Fix shield absorbing asphyxiation damage (#25972)
* Fix shield absorbing asphyxiation damage Shields will no longer reduce damage on their user that they themselves can't absorb. * Update Content.Shared/Blocking/BlockingSystem.User.cs --------- Co-authored-by: metalgearsloth <31366439+metalgearsloth@users.noreply.github.com>
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@@ -47,13 +47,23 @@ public sealed partial class BlockingSystem
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if (args.Damage.GetTotal() <= 0)
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if (args.Damage.GetTotal() <= 0)
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return;
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return;
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// A shield should only block damage it can itself absorb. To determine that we need the Damageable component on it.
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if (!TryComp<DamageableComponent>(component.BlockingItem, out var dmgComp))
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return;
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var blockFraction = blocking.IsBlocking ? blocking.ActiveBlockFraction : blocking.PassiveBlockFraction;
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var blockFraction = blocking.IsBlocking ? blocking.ActiveBlockFraction : blocking.PassiveBlockFraction;
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blockFraction = Math.Clamp(blockFraction, 0, 1);
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blockFraction = Math.Clamp(blockFraction, 0, 1);
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_damageable.TryChangeDamage(component.BlockingItem, blockFraction * args.OriginalDamage);
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_damageable.TryChangeDamage(component.BlockingItem, blockFraction * args.OriginalDamage);
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args.Damage *= (1 - blockFraction);
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var modify = new DamageModifierSet();
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foreach (var key in dmgComp.Damage.DamageDict.Keys)
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{
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modify.Coefficients.TryAdd(key, 1 - blockFraction);
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}
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if (blocking.IsBlocking)
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args.Damage = DamageSpecifier.ApplyModifierSet(args.Damage, modify);
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if (blocking.IsBlocking && !args.Damage.Equals(args.OriginalDamage))
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{
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{
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_audio.PlayPvs(blocking.BlockSound, uid);
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_audio.PlayPvs(blocking.BlockSound, uid);
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}
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}
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