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Finishes seperating ZAS logic from CanPass().
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@@ -53,10 +53,8 @@
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projector = null
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return ..()
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/obj/effect/directional_shield/CanPass(atom/movable/mover, turf/target, height=0, air_group=0)
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if(air_group || (height==0))
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return TRUE
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else if(istype(mover, /obj/item/projectile))
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/obj/effect/directional_shield/CanPass(atom/movable/mover, turf/target)
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if(istype(mover, /obj/item/projectile))
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var/obj/item/projectile/P = mover
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if(istype(P, /obj/item/projectile/test)) // Turrets need to try to kill the shield and so their test bullet needs to penetrate.
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return TRUE
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@@ -64,8 +62,6 @@
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var/bad_arc = reverse_direction(dir) // Arc of directions from which we cannot block.
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if(check_shield_arc(src, bad_arc, P)) // This is actually for mobs but it will work for our purposes as well.
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return FALSE
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else
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return TRUE
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return TRUE
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/obj/effect/directional_shield/bullet_act(var/obj/item/projectile/P)
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