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Radiation damage fix
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@@ -39,7 +39,8 @@
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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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if(H.species.flags & NO_DNA_RAD) // Leave synthetics completely unaffected
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var/armor = H.getarmor(attack_flag = "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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if(!T)
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@@ -59,7 +59,7 @@
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halloss += effect // Useful for objects that cause "subdual" damage. PAIN!
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if(IRRADIATE)
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var/rad_damage = effect
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if(negate_armor) // Setting negate_armor overrides radiation armor checks, which are automatic otherwise
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if(!negate_armor) // Setting negate_armor overrides radiation armor checks, which are automatic otherwise
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rad_damage = max(effect * ((100-run_armor_check(null, "rad", "Your clothes feel warm.", "Your clothes feel warm."))/100),0)
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radiation += rad_damage
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if(SLUR)
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