fix: add back ignoreResistance for light attacks (#3997)
Was previously there but got clobbered by shitmed merge.
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@ -535,7 +535,7 @@ public abstract class SharedMeleeWeaponSystem : EntitySystem
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RaiseLocalEvent(target.Value, attackedEvent);
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RaiseLocalEvent(target.Value, attackedEvent);
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var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
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var modifiedDamage = DamageSpecifier.ApplyModifierSets(damage + hitEvent.BonusDamage + attackedEvent.BonusDamage, hitEvent.ModifiersList);
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var damageResult = Damageable.TryChangeDamage(target, modifiedDamage, origin: user, partMultiplier: component.ClickPartDamageMultiplier); // Shitmed Change
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var damageResult = Damageable.TryChangeDamage(target, modifiedDamage, origin: user, ignoreResistances: resistanceBypass, partMultiplier: component.ClickPartDamageMultiplier); // Shitmed Change
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if (damageResult is {Empty: false})
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if (damageResult is {Empty: false})
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{
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{
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