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Refactors electrocute_act slightly. Electricity will now only start in your hands if ground_zero is explicitly set to l_hand or r_hand. All instances where electrocute_act is called because you touched something (IE opening a crate, touching the powergrid) have been set so that ground_zero is your currently active hand. Otherwise, ground_zero will be randomly selected from available organs. This is important because it is the siemens_coefficient of ground_zero only that affects electrical conductivity. EG if you get tesla_zapped in the chest you will not be saved by wearing insulated gloves. Once the electricity is in your body it does not matter. Sufficiently powerful electricity (shock_damage >= 6) will induce an EMP in the relevant contact zones. This EMP will affect all items in the relevant organ only. Shock damage will still become reduced as the arc propagates through your body, and the EMP's produced will be updated accordingly. The IPC power cell organ will now produce effects when EMP'd based on the current damage value of the organ pre-decrement, ranging from stuttering and blurriness to unconsciousness. Other special EMP effects for other IPC organs are pending, but I am thinking of holding it off for Part 2/1,034 Baton class weapons have been modified. Their raw force damage has been reduced, but they will now deal shock damage to a roughly equivalent value. Harmbatons will deal 5 brute and 10 shock, and their electrocute_act will have a defined def zone (e.g it is a localized shock and there will be no arcs) Cattleprods will deal 3 brute and 6 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing. Stunrods will deal 7 brute and 14 shock on both harm and help intents, and their electrocute_act is non-localized and will cause arcing. (For clarification, cattleprods and stunrods currently still deal no brute on help intent, but will cause shock damage) Fixes an issue with electrocute_act where if def_zone is called would not actually do anything.