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Fixes and Tweaks to Defenses
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@@ -35,7 +35,6 @@
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var/permeability_coefficient = 1 // for chemicals/diseases
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var/siemens_coefficient = 1 // for electrical admittance/conductance (electrocution checks and shit)
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var/slowdown = 0 // How much clothing is slowing you down. Negative values speeds you up
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var/reflect_chance = 0 //This var dictates what % of a time an object will reflect an energy based weapon's shot
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var/armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0)
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var/list/allowed = null //suit storage stuff.
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var/obj/item/device/uplink/hidden/hidden_uplink = null // All items can have an uplink hidden inside, just remember to add the triggers.
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@@ -537,8 +536,7 @@
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return 0
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/obj/item/proc/IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
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if(prob(reflect_chance))
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return 1
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return 0
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/obj/item/proc/get_loc_turf()
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var/atom/L = loc
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@@ -225,10 +225,8 @@ obj/item/weapon/twohanded/
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/obj/item/weapon/twohanded/dualsaber/update_icon()
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if(wielded)
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icon_state = "dualsaber[blade_color][wielded]"
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reflect_chance = 100
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else
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icon_state = "dualsaber0"
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reflect_chance = 0
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/obj/item/weapon/twohanded/dualsaber/attack(target as mob, mob/living/user as mob)
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..()
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@@ -268,6 +266,10 @@ obj/item/weapon/twohanded/
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..()
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hitsound = "swing_hit"
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/obj/item/weapon/twohanded/dualsaber/IsReflect()
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if(wielded)
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return 1
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/obj/item/weapon/twohanded/dualsaber/wield()
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..()
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hitsound = 'sound/weapons/blade1.ogg'
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