Make bloodloss and asphyxiation damage not ignore resistances (#21665)

This commit is contained in:
DrSmugleaf
2023-11-15 02:03:02 -08:00
committed by GitHub
parent 8343e04ff4
commit f99de2727d
2 changed files with 6 additions and 6 deletions

View File

@@ -10,16 +10,16 @@ using Content.Shared.Chemistry.EntitySystems;
using Content.Shared.Chemistry.Reaction;
using Content.Shared.Damage;
using Content.Shared.Damage.Prototypes;
using Content.Shared.Drunk;
using Content.Shared.FixedPoint;
using Content.Shared.IdentityManagement;
using Content.Shared.Popups;
using Content.Shared.Drunk;
using Content.Shared.Mobs.Systems;
using Content.Shared.Popups;
using Content.Shared.Rejuvenate;
using Content.Shared.Speech.EntitySystems;
using Robust.Server.GameObjects;
using Robust.Shared.Prototypes;
using Robust.Shared.Random;
using Content.Shared.Speech.EntitySystems;
namespace Content.Server.Body.Systems;
@@ -114,7 +114,7 @@ public sealed class BloodstreamSystem : EntitySystem
// bloodloss damage is based on the base value, and modified by how low your blood level is.
var amt = bloodstream.BloodlossDamage / (0.1f + bloodPercentage);
_damageableSystem.TryChangeDamage(uid, amt, true, false);
_damageableSystem.TryChangeDamage(uid, amt, false, false);
// Apply dizziness as a symptom of bloodloss.
// The effect is applied in a way that it will never be cleared without being healthy.