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Probability to bleed by airflow_hit lowered from 100% to 33%
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@@ -224,8 +224,9 @@ mob/living/carbon/human/airflow_hit(atom/A)
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// for(var/mob/M in hearers(src))
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// for(var/mob/M in hearers(src))
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// M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
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// M.show_message("\red <B>[src] slams into [A]!</B>",1,"\red You hear a loud slam!",2)
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playsound(src.loc, "punch", 25, 1, -1)
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playsound(src.loc, "punch", 25, 1, -1)
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loc:add_blood(src)
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if (prob(33))
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bloody_body(src)
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loc:add_blood(src)
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bloody_body(src)
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var/b_loss = airflow_speed * vsc.airflow_damage
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var/b_loss = airflow_speed * vsc.airflow_damage
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var/blocked = run_armor_check("head","melee")
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var/blocked = run_armor_check("head","melee")
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