hm
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@@ -38,7 +38,7 @@
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if(real_attack)
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for(var/obj/item/I in tocheck)
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// i don't like this too
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var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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var/final_block_chance = I.block_chance - (clamp((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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var/results
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if(I == active_block_item)
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results = I.active_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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@@ -50,7 +50,7 @@
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else
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for(var/obj/item/I in tocheck)
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// i don't like this too
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var/final_block_chance = I.block_chance - (CLAMP((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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var/final_block_chance = I.block_chance - (clamp((armour_penetration-I.armour_penetration)/2,0,100)) + block_chance_modifier //So armour piercing blades can still be parried by other blades, for example
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if(I == active_block_item) //block is long termed enough we give a damn. parry, not so much.
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I.check_active_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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else
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