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fixes parriable projectiles runtimes (#87899)
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@@ -56,7 +56,7 @@
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wearer = null
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/// Called when wearer is shot, check if we're going to block the hit
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/datum/component/bullet_intercepting/proc/on_wearer_shot(mob/living/victim, list/signal_args, obj/projectile/bullet)
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/datum/component/bullet_intercepting/proc/on_wearer_shot(mob/living/victim, obj/projectile/bullet)
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SIGNAL_HANDLER
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if (victim != wearer || victim.stat == DEAD || bullet.armor_flag != block_type)
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return NONE
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@@ -86,10 +86,9 @@
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return
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parriers[user] = world.time + grace_period
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/datum/component/parriable_projectile/proc/before_hit(obj/projectile/source, list/bullet_args)
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/datum/component/parriable_projectile/proc/before_hit(obj/projectile/source, mob/living/user)
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SIGNAL_HANDLER
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var/mob/user = bullet_args[2]
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if (!istype(user) || !parriers[user] || parried)
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return
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parriers -= user
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@@ -541,7 +541,7 @@
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RegisterSignal(parent, COMSIG_PROJECTILE_PREHIT, PROC_REF(on_bullet_hit))
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RegisterSignal(parent, COMSIG_MOB_AFTER_APPLY_DAMAGE, PROC_REF(on_attacked))
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/datum/component/riding/creature/raptor/proc/on_bullet_hit(atom/target, list/bullet_args, obj/projectile/hit_projectile)
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/datum/component/riding/creature/raptor/proc/on_bullet_hit(atom/target, obj/projectile/hit_projectile)
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SIGNAL_HANDLER
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if(hit_projectile.armor_flag == ENERGY)
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