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fix
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@@ -484,8 +484,8 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
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/obj/item/proc/ui_action_click(mob/user, actiontype)
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attack_self(user)
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/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
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return 0
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/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
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return FALSE
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/obj/item/proc/eyestab(mob/living/carbon/M, mob/living/carbon/user)
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@@ -674,7 +674,7 @@
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H.remove_hud_from(user)
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/obj/item/clothing/head/hooded/ablative/IsReflect(def_zone)
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if(!(def_zone in BODY_ZONE_HEAD)) //If not shot where ablative is covering you, you don't get the reflection bonus!
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if(def_zone != BODY_ZONE_HEAD) //If not shot where ablative is covering you, you don't get the reflection bonus!
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return FALSE
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if (prob(hit_reflect_chance))
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return TRUE
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@@ -89,12 +89,15 @@
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/mob/living/carbon/human/proc/check_reflect(def_zone) //Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object
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if(wear_suit)
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if(wear_suit.IsReflect(def_zone) == 1)
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return 1
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if(wear_suit.IsReflect(def_zone))
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return TRUE
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if(head)
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if(head.IsReflect(def_zone))
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return TRUE
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for(var/obj/item/I in held_items)
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if(I.IsReflect(def_zone) == 1)
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return 1
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return 0
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if(I.IsReflect(def_zone))
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return TRUE
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return FALSE
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/mob/living/carbon/human/proc/check_shields(atom/AM, damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
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var/block_chance_modifier = round(damage / -3)
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