Make explosive armor multiplicative and not additive (#9498)
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@@ -362,14 +362,16 @@ public sealed partial class ExplosionSystem : EntitySystem
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var ev = new GetExplosionResistanceEvent(id);
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RaiseLocalEvent(uid, ev, false);
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if (ev.Resistance == 0)
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ev.DamageCoefficient = Math.Max(0, ev.DamageCoefficient);
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if (ev.DamageCoefficient == 1)
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{
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// no damage-dict multiplication required.
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_damageableSystem.TryChangeDamage(uid, damage, ignoreResistances: true, damageable: damageable);
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}
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else if (ev.Resistance < 1)
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else
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{
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_damageableSystem.TryChangeDamage(uid, damage * (1 - ev.Resistance), ignoreResistances: true, damageable: damageable);
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_damageableSystem.TryChangeDamage(uid, damage * ev.DamageCoefficient, ignoreResistances: true, damageable: damageable);
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}
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}
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