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Fixes Radiation Runtimes
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@@ -36,7 +36,7 @@
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for(var/i = 0, i < 10, i++)
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for(var/mob/living/carbon/human/H in living_mob_list)
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var/armor = H.getarmor(attack_flag = "rad")
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var/armor = H.getarmor(type = "rad")
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if((H.species.flags & NO_DNA_RAD) || armor >= 100) // Leave DNA-less species/fully rad armored players completely unaffected
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continue
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var/turf/T = get_turf(H)
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@@ -46,7 +46,7 @@
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/mob/living/proc/apply_effect(var/effect = 0,var/effecttype = STUN, var/blocked = 0, var/negate_armor = 0)
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blocked = (100-blocked)/100
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if(!effect || (blocked <= 0))
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if(!effect || (blocked <= 0))
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return 0
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switch(effecttype)
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if(STUN)
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@@ -77,7 +77,7 @@
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updatehealth()
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return 1
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/mob/living/carbon/human/apply_effect(var/effect = 0, var/effecttype = STUN, var/blocked = 0)
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/mob/living/carbon/human/apply_effect(var/effect = 0, var/effecttype = STUN, var/blocked = 0, var/negate_armor = 0)
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if((effecttype == IRRADIATE) && (species.flags & NO_DNA_RAD))
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return 0
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return ..()
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