Backward 512 compatibility removal.
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@@ -31,7 +31,7 @@
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if(damage_flag)
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armor_protection = armor.getRating(damage_flag)
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if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor.
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armor_protection = CLAMP(armor_protection - armour_penetration, 0, 100)
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armor_protection = clamp(armor_protection - armour_penetration, 0, 100)
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return round(damage_amount * (100 - armor_protection)*0.01, DAMAGE_PRECISION)
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//the sound played when the obj is damaged.
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@@ -213,7 +213,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
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if(T.intact && level == 1) //fire can't damage things hidden below the floor.
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return
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if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
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take_damage(CLAMP(0.02 * exposed_temperature, 0, 20), BURN, "fire", 0)
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take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, "fire", 0)
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if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE))
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resistance_flags |= ON_FIRE
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SSfire_burning.processing[src] = src
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@@ -244,7 +244,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
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if(has_buckled_mobs())
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for(var/m in buckled_mobs)
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var/mob/living/buckled_mob = m
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buckled_mob.electrocute_act((CLAMP(round(strength/400), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
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buckled_mob.electrocute_act((clamp(round(strength/400), 10, 90) + rand(-5, 5)), src, flags = SHOCK_TESLA)
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/obj/proc/reset_shocked()
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obj_flags &= ~BEING_SHOCKED
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