Merge pull request #3075 from Anewbe/armor_soak

Implements Armor Soak
This commit is contained in:
MagmaRam
2017-03-28 20:02:00 -05:00
committed by GitHub
16 changed files with 1037 additions and 926 deletions

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@@ -228,13 +228,16 @@ mob/living/carbon/human/airflow_hit(atom/A)
var/b_loss = airflow_speed * vsc.airflow_damage
var/blocked = run_armor_check(BP_HEAD,"melee")
apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, 0, "Airflow")
var/soaked = get_armor_soak(BP_HEAD,"melee")
apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, soaked, 0, "Airflow")
blocked = run_armor_check(BP_TORSO,"melee")
apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, 0, "Airflow")
soaked = get_armor_soak(BP_TORSO,"melee")
apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, soaked, 0, "Airflow")
blocked = run_armor_check(BP_GROIN,"melee")
apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, 0, "Airflow")
soaked = get_armor_soak(BP_GROIN,"melee")
apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, soaked, 0, "Airflow")
if(airflow_speed > 10)
Paralyse(round(airflow_speed * vsc.airflow_stun))

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@@ -44,6 +44,7 @@
var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
var/canremove = 1 //Mostly for Ninja code at this point but basically will not allow the item to be removed if set to 0. /N
var/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/list/armorsoak = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/list/allowed = null //suit storage stuff.
var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
var/zoomdevicename = null //name used for message when binoculars/scope is used

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@@ -77,11 +77,15 @@
//armour
var/blocked = L.run_armor_check(target_zone, "melee")
var/soaked = L.get_armor_soak(target_zone, "melee")
if(blocked >= 100)
return
if(!L.apply_damage(30, BRUTE, target_zone, blocked, used_weapon=src))
if(soaked >= 30)
return
if(!L.apply_damage(30, BRUTE, target_zone, blocked, soaked, used_weapon=src))
return 0
//trap the victim in place

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@@ -150,20 +150,22 @@
var/def_zone = ran_zone()
var/blocked = occupant.run_armor_check(def_zone, "melee")
var/soaked = occupant.get_armor_soak(def_zone, "melee")
occupant.throw_at(A, 3, propelled)
occupant.apply_effect(6, STUN, blocked)
occupant.apply_effect(6, WEAKEN, blocked)
occupant.apply_effect(6, STUTTER, blocked)
occupant.apply_damage(10, BRUTE, def_zone, blocked)
occupant.apply_damage(10, BRUTE, def_zone, blocked, soaked)
playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
if(istype(A, /mob/living))
var/mob/living/victim = A
def_zone = ran_zone()
blocked = victim.run_armor_check(def_zone, "melee")
soaked = victim.get_armor_soak(def_zone, "melee")
victim.apply_effect(6, STUN, blocked)
victim.apply_effect(6, WEAKEN, blocked)
victim.apply_effect(6, STUTTER, blocked)
victim.apply_damage(10, BRUTE, def_zone, blocked)
victim.apply_damage(10, BRUTE, def_zone, blocked, soaked)
occupant.visible_message("<span class='danger'>[occupant] crashed into \the [A]!</span>")
/obj/structure/bed/chair/office/light

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@@ -149,20 +149,22 @@
var/def_zone = ran_zone()
var/blocked = occupant.run_armor_check(def_zone, "melee")
var/soaked = occupant.get_armor_soak(def_zone, "melee")
occupant.throw_at(A, 3, propelled)
occupant.apply_effect(6, STUN, blocked)
occupant.apply_effect(6, WEAKEN, blocked)
occupant.apply_effect(6, STUTTER, blocked)
occupant.apply_damage(10, BRUTE, def_zone)
occupant.apply_damage(10, BRUTE, def_zone, soaked)
playsound(src.loc, 'sound/weapons/punch1.ogg', 50, 1, -1)
if(istype(A, /mob/living))
var/mob/living/victim = A
def_zone = ran_zone()
blocked = victim.run_armor_check(def_zone, "melee")
soaked = victim.get_armor_soak(def_zone, "melee")
victim.apply_effect(6, STUN, blocked)
victim.apply_effect(6, WEAKEN, blocked)
victim.apply_effect(6, STUTTER, blocked)
victim.apply_damage(10, BRUTE, def_zone)
victim.apply_damage(10, BRUTE, def_zone, soaked)
if(pulling)
occupant.visible_message("<span class='danger'>[pulling] has thrusted \the [name] into \the [A], throwing \the [occupant] out of it!</span>")

