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Makes powerfist and wallbashing not ignore armor (#26981)
* Makes powerfist and wallbashing not ignore armor * Safety for damage * Lewc review * Oops
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@@ -101,7 +101,13 @@
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user.do_attack_animation(target)
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target.apply_damage(force * fisto_setting, BRUTE)
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var/obj/item/organ/external/affecting = target.get_organ(ran_zone(user.zone_selected))
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if(!affecting)
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affecting = target.get_organ("chest")
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var/armor_block = target.run_armor_check(affecting, MELEE)
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target.apply_damage(force * fisto_setting, BRUTE, affecting, armor_block)
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target.visible_message("<span class='danger'>[user]'s powerfist lets out a loud hiss as [user.p_they()] punch[user.p_es()] [target.name]!</span>", \
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"<span class='userdanger'>You cry out in pain as [user]'s punch flings you backwards!</span>")
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new /obj/effect/temp_visual/kinetic_blast(target.loc)
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@@ -275,12 +275,19 @@
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if(mob_hurt) //Density check probably not needed, one should only bump into something if it is dense, and blob tiles are not dense, because of course they are not.
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return
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C.visible_message("<span class='danger'>[C] slams into [src]!</span>", "<span class='userdanger'>You slam into [src]!</span>")
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C.take_organ_damage(damage)
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if(!self_hurt)
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take_damage(damage, BRUTE)
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if(issilicon(C))
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C.Weaken(3 SECONDS)
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C.adjustBruteLoss(damage)
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else
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var/obj/item/organ/external/affecting = C.get_organ(ran_zone(throwingdatum.target_zone))
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if(affecting)
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var/armor_block = C.run_armor_check(affecting, MELEE)
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C.apply_damage(damage, BRUTE, affecting, armor_block)
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else
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C.take_organ_damage(damage)
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C.KnockDown(3 SECONDS)
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/obj/handle_ricochet(obj/item/projectile/P)
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