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https://github.com/CHOMPStation2/CHOMPStation2.git
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Co-authored-by: Drathek <76988376+Drulikar@users.noreply.github.com>
This commit is contained in:
@@ -123,15 +123,15 @@ Contains helper procs for airflow, handled in /connection_group.
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var/blocked = run_armor_check(BP_HEAD,"melee")
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var/soaked = get_armor_soak(BP_HEAD,"melee")
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apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, soaked, 0, "Airflow")
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apply_damage(b_loss/3, BRUTE, BP_HEAD, blocked, soaked, 0)
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blocked = run_armor_check(BP_TORSO,"melee")
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soaked = get_armor_soak(BP_TORSO,"melee")
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apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, soaked, 0, "Airflow")
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apply_damage(b_loss/3, BRUTE, BP_TORSO, blocked, soaked, 0)
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blocked = run_armor_check(BP_GROIN,"melee")
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soaked = get_armor_soak(BP_GROIN,"melee")
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apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, soaked, 0, "Airflow")
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apply_damage(b_loss/3, BRUTE, BP_GROIN, blocked, soaked, 0)
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if(airflow_speed > 10)
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Paralyse(round(airflow_speed * vsc.airflow_stun))
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@@ -436,10 +436,10 @@ If it gains pressure too slowly, it may leak or just rupture instead of explodin
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//Always check these damage procs first if fire damage isn't working. They're probably what's wrong.
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apply_damage(2.5*mx*head_exposure, BURN, BP_HEAD, 0, 0, "Fire")
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apply_damage(2.5*mx*chest_exposure, BURN, BP_TORSO, 0, 0, "Fire")
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apply_damage(2.0*mx*groin_exposure, BURN, BP_GROIN, 0, 0, "Fire")
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apply_damage(0.6*mx*legs_exposure, BURN, BP_L_LEG, 0, 0, "Fire")
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apply_damage(0.6*mx*legs_exposure, BURN, BP_R_LEG, 0, 0, "Fire")
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apply_damage(0.4*mx*arms_exposure, BURN, BP_L_ARM, 0, 0, "Fire")
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apply_damage(0.4*mx*arms_exposure, BURN, BP_R_ARM, 0, 0, "Fire")
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apply_damage(2.5*mx*head_exposure, BURN, BP_HEAD, 0, 0)
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apply_damage(2.5*mx*chest_exposure, BURN, BP_TORSO, 0, 0)
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apply_damage(2.0*mx*groin_exposure, BURN, BP_GROIN, 0, 0)
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apply_damage(0.6*mx*legs_exposure, BURN, BP_L_LEG, 0, 0)
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apply_damage(0.6*mx*legs_exposure, BURN, BP_R_LEG, 0, 0)
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apply_damage(0.4*mx*arms_exposure, BURN, BP_L_ARM, 0, 0)
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apply_damage(0.4*mx*arms_exposure, BURN, BP_R_ARM, 0, 0)
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