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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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@@ -32,7 +32,7 @@
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if(prob(current_size*5) && hand.w_class >= ((11-current_size)/2) && u_equip(hand))
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step_towards(hand, src)
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src << "<span class = 'warning'>The [S] pulls \the [hand] from your grip!</span>"
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apply_effect(current_size * 3, IRRADIATE)
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apply_effect(current_size * 3, IRRADIATE, blocked = getarmor(null, "rad"))
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if(shoes)
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if(shoes.item_flags & NOSLIP) return 0
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..()
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@@ -60,7 +60,7 @@
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/obj/effect/accelerated_particle/proc/toxmob(var/mob/living/M)
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var/radiation = (energy*2)
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M.apply_effect((radiation*3),IRRADIATE,0)
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M.apply_effect((radiation*3),IRRADIATE,blocked = M.getarmor(null, "rad"))
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M.updatehealth()
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//M << "\red You feel odd."
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return
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@@ -432,7 +432,7 @@
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for(var/mob/living/M in view(toxrange, src.loc))
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if(M.status_flags & GODMODE)
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continue
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M.apply_effect(rand(radiationmin,radiation), IRRADIATE)
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M.apply_effect(rand(radiationmin,radiation), IRRADIATE, blocked = M.getarmor(null, "rad"))
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toxdamage = (toxdamage - (toxdamage*M.getarmor(null, "rad")))
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M.apply_effect(toxdamage, TOX)
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return
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@@ -466,7 +466,7 @@
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/obj/singularity/proc/smwave()
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for(var/mob/living/M in view(10, src.loc))
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if(prob(67))
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M.apply_effect(rand(energy), IRRADIATE)
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M.apply_effect(rand(energy), IRRADIATE, blocked = M.getarmor(null, "rad"))
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M << "<span class=\"warning\">You hear an uneartly ringing, then what sounds like a shrilling kettle as you are washed with a wave of heat.</span>"
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M << "<span class=\"notice\">Miraculously, it fails to kill you.</span>"
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else
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