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Sharp attacks no longer get randomly blunted when the target is dead (#24552)
* extra blunt check no longer happens if target is dead * un-inverts bloody check * Ebba review
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@@ -497,11 +497,15 @@ emp_act
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return FALSE //item force is zero
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var/armor = run_armor_check(affecting, MELEE, "<span class='warning'>Your armour has protected your [hit_area].</span>", "<span class='warning'>Your armour has softened hit to your [hit_area].</span>", armour_penetration_flat = I.armour_penetration_flat, armour_penetration_percentage = I.armour_penetration_percentage)
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var/weapon_sharp = is_sharp(I)
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if(weapon_sharp && prob(getarmor(user.zone_selected, MELEE)))
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weapon_sharp = 0
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if(armor == INFINITY)
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return 0
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return FALSE
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var/weapon_sharp = I.sharp
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// do not roll for random blunt if the target mob is dead for the ease of decaps
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if(stat != DEAD)
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if(weapon_sharp && prob(getarmor(user.zone_selected, MELEE)))
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weapon_sharp = FALSE
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var/bonus_damage = 0
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if(ishuman(user))
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var/mob/living/carbon/human/H = user
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@@ -509,11 +513,11 @@ emp_act
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apply_damage(I.force + bonus_damage , I.damtype, affecting, armor, sharp = weapon_sharp, used_weapon = I)
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var/bloody = 0
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var/bloody = FALSE
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if(I.damtype == BRUTE && I.force && prob(25 + I.force * 2))
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I.add_mob_blood(src) //Make the weapon bloody, not the person.
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if(prob(I.force * 2)) //blood spatter!
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bloody = 1
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bloody = TRUE
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var/turf/location = loc
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if(issimulatedturf(location))
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add_splatter_floor(location, emittor_intertia = inertia_next_move > world.time ? last_movement_dir : null)
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