Make bloodloss and asphyxiation damage not ignore resistances (#21665)
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@@ -10,16 +10,16 @@ using Content.Shared.Chemistry.EntitySystems;
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using Content.Shared.Chemistry.Reaction;
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using Content.Shared.Damage;
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using Content.Shared.Damage.Prototypes;
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using Content.Shared.Drunk;
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using Content.Shared.FixedPoint;
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using Content.Shared.IdentityManagement;
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using Content.Shared.Popups;
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using Content.Shared.Drunk;
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using Content.Shared.Mobs.Systems;
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using Content.Shared.Popups;
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using Content.Shared.Rejuvenate;
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using Content.Shared.Speech.EntitySystems;
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using Robust.Server.GameObjects;
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using Robust.Shared.Prototypes;
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using Robust.Shared.Random;
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using Content.Shared.Speech.EntitySystems;
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namespace Content.Server.Body.Systems;
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@@ -114,7 +114,7 @@ public sealed class BloodstreamSystem : EntitySystem
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// bloodloss damage is based on the base value, and modified by how low your blood level is.
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var amt = bloodstream.BloodlossDamage / (0.1f + bloodPercentage);
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_damageableSystem.TryChangeDamage(uid, amt, true, false);
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_damageableSystem.TryChangeDamage(uid, amt, false, false);
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// Apply dizziness as a symptom of bloodloss.
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// The effect is applied in a way that it will never be cleared without being healthy.
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