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fixes shields with breakable_by_damage set to FALSE being unable to block attacks. (#71734)
## About The Pull Request It removes a stupid check from `hit_reaction()` and adds another to `on_shield_block()`, simple as. ## Why It's Good For The Game Consult the PR title. That's not what `breakable_by_damage` is supposed to do. ## Changelog 🆑 fix: fixes shields that don't actually take damage from attacks (eg: adamantine shields) being unable to block said attacks. /🆑
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@@ -27,8 +27,6 @@
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COOLDOWN_DECLARE(baton_bash)
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/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(!breakable_by_damage)
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return FALSE
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if(transparent && (hitby.pass_flags & PASSGLASS))
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return FALSE
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if(attack_type == THROWN_PROJECTILE_ATTACK)
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@@ -55,6 +53,8 @@
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new shield_break_leftover(get_turf(src))
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/obj/item/shield/proc/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK)
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if(!breakable_by_damage)
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return TRUE
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if (atom_integrity <= damage)
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var/turf/owner_turf = get_turf(owner)
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owner_turf.visible_message(span_warning("[hitby] destroys [src]!"))
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