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Fixed HoS locker vanishing when emagged
Commented out bloody footprints until someone can figure out a sane way to prevent there being hundreds if not thousands of decals a round. Reverted Doohl's riot armour/ablative armour changes (the code for reflection is just commented out, neat stuff) Fixed the typo on the CE's request console git-svn-id: http://tgstation13.googlecode.com/svn/trunk@3304 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -10,7 +10,7 @@ emp_act
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/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
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if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
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/* if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
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if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
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var/reflectchance = 80 - round(P.damage/3)
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if(!(def_zone in list("chest", "groin")))
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@@ -33,7 +33,7 @@ emp_act
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P.xo = new_x - curloc.x
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return -1 // complete projectile permutation
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*/
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if(check_shields(P.damage, "the [P.name]"))
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P.on_hit(src, 2)
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return 2
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@@ -74,12 +74,12 @@ emp_act
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/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack")
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if(l_hand && istype(l_hand, /obj/item/weapon))//Current base is the prob(50-d/3)
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var/obj/item/weapon/I = l_hand
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if(I.IsShield() && (prob(70 - round(damage / 3))))
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if(I.IsShield() && (prob(50 - round(damage / 3))))
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visible_message("\red <B>[src] blocks [attack_text] with the [l_hand.name]!</B>")
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return 1
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if(r_hand && istype(r_hand, /obj/item/weapon))
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var/obj/item/weapon/I = r_hand
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if(I.IsShield() && (prob(70 - round(damage / 3))))
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if(I.IsShield() && (prob(50 - round(damage / 3))))
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visible_message("\red <B>[src] blocks [attack_text] with the [r_hand.name]!</B>")
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return 1
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if(wear_suit && istype(wear_suit, /obj/item/))
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