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last tweaks
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@@ -8,7 +8,7 @@ emp_act
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*/
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/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
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/mob/living/carbon/human/bullet_act(obj/item/projectile/P, def_zone)
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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if(check_reflect(def_zone)) // Checks if you've passed a reflection% check
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@@ -41,20 +41,6 @@ emp_act
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. = bullet_act(P, "chest") //act on chest instead
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return
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//Shrapnel
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if(P.damage_type == BRUTE)
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var/armor = getarmor_organ(organ, "bullet")
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if((P.embed && prob(20 + max(P.damage - armor, -10))))
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var/obj/item/weapon/shard/shrapnel/SP = new()
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SP.name = "[P.name] shrapnel"
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if(P.ammo_casing && P.ammo_casing.caliber)
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SP.desc = "[SP.desc] It looks like it is a [P.ammo_casing.caliber] caliber round."
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else
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SP.desc = "[SP.desc] The round's caliber is unidentifiable."
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throw_alert("embeddedobject", /obj/screen/alert/embeddedobject)
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organ.embedded_objects |= SP
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SP.forceMove(src)
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organ.add_autopsy_data(P.name, P.damage) // Add the bullet's name to the autopsy data
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return (..(P , def_zone))
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@@ -260,10 +260,6 @@
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stored_comms["glass"]++
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else if(istype(W,/obj/item/ammo_casing))
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stored_comms["metal"]++
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else if(istype(W,/obj/item/weapon/shard/shrapnel))
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stored_comms["metal"]++
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stored_comms["metal"]++
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stored_comms["metal"]++
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else if(istype(W,/obj/item/weapon/shard))
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stored_comms["glass"]++
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stored_comms["glass"]++
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