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Fixes many dense objects from stopping penetrating bullets
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@@ -42,7 +42,7 @@
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damage *= 0.7 //squishy mobs absorb KE
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return 1
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var/chance = 0
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var/chance = damage
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if(istype(A, /turf/simulated/wall))
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var/turf/simulated/wall/W = A
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chance = round(damage/W.material.integrity*180)
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@@ -52,8 +52,6 @@
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if(D.glass) chance *= 2
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else if(istype(A, /obj/structure/girder))
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chance = 100
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else if(istype(A, /obj/machinery) || istype(A, /obj/structure))
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chance = damage
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if(prob(chance))
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if(A.opacity)
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