Would you like some defines in these trying times?
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@@ -26,7 +26,7 @@
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return TRUE
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var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
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var/armor_block = D.run_armor_check(affecting, "melee")
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var/armor_block = D.run_armor_check(affecting, MELEE)
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playsound(D.loc, A.dna.species.attack_sound, 25, 1, -1)
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@@ -98,7 +98,7 @@
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/datum/martial_art/krav_maga/proc/leg_sweep(mob/living/carbon/human/A, mob/living/carbon/human/D)
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var/obj/item/bodypart/affecting = D.get_bodypart(BODY_ZONE_CHEST)
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var/armor_block = D.run_armor_check(affecting, "melee")
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var/armor_block = D.run_armor_check(affecting, MELEE)
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var/damage = (damage_roll(A,D)*2 + 25)
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if(!CHECK_MOBILITY(D, MOBILITY_STAND))
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return FALSE
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@@ -140,7 +140,7 @@
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/datum/martial_art/krav_maga/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D)
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var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
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var/armor_block = D.run_armor_check(affecting, "melee")
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var/armor_block = D.run_armor_check(affecting, MELEE)
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if(check_streak(A,D))
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return TRUE
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log_combat(A, D, "punched")
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@@ -165,7 +165,7 @@
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if(check_streak(A,D))
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return TRUE
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var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
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var/armor_block = D.run_armor_check(affecting, "melee")
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var/armor_block = D.run_armor_check(affecting, MELEE)
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var/damage = damage_roll(A,D)
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var/stunthreshold = A.dna.species.punchstunthreshold
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if(CHECK_MOBILITY(D, MOBILITY_STAND))
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@@ -233,4 +233,4 @@
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heat_protection = HANDS
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max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
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resistance_flags = NONE
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
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