diff --git a/code/game/gamemodes/changeling/powers/mutations.dm b/code/game/gamemodes/changeling/powers/mutations.dm
index 98d0a0f18c6..eb77d14ef3d 100644
--- a/code/game/gamemodes/changeling/powers/mutations.dm
+++ b/code/game/gamemodes/changeling/powers/mutations.dm
@@ -224,9 +224,6 @@
remaining_uses--
return 1
-/obj/item/weapon/shield/changeling/IsReflect()
- return 0
-
/***************************************\
|*********SPACE SUIT + HELMET***********|
diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index 7822199a274..6786b641c53 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -37,7 +37,6 @@
var/list/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
var/list/allowed = null //suit storage stuff.
var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
- var/reflect_chance = 0 //This var dictates what % of a time an object will reflect an energy based weapon's shot
var/strip_delay = 40
var/put_on_delay = 20
var/m_amt = 0 // metal
@@ -315,8 +314,7 @@
return 0
/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
- if(prob(reflect_chance))
- return 1
+ return 0
/obj/item/proc/eyestab(mob/living/carbon/M as mob, mob/living/carbon/user as mob)
diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm
index 2a9a15c156c..a8875117ade 100644
--- a/code/game/objects/items/weapons/shields.dm
+++ b/code/game/objects/items/weapons/shields.dm
@@ -70,7 +70,6 @@
w_class = 4
playsound(user, 'sound/weapons/saberon.ogg', 35, 1)
user << "[src] is now active."
- reflect_chance = 40
else
force = 3
throwforce = 3
@@ -78,7 +77,6 @@
w_class = 1
playsound(user, 'sound/weapons/saberoff.ogg', 35, 1)
user << "[src] can now be concealed."
- reflect_chance = 0
add_fingerprint(user)
/obj/item/weapon/shield/riot/tele
diff --git a/code/game/objects/items/weapons/twohanded.dm b/code/game/objects/items/weapons/twohanded.dm
index e72ac3aa40a..32349ddb581 100644
--- a/code/game/objects/items/weapons/twohanded.dm
+++ b/code/game/objects/items/weapons/twohanded.dm
@@ -192,7 +192,6 @@ obj/item/weapon/twohanded/
item_color = "green"
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
var/hacked = 0
- reflect_chance = 0
/obj/item/weapon/twohanded/dualsaber/New()
item_color = pick("red", "blue", "green", "purple")
@@ -234,7 +233,7 @@ obj/item/weapon/twohanded/
user << "You cant pick up such dangerous item with your meaty hands without losing fingers, better not to."
return 1
-/obj/item/weapon/twohanded/dualsaber/wield(mob/living/carbon/M) //Specific wield () hulk checks due to reflect_chance var for balance issues and switches hitsounds.
+/obj/item/weapon/twohanded/dualsaber/wield(mob/living/carbon/M) //Specific wield () hulk checks due to reflection chance for balance issues and switches hitsounds.
if(istype(M))
if(M.dna.check_mutation(HULK))
M << "You lack the grace to wield this."
diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm
index ff4daf648d0..d5ee7e59bcc 100644
--- a/code/modules/clothing/suits/armor.dm
+++ b/code/modules/clothing/suits/armor.dm
@@ -91,10 +91,9 @@
item_state = "armor_reflec"
blood_overlay_type = "armor"
armor = list(melee = 10, bullet = 10, laser = 80, energy = 50, bomb = 0, bio = 0, rad = 0)
- reflect_chance = 40
+ var/hit_reflect_chance = 40
/obj/item/clothing/suit/armor/laserproof/IsReflect(var/def_zone)
- var/hit_reflect_chance = reflect_chance
if(!(def_zone in list("chest", "groin"))) //If not shot where ablative is covering you, you don't get the reflection bonus!
hit_reflect_chance = 0
if (prob(hit_reflect_chance))
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index 0748e9d3747..108d680a734 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -67,7 +67,7 @@ emp_act
return 2
return (..(P , def_zone))
-/mob/living/carbon/human/proc/check_reflect(var/def_zone) //Reflection checks for anything in your l_hand, r_hand, or wear_suit based on reflect_chance var of the object
+/mob/living/carbon/human/proc/check_reflect(var/def_zone) //Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object
if(wear_suit && istype(wear_suit, /obj/item/))
var/obj/item/I = wear_suit
if(I.IsReflect(def_zone) == 1)