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Update armour penetration checks
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@@ -262,7 +262,7 @@ emp_act
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else
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visible_message("\red <B>[src] has been attacked in the [hit_area] with [I.name] by [user]!</B>")
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var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].", I.armour_penetration)
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var/armor = run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].", armour_penetration = I.armour_penetration)
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var/weapon_sharp = is_sharp(I)
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var/weapon_edge = has_edge(I)
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if ((weapon_sharp || weapon_edge) && prob(getarmor(user.zone_sel.selecting, "melee")))
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@@ -50,7 +50,7 @@
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Stun(2)
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//Armor
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var/armor = run_armor_check(def_zone, P.flag, "", "", P.armour_penetration)
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var/armor = run_armor_check(def_zone, P.flag, armour_penetration = P.armour_penetration)
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var/proj_sharp = is_sharp(P)
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var/proj_edge = has_edge(P)
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if ((proj_sharp || proj_edge) && prob(getarmor(def_zone, P.flag)))
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@@ -53,7 +53,7 @@
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var/mob/living/carbon/human/H = target
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var/headarmor = 0 // Target's head armour
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armor_block = H.run_armor_check(affecting, "melee","","",armour_penetration) // For normal attack damage
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armor_block = H.run_armor_check(affecting, "melee", armour_penetration = armour_penetration) // For normal attack damage
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//If they have a hat/helmet and the user is targeting their head.
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if(istype(H.head, /obj/item/clothing/head) && affecting == "head")
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