Removes british spelling of armor from armor_penetration vars (#30104)

* spelling

* manually rename last armour pen

* Update code/game/objects/obj_defense.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com>

* Update code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm

Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com>

* Update goldgrub.dm

---------

Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com>
Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com>
This commit is contained in:
kyunkyunkyun
2025-09-01 04:27:52 +00:00
committed by GitHub
co-authored by PollardTheDragon
parent 3216ab1c00
commit 626eaaeb79
65 changed files with 152 additions and 152 deletions
@@ -23,7 +23,7 @@
. = ..()
if(.)
var/damage = rand(M.melee_damage_lower, M.melee_damage_upper)
damage = run_armor(damage, M.melee_damage_type, MELEE, 0, M.armour_penetration_flat, M.armour_penetration_percentage)
damage = run_armor(damage, M.melee_damage_type, MELEE, 0, M.armor_penetration_flat, M.armor_penetration_percentage)
switch(M.melee_damage_type)
if(BRUTE)
adjustBruteLoss(damage)
@@ -74,7 +74,7 @@
. = ..()
if(.)
var/damage = rand(attacker.melee_damage_lower, attacker.melee_damage_upper)
damage = run_armor(damage, attacker.melee_damage_type, MELEE, 0, attacker.armour_penetration_flat, attacker.armour_penetration_percentage)
damage = run_armor(damage, attacker.melee_damage_type, MELEE, 0, attacker.armor_penetration_flat, attacker.armor_penetration_percentage)
switch(attacker.melee_damage_type)
if(BRUTE)
adjustBruteLoss(damage)
@@ -280,7 +280,7 @@
/mob/living/silicon/bullet_act(obj/item/projectile/Proj)
if(!Proj.nodamage)
var/damage = run_armor(Proj.damage, Proj.damage_type, Proj.flag, 0, Proj.armour_penetration_flat, Proj.armour_penetration_percentage)
var/damage = run_armor(Proj.damage, Proj.damage_type, Proj.flag, 0, Proj.armor_penetration_flat, Proj.armor_penetration_percentage)
switch(Proj.damage_type)
if(BRUTE)
adjustBruteLoss(damage)
@@ -305,18 +305,18 @@
if(ishuman(user))
var/mob/living/carbon/human/H = user
bonus_damage = H.physiology.melee_bonus
var/damage = run_armor(I.force + bonus_damage, I.damtype, MELEE, 0, I.armour_penetration_flat, I.armour_penetration_percentage)
var/damage = run_armor(I.force + bonus_damage, I.damtype, MELEE, 0, I.armor_penetration_flat, I.armor_penetration_percentage)
apply_damage(damage, I.damtype, def_zone)
///returns the damage value of the attack after processing the silicons's various armor protections
/mob/living/silicon/proc/run_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration_flat = 0, armour_penetration_percentage = 0)
/mob/living/silicon/proc/run_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armor_penetration_flat = 0, armor_penetration_percentage = 0)
if(damage_type != BRUTE && damage_type != BURN)
return 0
var/armor_protection = 0
if(damage_flag)
armor_protection = armor.getRating(damage_flag)
if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor.
armor_protection = clamp((armor_protection * ((100 - armour_penetration_percentage) / 100)) - armour_penetration_flat, min(armor_protection, 0), 100)
armor_protection = clamp((armor_protection * ((100 - armor_penetration_percentage) / 100)) - armor_penetration_flat, min(armor_protection, 0), 100)
return round(damage_amount * (100 - armor_protection) * 0.01, DAMAGE_PRECISION)
/mob/living/silicon/apply_effect(effect = 0, effecttype = STUN, blocked = 0)