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Paradise/code/game/gamemodes/blob/blobs/shield.dm

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/obj/structure/blob/shield
name = "strong blob"
icon = 'icons/mob/blob.dmi'
icon_state = "blob_idle"
desc = "Some blob creature thingy"
health = 75
fire_resist = 2
point_return = 4
var/maxHealth = 75
/obj/structure/blob/shield/update_icon()
if(health <= 0)
qdel(src)
return
return
/obj/structure/blob/shield/fire_act(datum/gas_mixture/air, exposed_temperature, exposed_volume, global_overlay = TRUE)
return
/obj/structure/blob/shield/CanPass(atom/movable/mover, turf/target, height=0)
if(istype(mover) && mover.checkpass(PASSBLOB)) return 1
return 0
/obj/structure/blob/shield/reflective
name = "reflective blob"
desc = "A solid wall of slightly twitching tendrils with a reflective glow."
icon_state = "blob_idle_glow"
brute_resist = 0
health = 50
maxHealth = 50
point_return = 9
flags_2 = CHECK_RICOCHET_1
var/reflect_chance = 80 //80% chance to reflect
/obj/structure/blob/shield/reflective/handle_ricochet(obj/item/projectile/P)
if(P.is_reflectable && prob(reflect_chance))
var/P_turf = get_turf(P)
var/face_direction = get_dir(src, P_turf)
var/face_angle = dir2angle(face_direction)
var/incidence_s = GET_ANGLE_OF_INCIDENCE(face_angle, (P.Angle + 180))
if(abs(incidence_s) > 90 && abs(incidence_s) < 270)
return FALSE
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
P.setAngle(new_angle_s)
P.firer = src //so people who fired the lasers are not immune to them when it reflects
visible_message("<span class='warning'>[P] reflects off [src]!</span>")
return -1// complete projectile permutation
else
playsound(src, P.hitsound, 50, 1)
visible_message("<span class='danger'>[src] is hit by \a [P]!</span>")
take_damage(P.damage, P.damage_type)
/obj/structure/blob/shield/reflective/bullet_act()
return