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TG update: Added Reactive Teleport armour and on/off sprites for the armour. Click in hand to toggle on/off (like a cloaking device). When worn and activated, successfully blocked attacks will cause the wearer to warp randomly up to 8 tiles. EMPs will disable it. Values may need tweaking to balance the armour. One set now spawns in the RD's office to it will get used/tested, depending on how that goes I may move it to being produceable by the protolathe only, or remove it entirely etc
git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2680 316c924e-a436-60f5-8080-3fe189b3f50e
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@@ -1094,10 +1094,6 @@
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if (S.active)
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shielded = 2
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break
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for (var/obj/item/weapon/displacer/D in src)
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if (D.active)
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shielded = 4
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break
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if(istype(wear_suit, /obj/item/clothing/suit/space/space_ninja)&&wear_suit:s_active)
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shielded = 3
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@@ -1117,8 +1113,6 @@
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NinjaStealthActive(loc)
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else
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NinjaStealthMalf()
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if(4)
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overlays += image("icon" = 'effects.dmi', "icon_state" = "shield-old", "layer" = MOB_LAYER+1)
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else
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invisibility = 0
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@@ -47,20 +47,20 @@ 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))//Current base is the prob(50-d/3)
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var/obj/item/I = l_hand
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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(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))
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var/obj/item/I = r_hand
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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(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(slot_belt && istype(slot_belt, /obj/item/weapon/displacer))
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var/obj/item/weapon/displacer/D = slot_belt
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if(D.active && (prob(50)))
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visible_message("\red <B>The displacer field flings [src] out of the way of [attack_text]!</B>")
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if(wear_suit && istype(wear_suit, /obj/item/))
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var/obj/item/I = wear_suit
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if(I.IsShield() && (prob(50 - round(damage / 3))))
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visible_message("\red <B>The reactive teleport system flings [src] clear of [attack_text]!</B>")
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var/list/turfs = new/list()
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for(var/turf/T in orange(6))
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if(istype(T,/turf/space)) continue
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