/mob/living/silicon/apply_damage(damage = 0,damagetype = BRUTE, def_zone = null, blocked = FALSE, forced = FALSE, wound_bonus = 0, bare_wound_bonus = 0, sharpness = SHARP_NONE) var/hit_percent = (100-blocked)/100 if(!damage || (!forced && hit_percent <= 0)) return 0 var/damage_amount = forced ? damage : damage * hit_percent switch(damagetype) if(BRUTE) adjustBruteLoss(damage_amount, forced = forced) if(BURN) adjustFireLoss(damage_amount, forced = forced) if(OXY) if(damage < 0 || forced) //we shouldn't be taking oxygen damage through this proc, but we'll let it heal. adjustOxyLoss(damage_amount, forced = forced) return 1 /mob/living/silicon/apply_effect(effect = 0,effecttype = EFFECT_STUN, blocked = FALSE) return FALSE //The only effect that can hit them atm is flashes and they still directly edit so this works for now /mob/living/silicon/adjustToxLoss(amount, updating_health = TRUE, forced = FALSE, toxins_type = TOX_DEFAULT) //immune to tox damage return FALSE /mob/living/silicon/setToxLoss(amount, updating_health = TRUE, forced = FALSE, toxins_type = TOX_OMNI) return FALSE /mob/living/silicon/adjustCloneLoss(amount, updating_health = TRUE, forced = FALSE) //immune to clone damage return FALSE /mob/living/silicon/setCloneLoss(amount, updating_health = TRUE, forced = FALSE) return FALSE /mob/living/silicon/adjustStaminaLoss(amount, updating_health = 1, forced = FALSE)//immune to stamina damage. return FALSE /mob/living/silicon/setStaminaLoss(amount, updating_health = 1) return FALSE /mob/living/silicon/adjustOrganLoss(slot, amount, maximum = 500) return FALSE /mob/living/silicon/setOrganLoss(slot, amount) return FALSE