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Cuts the number of
apply_damage
copypaste procs from 3(.5) to 1, fi…
…xing a few bugs along the way (tgstation#79207) ## About The Pull Request - `apply_damage` is now uniform, handled, in a single place. At the living level. - Fixes people being held at gunpoint from being unable to flinch from taking damage. - Fixes a few signals (explodable, glass jaw) of apply damage maybe potentially not having effects if the passed hit zone was a bodypart and not a def zone. - Fixes regenerator component always halting regeneration no matter what damage taken. - Fixes pressure damage being unaffected by `brute_mod` despite what documentation claims. - Signalizes the `check_species_weakness` proc on species. ## Why It's Good For The Game The copy+paste of this proc made it awful, awful to maintain or add features to. And also made it very bug prone. This just takes a step forward in making sustaining damage a lot more consistent, not only across all mobs, but across all methods of... taking damage. Unarmed attacks, hulk, item attacks, etc. ## Changelog :cl: Melbert fix: People held at gunpoint can now flinch when being hit. fix: Regenerating mobs no longer stop regenerating no matter hit with what. fix: Pressure damage is now properly modified by a mob's brute damage modifier. fix: Fixes some occasions which some effects (glass jaw, explodable worn items) won't respond to hits. refactor: Refactored core code related to mobs sustaining damage. /:cl:
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