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fixes lasers ignoring shields of all types.
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@@ -16,6 +16,11 @@ emp_act
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var/can_reflect = check_reflect(def_zone)
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if(!can_reflect)
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return (..(P , def_zone)) //Bad luck
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else if(can_reflect == 1)
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P.reflect_back(src)
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return -1 // complete projectile permutation
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else
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if(can_reflect == 2) //If target is holding a toy sword
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var/list/safe_list = list(/obj/item/projectile/beam/lasertag, /obj/item/projectile/beam/practice)
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@@ -24,9 +29,9 @@ emp_act
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visible_message("<span class='danger'>The [P.name] gets reflected by [src]!</span>", \
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"<span class='userdanger'>The [P.name] gets reflected by [src]!</span>")
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P.reflect_back(src)
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P.reflect_back(src)
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return -1 // complete projectile permutation
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return -1 // complete projectile permutation
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//Shields
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if(check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration))
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