Combo damage types no longer shrink armor values passed to them.

This commit is contained in:
Mechoid
2020-06-09 03:55:52 -07:00
parent 844766aa47
commit 94d2ac226f

View File

@@ -18,6 +18,9 @@
damage -= round(damage*0.8)
else
damage -= soaked
var/initial_blocked = blocked
blocked = (100-blocked)/100
switch(damagetype)
if(BRUTE)
@@ -27,8 +30,8 @@
damage = 0
adjustFireLoss(damage * blocked)
if(SEARING)
apply_damage(damage / 3, BURN, def_zone, blocked, soaked, used_weapon, sharp, edge)
apply_damage(damage / 3 * 2, BRUTE, def_zone, blocked, soaked, used_weapon, sharp, edge)
apply_damage(round(damage / 3), BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge)
apply_damage(round(damage / 3 * 2), BRUTE, def_zone, initial_blocked, soaked, used_weapon, sharp, edge)
if(TOX)
adjustToxLoss(damage * blocked)
if(OXY)
@@ -41,7 +44,7 @@
electrocute_act(damage, used_weapon, 1.0, def_zone)
if(BIOACID)
if(isSynthetic())
adjustFireLoss(damage * blocked)
apply_damage(damage, BURN, def_zone, initial_blocked, soaked, used_weapon, sharp, edge) // Handle it as normal burn.
else
adjustToxLoss(damage * blocked)
flash_weak_pain()