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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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@@ -150,8 +150,9 @@
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var/list/parts = list("head", "chest", "l_leg", "r_leg", "l_arm", "r_arm")
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H.apply_effects(5, 5)
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for(var/i = 0, i < rand(1,3), i++)
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H.apply_damage(rand(1,5), BRUTE, pick(parts))
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for(var/i = 0, i < rand(1,5), i++)
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var/def_zone = pick(parts)
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H.apply_damage(rand(5,10), BRUTE, def_zone, H.run_armor_check(def_zone, "melee"))
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/obj/vehicle/train/cargo/trolley/RunOver(var/mob/living/carbon/human/H)
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..()
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@@ -177,7 +178,7 @@
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if(user != load)
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return 0
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if(user.restrained())
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if(user.restrained())
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return 0
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if(is_train_head())
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@@ -53,8 +53,9 @@
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if(istype(A, /mob/living))
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var/mob/living/M = A
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visible_message("<span class='warning'>[src] knocks over [M]!</span>")
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var/def_zone = ran_zone()
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M.apply_effects(5, 5) //knock people down if you hit them
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M.apply_damages(22 / move_delay) // and do damage according to how fast the train is going
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M.apply_damage(22 / move_delay, BRUTE, def_zone, M.run_armor_check(def_zone, "melee")) // and do damage according to how fast the train is going
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if(istype(load, /mob/living/carbon/human))
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var/mob/living/D = load
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D << "<span class='warning'>You hit [M]!</span>"
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