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@@ -161,6 +161,7 @@
piece.permeability_coefficient = permeability_coefficient
piece.unacidable = unacidable
if(islist(armor)) piece.armor = armor.Copy()
if(islist(armorsoak)) piece.armorsoak = armorsoak.Copy()
update_icon(1)

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@@ -114,8 +114,11 @@
if(!target_limb) target_limb = pick(BP_ALL)
var/blocked = target.run_armor_check(target_limb, "melee")
var/soaked = target.get_armor_soak(target_limb, "melee")
if(blocked >= 100)
return
var/obj/item/organ/external/affecting = target.get_organ(target_limb)
var/damage = 0
var/has_edge = 0
@@ -125,7 +128,7 @@
if(affecting)
to_chat(target, "<span class='danger'>\The [fruit]'s thorns pierce your [affecting.name] greedily!</span>")
target.apply_damage(damage, BRUTE, target_limb, blocked, "Thorns", sharp=1, edge=has_edge)
target.apply_damage(damage, BRUTE, target_limb, blocked, soaked, "Thorns", sharp=1, edge=has_edge)
else
to_chat(target, "<span class='danger'>\The [fruit]'s thorns pierce your flesh greedily!</span>")
target.adjustBruteLoss(damage)

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@@ -4,7 +4,7 @@
return null
..()
/mob/living/carbon/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/hit_zone)
/mob/living/carbon/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/soaked, var/hit_zone)
if(!effective_force || blocked >= 100)
return 0
@@ -12,6 +12,10 @@
if(HULK in user.mutations)
effective_force *= 2
//If the armor soaks all of the damage, it just skips the rest of the checks
if(effective_force <= soaked)
return 0
//Apply weapon damage
var/weapon_sharp = is_sharp(I)
var/weapon_edge = has_edge(I)

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@@ -43,6 +43,7 @@
return 0
var/obj/item/organ/external/affecting = get_organ(ran_zone(H.zone_sel.selecting))
var/armor_block = run_armor_check(affecting, "melee")
var/armor_soak = get_armor_soak(affecting, "melee")
if(HULK in H.mutations)
damage += 5
@@ -51,7 +52,10 @@
visible_message("\red <B>[H] has punched [src]!</B>")
apply_damage(damage, HALLOSS, affecting, armor_block)
if(armor_soak >= damage)
return
apply_damage(damage, HALLOSS, affecting, armor_block, armor_soak)
if(damage >= 9)
visible_message("\red <B>[H] has weakened [src]!</B>")
apply_effect(4, WEAKEN, armor_block)
@@ -245,11 +249,12 @@
real_damage = max(1, real_damage)
var/armour = run_armor_check(affecting, "melee")
var/soaked = get_armor_soak(affecting, "melee")
// Apply additional unarmed effects.
attack.apply_effects(H, src, armour, rand_damage, hit_zone)
// Finally, apply damage to target
apply_damage(real_damage, (attack.deal_halloss ? HALLOSS : BRUTE), affecting, armour, sharp=attack.sharp, edge=attack.edge)
apply_damage(real_damage, (attack.deal_halloss ? HALLOSS : BRUTE), affecting, armour, soaked, sharp=attack.sharp, edge=attack.edge)
if(I_DISARM)
M.attack_log += text("\[[time_stamp()]\] <font color='red'>Disarmed [src.name] ([src.ckey])</font>")
@@ -325,7 +330,8 @@
var/dam_zone = pick(organs_by_name)
var/obj/item/organ/external/affecting = get_organ(ran_zone(dam_zone))
var/armor_block = run_armor_check(affecting, "melee")
apply_damage(damage, BRUTE, affecting, armor_block)
var/armor_soak = get_armor_soak(affecting, "melee")
apply_damage(damage, BRUTE, affecting, armor_block, armor_soak)
updatehealth()
return 1

