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Makes EMP actually usefull on reactive armor (#15023)
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@@ -260,7 +260,8 @@
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/obj/item/clothing/suit/armor/reactive
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name = "reactive armor"
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desc = "Doesn't seem to do much for some reason."
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var/active = 0
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var/active = FALSE
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var/emp_d = FALSE
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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blood_overlay_type = "armor"
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@@ -271,6 +272,9 @@
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/obj/item/clothing/suit/armor/reactive/attack_self(mob/user)
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active = !(active)
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if(emp_d)
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to_chat(user, "<span class='warning'>[src] is disabled from an electromagnetic pulse!</span>")
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return
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if(active)
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to_chat(user, "<span class='notice'>[src] is now active.</span>")
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icon_state = "reactive"
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@@ -286,14 +290,19 @@
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A.UpdateButtonIcon()
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/obj/item/clothing/suit/armor/reactive/emp_act(severity)
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active = 0
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active = FALSE
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emp_d = TRUE
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icon_state = "reactiveoff"
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item_state = "reactiveoff"
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if(istype(loc, /mob/living/carbon/human))
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var/mob/living/carbon/human/C = loc
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C.update_inv_wear_suit()
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addtimer(CALLBACK(src, .proc/reboot), 100 / severity)
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..()
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/obj/item/clothing/suit/armor/reactive/proc/reboot()
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emp_d = FALSE
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//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
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/obj/item/clothing/suit/armor/reactive/teleport
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name = "reactive teleport armor"
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