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https://github.com/PolarisSS13/Polaris.git
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chest targeting fixes
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@@ -206,7 +206,7 @@
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var/obj/item/organ/external/E
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var/nopain
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if(ishuman(victim) && user.zone_sel.selecting != "groin" && user.zone_sel.selecting != "chest")
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if(ishuman(victim) && user.zone_sel.selecting != BP_GROIN && user.zone_sel.selecting != BP_TORSO)
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var/mob/living/carbon/human/H = victim
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E = H.get_organ(user.zone_sel.selecting)
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if(!E || E.species.flags & NO_PAIN)
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@@ -325,7 +325,7 @@ emp_act
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if(!stat)
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switch(hit_zone)
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if("head")//Harder to score a stun but if you do it lasts a bit longer
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if(BP_HEAD)//Harder to score a stun but if you do it lasts a bit longer
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if(prob(effective_force))
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apply_effect(20, PARALYZE, blocked, soaked)
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visible_message("<span class='danger'>\The [src] has been knocked unconscious!</span>")
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@@ -339,7 +339,7 @@ emp_act
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if(glasses && prob(33))
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glasses.add_blood(src)
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update_inv_glasses(0)
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if("chest")//Easier to score a stun but lasts less time
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if(BP_TORSO)//Easier to score a stun but lasts less time
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if(prob(effective_force + 10))
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apply_effect(6, WEAKEN, blocked, soaked)
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visible_message("<span class='danger'>\The [src] has been knocked down!</span>")
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@@ -598,33 +598,33 @@ var/global/list/intents = list(I_HELP,I_DISARM,I_GRAB,I_HURT)
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//The base miss chance for the different defence zones
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var/global/list/base_miss_chance = list(
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"head" = 40,
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"chest" = 10,
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"groin" = 20,
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"l_leg" = 20,
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"r_leg" = 20,
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"l_arm" = 20,
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"r_arm" = 20,
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"l_hand" = 50,
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"r_hand" = 50,
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"l_foot" = 50,
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"r_foot" = 50,
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BP_HEAD = 40,
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BP_TORSO = 10,
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BP_GROIN = 20,
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BP_L_LEG = 20,
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BP_R_LEG = 20,
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BP_L_ARM = 20,
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BP_R_ARM = 20,
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BP_L_HAND = 50,
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BP_R_HAND = 50,
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BP_L_FOOT = 50,
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BP_R_FOOT = 50,
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)
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//Used to weight organs when an organ is hit randomly (i.e. not a directed, aimed attack).
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//Also used to weight the protection value that armour provides for covering that body part when calculating protection from full-body effects.
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var/global/list/organ_rel_size = list(
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"head" = 25,
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"chest" = 70,
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"groin" = 30,
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"l_leg" = 25,
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"r_leg" = 25,
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"l_arm" = 25,
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"r_arm" = 25,
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"l_hand" = 10,
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"r_hand" = 10,
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"l_foot" = 10,
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"r_foot" = 10,
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BP_HEAD = 25,
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BP_TORSO = 70,
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BP_GROIN = 30,
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BP_L_LEG = 25,
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BP_R_LEG = 25,
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BP_L_ARM = 25,
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BP_R_ARM = 25,
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BP_L_HAND = 10,
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BP_R_HAND = 10,
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BP_L_FOOT = 10,
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BP_R_FOOT = 10,
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)
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/mob/proc/flash_eyes(intensity = FLASH_PROTECTION_MODERATE, override_blindness_check = FALSE, affect_silicon = FALSE, visual = FALSE, type = /obj/screen/fullscreen/flash)
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@@ -33,7 +33,7 @@ If the spell_projectile is seeking, it will update its target every process and
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if(istype(projectile, /obj/item/projectile/spell_projectile))
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var/obj/item/projectile/spell_projectile/SP = projectile
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SP.carried = src //casting is magical
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projectile.def_zone = check_zone("chest")
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projectile.def_zone = check_zone(BP_TORSO)
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projectile.old_style_target(target)
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projectile.fire()
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