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Actually plug armor procs to armor modification code
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@@ -134,7 +134,7 @@ emp_act
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if(bp && istype(bp ,/obj/item/clothing))
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var/obj/item/clothing/C = bp
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if(C.body_parts_covered & def_zone.body_part)
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protection += C.armor[type]
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protection += C.armor.getRating(type)
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return protection
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@@ -153,16 +153,16 @@
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if(def_zone)
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if(def_zone == "head")
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if(inventory_head)
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armorval = inventory_head.armor[type]
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armorval = inventory_head.armor.getRating(type)
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else
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if(inventory_back)
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armorval = inventory_back.armor[type]
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armorval = inventory_back.armor.getRating(type)
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return armorval
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else
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if(inventory_head)
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armorval += inventory_head.armor[type]
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armorval += inventory_head.armor.getRating(type)
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if(inventory_back)
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armorval += inventory_back.armor[type]
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armorval += inventory_back.armor.getRating(type)
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return armorval * 0.5
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/mob/living/simple_animal/pet/dog/corgi/attackby(obj/item/O, mob/user, params)
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@@ -62,8 +62,8 @@
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is_zombie = TRUE
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if(H.wear_suit)
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var/obj/item/clothing/suit/armor/A = H.wear_suit
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if(A.armor && A.armor["melee"])
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maxHealth += A.armor["melee"] //That zombie's got armor, I want armor!
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if(A.armor && A.armor.getRating("melee"))
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maxHealth += A.armor.getRating("melee") //That zombie's got armor, I want armor!
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maxHealth += 200
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health = maxHealth
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name = "zombie"
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