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@@ -93,6 +93,29 @@ emp_act
total += weight
return (armorval/max(total, 1))
//Like getarmor, but the value it returns will be numerical damage reduction
/mob/living/carbon/human/getsoak(var/def_zone, var/type)
var/soakval = 0
var/total = 0
if(def_zone)
if(isorgan(def_zone))
return getsoak_organ(def_zone, type)
var/obj/item/organ/external/affecting = get_organ(def_zone)
if(affecting)
return getsoak_organ(affecting, type)
//If a specific bodypart is targetted, check how that bodypart is protected and return the value.
//If you don't specify a bodypart, it checks ALL your bodyparts for protection, and averages out the values
for(var/organ_name in organs_by_name)
if (organ_name in organ_rel_size)
var/obj/item/organ/external/organ = organs_by_name[organ_name]
if(organ)
var/weight = organ_rel_size[organ_name]
soakval += getsoak_organ(organ, type) * weight
total += weight
return (soakval/max(total, 1))
//this proc returns the Siemens coefficient of electrical resistivity for a particular external organ.
/mob/living/carbon/human/proc/get_siemens_coefficient_organ(var/obj/item/organ/external/def_zone)
if (!def_zone)
@@ -119,6 +142,17 @@ emp_act
protection += C.armor[type]
return protection
/mob/living/carbon/human/proc/getsoak_organ(var/obj/item/organ/external/def_zone, var/type)
if(!type || !def_zone) return 0
var/soaked = 0
var/list/protective_gear = list(head, wear_mask, wear_suit, w_uniform, gloves, shoes)
for(var/gear in protective_gear)
if(gear && istype(gear ,/obj/item/clothing))
var/obj/item/clothing/C = gear
if(istype(C) && C.body_parts_covered & def_zone.body_part)
soaked += C.armorsoak[type]
return soaked
/mob/living/carbon/human/proc/check_head_coverage()
var/list/body_parts = list(head, wear_mask, wear_suit, w_uniform)
@@ -195,25 +229,35 @@ emp_act
visible_message("<span class='danger'>[src] has been [I.attack_verb.len? pick(I.attack_verb) : "attacked"] in the [affecting.name] with [I.name] by [user]!</span>")
var/soaked = get_armor_soak(hit_zone, "melee", I.armor_penetration)
if(soaked >= effective_force)
src << "Your armor absorbs the force of [I.name]!"
return
var/blocked = run_armor_check(hit_zone, "melee", I.armor_penetration, "Your armor has protected your [affecting.name].", "Your armor has softened the blow to your [affecting.name].")
standard_weapon_hit_effects(I, user, effective_force, blocked, hit_zone)
standard_weapon_hit_effects(I, user, effective_force, blocked, soaked, hit_zone)
return blocked
/mob/living/carbon/human/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/hit_zone)
/mob/living/carbon/human/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/soaked, var/hit_zone)
var/obj/item/organ/external/affecting = get_organ(hit_zone)
if(!affecting)
return 0
if(soaked >= effective_force)
return 0
// Handle striking to cripple.
if(user.a_intent == I_DISARM)
effective_force *= 0.5 //reduced effective force...
if(!..(I, user, effective_force, blocked, hit_zone))
if(!..(I, user, effective_force, blocked, soaked, hit_zone))
return 0
//set the dislocate mult less than the effective force mult so that
//dislocating limbs on disarm is a bit easier than breaking limbs on harm
attack_joint(affecting, I, effective_force, 0.75, blocked) //...but can dislocate joints
attack_joint(affecting, I, effective_force, 0.75, blocked, soaked) //...but can dislocate joints
else if(!..())
return 0
@@ -243,7 +287,7 @@ emp_act
switch(hit_zone)
if("head")//Harder to score a stun but if you do it lasts a bit longer
if(prob(effective_force))
apply_effect(20, PARALYZE, blocked)
apply_effect(20, PARALYZE, blocked, soaked)
visible_message("<span class='danger'>\The [src] has been knocked unconscious!</span>")
if(bloody)//Apply blood
if(wear_mask)
@@ -257,15 +301,15 @@ emp_act
update_inv_glasses(0)
if("chest")//Easier to score a stun but lasts less time
if(prob(effective_force + 10))
apply_effect(6, WEAKEN, blocked)
apply_effect(6, WEAKEN, blocked, soaked)
visible_message("<span class='danger'>\The [src] has been knocked down!</span>")
if(bloody)
bloody_body(src)
return 1
/mob/living/carbon/human/proc/attack_joint(var/obj/item/organ/external/organ, var/obj/item/W, var/effective_force, var/dislocate_mult, var/blocked)
if(!organ || (organ.dislocated == 2) || (organ.dislocated == -1) || blocked >= 100)
/mob/living/carbon/human/proc/attack_joint(var/obj/item/organ/external/organ, var/obj/item/W, var/effective_force, var/dislocate_mult, var/blocked, var/soaked)
if(!organ || (organ.dislocated == 2) || (organ.dislocated == -1) || blocked >= 100 || soaked > effective_force)
return 0
if(W.damtype != BRUTE)
@@ -338,10 +382,6 @@ emp_act
var/hit_area = affecting.name
src.visible_message("\red [src] has been hit in the [hit_area] by [O].")
var/armor = run_armor_check(affecting, "melee", O.armor_penetration, "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here
if(armor < 100)
apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
if(ismob(O.thrower))
var/mob/M = O.thrower
@@ -352,12 +392,25 @@ emp_act
if(!istype(src,/mob/living/simple_animal/mouse))
msg_admin_attack("[src.name] ([src.ckey]) was hit by a [O], thrown by [M.name] ([assailant.ckey]) (<A HREF='?_src_=holder;adminplayerobservecoodjump=1;X=[src.x];Y=[src.y];Z=[src.z]'>JMP</a>)")
//If the armor absorbs all of the damage, skip the rest of the calculations
var/soaked = get_armor_soak(affecting, "melee", O.armor_penetration)
if(soaked >= throw_damage)
src << "Your armor absorbs the force of [O.name]!"
return
var/armor = run_armor_check(affecting, "melee", O.armor_penetration, "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here
if(armor < 100)
apply_damage(throw_damage, dtype, zone, armor, soaked, is_sharp(O), has_edge(O), O)
//thrown weapon embedded object code.
if(dtype == BRUTE && istype(O,/obj/item))
var/obj/item/I = O
if (!is_robot_module(I))
var/sharp = is_sharp(I)
var/damage = throw_damage
if (soaked)
damage -= soaked
if (armor)
damage /= armor+1

