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
This commit is contained in:
kortgstation@gmail.com
2012-03-16 05:08:24 +00:00
parent cd0428f4bb
commit 28c9f10310
4 changed files with 9 additions and 8 deletions
@@ -10,7 +10,7 @@ emp_act
/mob/living/carbon/human/bullet_act(var/obj/item/projectile/P, var/def_zone)
if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
/* if(wear_suit && istype(wear_suit, /obj/item/clothing/suit/armor/laserproof))
if(istype(P, /obj/item/projectile/energy) || istype(P, /obj/item/projectile/beam))
var/reflectchance = 80 - round(P.damage/3)
if(!(def_zone in list("chest", "groin")))
@@ -33,7 +33,7 @@ emp_act
P.xo = new_x - curloc.x
return -1 // complete projectile permutation
*/
if(check_shields(P.damage, "the [P.name]"))
P.on_hit(src, 2)
return 2
@@ -74,12 +74,12 @@ emp_act
/mob/living/carbon/human/proc/check_shields(var/damage = 0, var/attack_text = "the attack")
if(l_hand && istype(l_hand, /obj/item/weapon))//Current base is the prob(50-d/3)
var/obj/item/weapon/I = l_hand
if(I.IsShield() && (prob(70 - round(damage / 3))))
if(I.IsShield() && (prob(50 - round(damage / 3))))
visible_message("\red <B>[src] blocks [attack_text] with the [l_hand.name]!</B>")
return 1
if(r_hand && istype(r_hand, /obj/item/weapon))
var/obj/item/weapon/I = r_hand
if(I.IsShield() && (prob(70 - round(damage / 3))))
if(I.IsShield() && (prob(50 - round(damage / 3))))
visible_message("\red <B>[src] blocks [attack_text] with the [r_hand.name]!</B>")
return 1
if(wear_suit && istype(wear_suit, /obj/item/))