k
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@@ -5,7 +5,7 @@
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armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
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var/transparent = FALSE // makes beam projectiles pass through the shield
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/obj/item/shield/proc/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK)
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/obj/item/shield/proc/on_shield_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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return TRUE
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/obj/item/shield/riot
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@@ -26,15 +26,16 @@
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transparent = TRUE
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max_integrity = 75
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/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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/obj/item/shield/run_block(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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if(transparent && (hitby.pass_flags & PASSGLASS))
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return FALSE
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if(attack_type == THROWN_PROJECTILE_ATTACK)
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if(attack_type == ATTACK_TYPE_THROWN)
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final_block_chance += 30
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if(attack_type == LEAP_ATTACK)
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if(attack_type == ATTACK_TYPE_LEAP)
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final_block_chance = 100
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. = ..()
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if(.)
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if(. & BLOCK_SUCCESS)
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on_shield_block
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on_shield_block(owner, hitby, attack_text, damage, attack_type)
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/obj/item/shield/riot/attackby(obj/item/W, mob/user, params)
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@@ -249,7 +250,7 @@
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transparent = FALSE
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item_flags = SLOWS_WHILE_IN_HAND
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/obj/item/shield/riot/implant/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
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if(attack_type == PROJECTILE_ATTACK)
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/obj/item/shield/riot/implant/hit_reaction(real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance)
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if(attack_type == ATTACK_TYPE_PROJECTILE)
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final_block_chance = 60 //Massive shield
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return ..()
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