Stops shields getting broken by pillows and disablers. (#75759)

## About The Pull Request
See the title. Doing so by adding a new arg for damage type to
`check_shields()` and `hit_reaction()`. The other way would had involved
a couple istype checks for item or projectile damage type, but this is a
longer term solution and can tackle more than just that.

## Why It's Good For The Game
Fixes #74876.

## Changelog

🆑
fix: Stops shields getting broken by pillows and disablers.
/🆑
This commit is contained in:
Ghom
2023-06-01 22:26:10 +02:00
committed by GitHub
parent 099c804c52
commit 88b898dffd
32 changed files with 73 additions and 62 deletions
@@ -379,7 +379,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/structure/chair/stool/bar, 0)
/obj/item/chair/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
/obj/item/chair/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK, damage_type = BRUTE)
if(attack_type == UNARMED_ATTACK && prob(hit_reaction_chance))
owner.visible_message(span_danger("[owner] fends off [attack_text] with [src]!"))
return TRUE