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Ports baystation armor system (#2954)
Ports Baystation12/Baystation12#12658 Changing how the calculation of armor works , instead of just being a check if it is protected fully, half or nothing. Making armor more reliable and less rng dependant. Also, uranium meteors will irradiate nearby people when they explode.
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@@ -73,7 +73,7 @@
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//armour
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var/blocked = L.run_armor_check(target_zone, "melee")
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if(blocked >= 2)
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if(blocked >= 100)
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return
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var/success = L.apply_damage(30, BRUTE, target_zone, blocked, src)
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@@ -81,19 +81,18 @@
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return 0
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//trap the victim in place
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if(!blocked)
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set_dir(L.dir)
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can_buckle = 1
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buckle_mob(L)
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L << "<span class='danger'>The steel jaws of \the [src] bite into you, trapping you in place!</span>"
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deployed = 0
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can_buckle = initial(can_buckle)
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playsound(src, 'sound/weapons/beartrap_shut.ogg', 100, 1)//Really loud snapping sound
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set_dir(L.dir)
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can_buckle = 1
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buckle_mob(L)
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L << "<span class='danger'>The steel jaws of \the [src] bite into you, trapping you in place!</span>"
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deployed = 0
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can_buckle = initial(can_buckle)
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playsound(src, 'sound/weapons/beartrap_shut.ogg', 100, 1)//Really loud snapping sound
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if (istype(L, /mob/living/simple_animal/hostile/bear))
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var/mob/living/simple_animal/hostile/bear/bear = L
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bear.anger += 15//Beartraps make bears really angry
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bear.instant_aggro()
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if (istype(L, /mob/living/simple_animal/hostile/bear))
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var/mob/living/simple_animal/hostile/bear/bear = L
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bear.anger += 15//Beartraps make bears really angry
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bear.instant_aggro()
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/obj/item/weapon/beartrap/Crossed(AM as mob|obj)
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if(deployed && isliving(AM))
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