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@@ -11,16 +11,17 @@ proc/infection_check(var/mob/living/carbon/M, var/vector = "Airborne")
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if(M.internal)
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score = 6 //not breathing infected air helps greatly
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var/obj/item/I = M.wear_mask
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//masks provide a small bonus and can replace overall bio protection
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score = max(score, round(0.06*I.armor["bio"]))
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if (istype(I, /obj/item/clothing/mask))
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score += 1 //this should be added after
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if(I)
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score = max(score, round(0.06*I.armor["bio"]))
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if (istype(I, /obj/item/clothing/mask))
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score += 1 //this should be added after
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if("Contact")
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if(istype(M, /mob/living/carbon/human))
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var/mob/living/carbon/human/H = M
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//gloves provide a larger bonus
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if (istype(H.gloves, /obj/item/clothing/gloves))
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score += 2
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@@ -45,12 +46,12 @@ proc/infection_check(var/mob/living/carbon/M, var/vector = "Airborne")
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return 0
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var/protection = M.getarmor(null, "bio") //gets the full body bio armour value, weighted by body part coverage.
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if (vector == "Airborne")
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var/obj/item/I = M.wear_mask
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if (istype(I))
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protection = max(protection, round(0.06*I.armor["bio"]))
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return prob(protection)
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//Checks if table-passing table can reach target (5 tile radius)
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@@ -134,7 +135,7 @@ proc/airborne_can_reach(turf/source, turf/target)
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// log_debug("Attempting virus [ID]")
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var/datum/disease2/disease/V = virus2[ID]
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if(V.spreadtype != vector) continue
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//It's hard to get other people sick if you're in an airtight suit.
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if(!infection_spreading_check(src, V.spreadtype)) continue
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