modules/projectiles/projectile/special/temperature.dm +++ b/code/modules/projectiles/projectile/special/temperature.dm @@ -4,7 +4,7 @@ damage = 0 damage_type = BURN nodamage = FALSE - flag = ENERGY + armor_flag = ENERGY var/temperature = -50 // reduce the body temperature by 50 points /obj/projectile/temp/on_hit(atom/target, blocked = 0) diff --git a/code/modules/vehicles/mecha/mecha_defense.dm b/code/modules/vehicles/mecha/mecha_defense.dm index bb097afb7fb..4b92997913d 100644 --- a/code/modules/vehicles/mecha/mecha_defense.dm +++ b/code/modules/vehicles/mecha/mecha_defense.dm @@ -114,7 +114,7 @@ var/mob/living/hitmob = m hitmob.bullet_act(Proj) //If the sides are open, the occupant can be hit return BULLET_ACT_HIT - log_message("Hit by projectile. Type: [Proj.name]([Proj.flag]).", LOG_MECHA, color="red") + log_message("Hit by projectile. Type: [Proj.name]([Proj.armor_flag]).", LOG_MECHA, color="red") . = ..() /obj/vehicle/sealed/mecha/ex_act(severity, target)