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Fixes rig emp severity class handling
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@@ -686,11 +686,12 @@
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/obj/item/weapon/rig/proc/malfunction()
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return 0
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/obj/item/weapon/rig/emp_act(severity)
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malfunctioning += severity*10
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/obj/item/weapon/rig/emp_act(severity_class)
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//class 1 severity is the most severe, not least.
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malfunctioning += round(30/severity_class)
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if(malfunction_delay <= 0)
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malfunction_delay = 20
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take_hit(severity*10,"electrical pulse")
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take_hit(round(30/severity_class),"electrical pulse")
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/obj/item/weapon/rig/proc/shock(mob/user)
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if (electrocute_mob(user, cell, src))
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@@ -699,12 +700,14 @@
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return 0
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/obj/item/weapon/rig/proc/take_hit(damage,source)
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if(!installed_modules.len)
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return
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if(!prob(max(0,(damage-(chest ? chest.breach_threshold : 0)))))
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return
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//given that module damage is spread out across all modules, even this is probably not enough for emp to affect rigs much.
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if(source != "electrical pulse")
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var/protection = chest? chest.breach_threshold : 0
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if(!prob(max(0, damage - protection)))
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return
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var/list/valid_modules = list()
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for(var/obj/item/rig_module/module in installed_modules)
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