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@@ -8,11 +8,13 @@
Returns
standard 0 if fail
*/
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/used_weapon = null, var/sharp = 0, var/edge = 0)
/mob/living/proc/apply_damage(var/damage = 0,var/damagetype = BRUTE, var/def_zone = null, var/blocked = 0, var/soaked = 0, var/used_weapon = null, var/sharp = 0, var/edge = 0)
if(Debug2)
world.log << "## DEBUG: apply_damage() was called on [src], with [damage] damage, and an armor value of [blocked]."
if(!damage || (blocked >= 100))
if(!damage || (blocked >= 100) || soaked >= damage)
return 0
if(soaked)
damage -= soaked
blocked = (100-blocked)/100
switch(damagetype)
if(BRUTE)

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@@ -77,10 +77,20 @@
return 0
*/
//Certain pieces of armor actually absorb flat amounts of damage from income attacks
/mob/living/proc/get_armor_soak(var/def_zone = null, var/attack_flag = "melee", var/armour_pen = 0)
var/soaked = getsoak(def_zone, attack_flag)
//5 points of armor pen negate one point of soak
if(armour_pen)
soaked = max(soaked - (armour_pen/5), 0)
return soaked
//if null is passed for def_zone, then this should return something appropriate for all zones (e.g. area effect damage)
/mob/living/proc/getarmor(var/def_zone, var/type)
return 0
/mob/living/proc/getsoak(var/def_zone, var/type)
return 0
/mob/living/bullet_act(var/obj/item/projectile/P, var/def_zone)
@@ -93,6 +103,7 @@
signaler.signal()
//Armor
var/soaked = get_armor_soak(def_zone, P.check_armour, P.armor_penetration)
var/absorb = run_armor_check(def_zone, P.check_armour, P.armor_penetration)
var/proj_sharp = is_sharp(P)
var/proj_edge = has_edge(P)
@@ -105,13 +116,13 @@
stun_effect_act(0, P.agony, def_zone, P)
src <<"\red You have been hit by [P]!"
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, absorb, 0, P, sharp=proj_sharp, edge=proj_edge)
apply_damage(P.damage, P.damage_type, def_zone, absorb, soaked, 0, P, sharp=proj_sharp, edge=proj_edge)
qdel(P)
return
if(!P.nodamage)
apply_damage(P.damage, P.damage_type, def_zone, absorb, 0, P, sharp=proj_sharp, edge=proj_edge)
P.on_hit(src, absorb, def_zone)
apply_damage(P.damage, P.damage_type, def_zone, absorb, soaked, 0, P, sharp=proj_sharp, edge=proj_edge)
P.on_hit(src, absorb, soaked, def_zone)
if(absorb == 100)
return 2
@@ -153,8 +164,12 @@
/mob/living/proc/hit_with_weapon(obj/item/I, mob/living/user, var/effective_force, var/hit_zone)
visible_message("<span class='danger'>[src] has been [I.attack_verb.len? pick(I.attack_verb) : "attacked"] with [I.name] by [user]!</span>")
var/soaked = get_armor_soak(hit_zone, "melee")
var/blocked = run_armor_check(hit_zone, "melee")
standard_weapon_hit_effects(I, user, effective_force, blocked, hit_zone)
//If the armor absorbs all of the damage, skip the damage calculation and the blood
if(!soaked > effective_force)
standard_weapon_hit_effects(I, user, effective_force, blocked, soaked, hit_zone)
if(I.damtype == BRUTE && prob(33)) // Added blood for whacking non-humans too
var/turf/simulated/location = get_turf(src)
@@ -163,7 +178,7 @@
return blocked
//returns 0 if the effects failed to apply for some reason, 1 otherwise.
/mob/living/proc/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/hit_zone)
/mob/living/proc/standard_weapon_hit_effects(obj/item/I, mob/living/user, var/effective_force, var/blocked, var/soaked, var/hit_zone)
if(!effective_force || blocked >= 100)
return 0
@@ -171,6 +186,10 @@
if(HULK in user.mutations)
effective_force *= 2
//Armor soak
if(soaked >= effective_force)
return 0
//Apply weapon damage
var/weapon_sharp = is_sharp(I)
var/weapon_edge = has_edge(I)
@@ -178,7 +197,7 @@
weapon_sharp = 0
weapon_edge = 0
apply_damage(effective_force, I.damtype, hit_zone, blocked, sharp=weapon_sharp, edge=weapon_edge, used_weapon=I)
apply_damage(effective_force, I.damtype, hit_zone, blocked, soaked, sharp=weapon_sharp, edge=weapon_edge, used_weapon=I)
return 1
@@ -200,8 +219,10 @@
src.visible_message("\red [src] has been hit by [O].")
var/armor = run_armor_check(null, "melee")
var/soaked = get_armor_soak(null, "melee")
apply_damage(throw_damage, dtype, null, armor, is_sharp(O), has_edge(O), O)
apply_damage(throw_damage, dtype, null, armor, soaked, is_sharp(O), has_edge(O), O)
O.throwing = 0 //it hit, so stop moving
@@ -230,6 +251,9 @@
if(!O || !src) return
if(O.sharp) //Projectile is suitable for pinning.
if(soaked >= throw_damage) //Don't embed if it didn't actually damage
return
//Handles embedding for non-humans and simple_animals.
embed(O)

