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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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@@ -275,7 +275,7 @@
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var/rads = (power / 10) * ( 1 / (radius**2) )
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if (!(l in oview(rad_range, src)) && !(l in range(src, round(rad_range * 2/3))))
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continue
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l.apply_effect(rads, IRRADIATE)
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l.apply_effect(rads, IRRADIATE, blocked = l.getarmor(null, "rad"))
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power -= (power/DECAY_FACTOR)**3 //energy losses due to radiation
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@@ -356,7 +356,7 @@
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user.drop_from_inventory(W)
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Consume(W)
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user.apply_effect(150, IRRADIATE)
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user.apply_effect(150, IRRADIATE, blocked = user.getarmor(null, "rad"))
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/obj/machinery/power/supermatter/Bumped(atom/AM as mob|obj)
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@@ -397,7 +397,7 @@
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else
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l.show_message("<span class=\"warning\">You hear an uneartly ringing and notice your skin is covered in fresh radiation burns.</span>", 2)
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var/rads = 500 * sqrt( 1 / (get_dist(l, src) + 1) )
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l.apply_effect(rads, IRRADIATE)
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l.apply_effect(rads, IRRADIATE, blocked = l.getarmor(null, "rad"))
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/obj/machinery/power/supermatter/proc/supermatter_pull()
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