section 2
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@@ -85,7 +85,7 @@
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totaldamage = block_calculate_resultant_damage(totaldamage, returnlist)
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var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null)
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if(!P.nodamage)
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apply_damage(totaldamage, P.damage_type, def_zone, armor, wound_bonus=P.wound_bonus, bare_wound_bonus=P.bare_wound_bonus, sharpness=P.sharpness)
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apply_damage(totaldamage, P.damage_type, def_zone, armor, wound_bonus = P.wound_bonus, bare_wound_bonus = P.bare_wound_bonus, sharpness = P.sharpness)
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if(P.dismemberment)
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check_projectile_dismemberment(P, def_zone)
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var/missing = 100 - final_percent
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@@ -135,12 +135,13 @@
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dtype = I.damtype
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if(!blocked)
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visible_message("<span class='danger'>[src] has been hit by [I].</span>", \
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"<span class='userdanger'>You have been hit by [I].</span>")
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var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration)
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apply_damage(total_damage, dtype, impacting_zone, armor, sharpness=I.sharpness)
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if(I.thrownby)
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log_combat(I.thrownby, src, "threw and hit", I)
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if(!nosell_hit)
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visible_message("<span class='danger'>[src] is hit by [I]!</span>", \
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"<span class='userdanger'>You're hit by [I]!</span>")
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if(!I.throwforce)
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return
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var/armor = run_armor_check(zone, "melee", "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].",I.armour_penetration)
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apply_damage(I.throwforce, dtype, zone, armor, sharpness=I.get_sharpness(), wound_bonus=(nosell_hit * CANT_WOUND))
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else
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return 1
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else
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