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@@ -115,7 +115,7 @@
var/mob/living/carbon/human/H = target_mob
var/dam_zone = pick(BP_TORSO, BP_L_HAND, BP_R_HAND, BP_L_LEG, BP_R_LEG)
var/obj/item/organ/external/affecting = H.get_organ(ran_zone(dam_zone))
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), sharp=1, edge=1)
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), H.get_armor_soak(affecting, "melee"), sharp=1, edge=1)
return H
else if(isliving(target_mob))
var/mob/living/L = target_mob

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@@ -481,7 +481,7 @@
var/mob/living/carbon/human/H = parrot_interest
var/obj/item/organ/external/affecting = H.get_organ(ran_zone(pick(parrot_dam_zone)))
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), sharp=1)
H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), H.get_armor_soak(affecting, "melee"), sharp=1)
visible_emote(pick("pecks [H]'s [affecting].", "cuts [H]'s [affecting] with its talons."))
else

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@@ -56,7 +56,8 @@
return
var/armor = target.run_armor_check(target, "melee")
if(armor < 60)
var/soaked = target.get_armor_soak(target, "melee")
if(armor + soaked < 60)
target << "<span class='danger'>You feel extreme pain!</span>"
var/max_halloss = round(target.species.total_health * 0.8) //up to 80% of passing out
@@ -100,8 +101,9 @@
damage += hat.force * 3
var/armor = target.run_armor_check(BP_HEAD, "melee")
target.apply_damage(damage, BRUTE, BP_HEAD, armor)
attacker.apply_damage(10, BRUTE, BP_HEAD, attacker.run_armor_check(BP_HEAD, "melee"))
var/soaked = target.get_armor_soak(BP_HEAD, "melee")
target.apply_damage(damage, BRUTE, BP_HEAD, armor, soaked)
attacker.apply_damage(10, BRUTE, BP_HEAD, attacker.run_armor_check(BP_HEAD), attacker.get_armor_soak(BP_HEAD), "melee")
if(!armor && target.headcheck(BP_HEAD) && prob(damage))
target.apply_effect(20, PARALYZE)

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@@ -265,11 +265,15 @@
var/target_zone = pick(BP_ALL)
var/amount_blocked = L.run_armor_check(target_zone, "melee")
var/amount_soaked = L.get_armor_soak(target_zone, "melee")
if(amount_blocked >= 100)
return // No need to apply damage.
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, used_weapon = "hail")
if(amount_soaked >= 10)
return // No need to apply damage.
L.apply_damage(rand(5, 10), BRUTE, target_zone, amount_blocked, amount_soaked, used_weapon = "hail")
to_chat(L, "<span class='warning'>The hail raining down on you [L.can_feel_pain() ? "hurts" : "damages you"]!</span>")
/datum/weather/sif/blood_moon