Fix: blunt damage will now do stamina damage on wide attacks.
if (damageResult != null && damageResult.GetTotal() > FixedPoint2.Zero)
{
+ // If the target has stamina and is taking blunt damage, they should also take stamina damage based on their blunt to stamina factor
+ if (damageResult.DamageDict.TryGetValue("Blunt", out var bluntDamage))
+ {
+ _stamina.TakeStaminaDamage(entity, (bluntDamage * component.BluntStaminaDamageFactor).Float(), visual: false, source: user, with: meleeUid == user ? null : meleeUid);
+ }
+
appliedDamage += damageResult;
if (meleeUid == user)