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Merge pull request #387 from Neerti/12/2/2015_fuck-dream-maker-for-its-horrible-search-abilities-because-i-broke-armor-god-damn-how-hard-is-it-to-look-up-if(armor
Fixes armor making melee combat utterly useless.
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@@ -252,7 +252,7 @@
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var/armor_check = run_armor_check(affecting, "melee")
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apply_effect(3, WEAKEN, armor_check)
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playsound(loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
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if(armor_check < 2)
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if(armor_check < 60)
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visible_message("<span class='danger'>[M] has pushed [src]!</span>")
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else
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visible_message("<span class='warning'>[M] attempted to push [src]!</span>")
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@@ -16,14 +16,14 @@ emp_act
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var/obj/item/organ/external/organ = get_organ()
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//Shields
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//Shields
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var/shield_check = check_shields(P.damage, P, null, def_zone, "the [P.name]")
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if(shield_check)
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if(shield_check < 0)
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return shield_check
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else
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P.on_hit(src, 2, def_zone)
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return 2
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return 2
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//Shrapnel
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if(P.can_embed())
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@@ -156,13 +156,13 @@ emp_act
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target_zone = user.zone_sel.selecting
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if(!target_zone)
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visible_message("<span class='danger'>[user] misses [src] with \the [I]!</span>")
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return 1
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return 0
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var/obj/item/organ/external/affecting = get_organ(target_zone)
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if (!affecting || (affecting.status & ORGAN_DESTROYED) || affecting.is_stump())
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user << "<span class='danger'>They are missing that limb!</span>"
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return
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return 0
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var/effective_force = I.force
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if(user.a_intent == "disarm") effective_force = round(I.force/2)
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@@ -196,7 +196,7 @@ emp_act
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weapon_sharp = 0
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weapon_edge = 0
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if(armor >= 2) return 0
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if(armor >= 100) return 0
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if(!effective_force) return 0
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var/Iforce = effective_force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords)
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@@ -229,7 +229,7 @@ emp_act
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if(prob(effective_force + 10))
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apply_effect(6, WEAKEN, armor)
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visible_message("<span class='danger'>[src] has been knocked down!</span>")
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//Apply blood
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if(bloody)
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switch(hit_area)
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@@ -313,7 +313,7 @@ emp_act
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src.visible_message("\red [src] has been hit in the [hit_area] by [O].")
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var/armor = run_armor_check(affecting, "melee", O.armor_penetration, "Your armor has protected your [hit_area].", "Your armor has softened hit to your [hit_area].") //I guess "melee" is the best fit here
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if(armor < 2)
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if(armor < 100)
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apply_damage(throw_damage, dtype, zone, armor, is_sharp(O), has_edge(O), O)
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if(ismob(O.thrower))
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