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@@ -44,3 +44,5 @@
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var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
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var/lastpuke = 0
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var/evasion = 0 //Makes attacks harder to land. Each number equals 15% more likely to miss. Negative numbers increase hit chance.
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@@ -157,7 +157,7 @@
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return buckled ? FULLY_BUCKLED : UNBUCKLED
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/mob/proc/incapacitated(var/incapacitation_flags = INCAPACITATION_DEFAULT)
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if (stat || paralysis || stunned || weakened || resting || sleeping || (status_flags & FAKEDEATH))
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if (stat || paralysis || weakened || resting || sleeping || (status_flags & FAKEDEATH))
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return 1
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if((incapacitation_flags & INCAPACITATION_RESTRAINED) && restrained())
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@@ -124,3 +124,15 @@
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//----------------------------
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/obj/effect/projectile/bullet/muzzle
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icon_state = "muzzle_bullet"
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//----------------------------
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// Lightning beam
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//----------------------------
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/obj/effect/projectile/lightning/tracer
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icon_state = "lightning"
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/obj/effect/projectile/lightning/muzzle
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icon_state = "muzzle_lightning"
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/obj/effect/projectile/lightning/impact
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icon_state = "impact_lightning"
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@@ -169,7 +169,7 @@
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return
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//roll to-hit
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miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier, 0)
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miss_modifier = max(15*(distance-2) - round(15*accuracy) + miss_modifier + round(15*target_mob.evasion), 0)
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var/hit_zone = get_zone_with_miss_chance(def_zone, target_mob, miss_modifier, ranged_attack=(distance > 1 || original != target_mob)) //if the projectile hits a target we weren't originally aiming at then retain the chance to miss
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var/result = PROJECTILE_FORCE_MISS
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