Melee rebalancing rebalancing, high damage single-target attacks (#18766)
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@@ -452,7 +452,8 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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protected virtual void DoLightAttack(EntityUid user, LightAttackEvent ev, EntityUid meleeUid, MeleeWeaponComponent component, ICommonSession? session)
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{
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var damage = GetDamage(meleeUid, user, component);
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// If I do not come back later to fix Light Attacks being Heavy Attacks you can throw me in the spider pit -Errant
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var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
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// For consistency with wide attacks stuff needs damageable.
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if (Deleted(ev.Target) ||
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@@ -575,7 +576,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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var direction = targetMap.Position - userPos;
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var distance = Math.Min(component.Range, direction.Length());
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var damage = GetDamage(meleeUid, user, component) * GetHeavyDamageModifier(meleeUid, user, component);
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var damage = GetDamage(meleeUid, user, component);
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var entities = ev.Entities;
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if (entities.Count == 0)
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