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Reworks armor damage reduction + armor components + more goodies. (#11106)
Ports Baystation12/Baystation12#27254 and Baystation12/Baystation12#24787 and everything inbetween I guess. Note that this PR makes guns and armor overall stronger. Lasers also once again do organ damage.
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@@ -14,7 +14,7 @@
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C.adjustBruteLoss(rand(5,25) * weakness)
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C.adjustFireLoss(rand(5,25) * weakness)
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C.adjustBrainLoss(rand(5,25) * weakness)
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C.apply_effect(25 * weakness, IRRADIATE, blocked = C.getarmor(null, "rad"))
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C.apply_damage(25 * weakness, IRRADIATE, damage_flags = DAM_DISPERSED)
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C.adjustNutritionLoss(50 * weakness)
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C.adjustHydrationLoss(50 * weakness)
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C.make_dizzy(6 * weakness)
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@@ -26,6 +26,6 @@
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if(holder)
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var/turf/T = get_turf(holder)
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for (var/mob/living/M in range(src.effectrange,T))
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M.apply_effect(radiation_amount * 25,IRRADIATE,blocked = M.getarmor(null, "rad"))
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M.apply_damage(radiation_amount * 25, IRRADIATE, damage_flags = DAM_DISPERSED)
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M.updatehealth()
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return 1
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@@ -200,7 +200,7 @@
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if(!rad_shield)
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//irradiate nearby mobs
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for(var/mob/living/M in view(7,src))
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M.apply_effect(radiation / 25, IRRADIATE, blocked = M.getarmor(null, "rad"))
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M.apply_damage(radiation / 25, IRRADIATE, damage_flags = DAM_DISPERSED)
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else
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t_left_radspike = pick(10,15,25)
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