better
This commit is contained in:
@@ -757,7 +757,7 @@
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if(!allowed)
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allowed = GLOB.advanced_hardsuit_allowed
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/obj/item/clothing/suit/space/hardsuit/shielded/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/space/hardsuit/shielded/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!real_attack)
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if(current_charges > 0)
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return BLOCK_SUCCESS | BLOCK_PHYSICAL_EXTERNAL
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@@ -63,12 +63,12 @@
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item_state = "reactiveoff"
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reactivearmor_cooldown = world.time + 200
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/obj/item/clothing/suit/armor/reactive/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(!active)
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return BLOCK_NONE
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return block_action(owner, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, block_return)
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/obj/item/clothing/suit/armor/reactive/proc/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/proc/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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return BLOCK_NONE
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//When the wearer gets hit, this armor will teleport the user a short distance away (to safety or to more danger, no one knows. That's the fun of it!)
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@@ -80,7 +80,7 @@
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var/rad_amount_before = 120
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reactivearmor_cooldown_duration = 100
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/obj/item/clothing/suit/armor/reactive/teleport/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/teleport/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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var/mob/living/carbon/human/H = owner
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if(world.time < reactivearmor_cooldown)
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@@ -117,7 +117,7 @@
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name = "reactive incendiary armor"
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desc = "An experimental suit of armor with a reactive sensor array rigged to a flame emitter. For the stylish pyromaniac."
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/obj/item/clothing/suit/armor/reactive/fire/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/fire/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive incendiary armor on [owner] activates, but fails to send out flames as it is still recharging its flame jets!</span>")
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@@ -140,7 +140,7 @@
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reactivearmor_cooldown_duration = 65
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desc = "An experimental suit of armor that renders the wearer invisible on detection of imminent harm, and creates a decoy that runs away from the owner. You can't fight what you can't see."
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/obj/item/clothing/suit/armor/reactive/stealth/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/stealth/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The reactive stealth system on [owner] activates, but is still recharging its holographic emitters!</span>")
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@@ -180,7 +180,7 @@
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if(slot_flags & slotdefine2slotbit(slot)) //Was equipped to a valid slot for this item?
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user.flags_1 |= TESLA_IGNORE_1
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/obj/item/clothing/suit/armor/reactive/tesla/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/tesla/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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var/datum/effect_system/spark_spread/sparks = new /datum/effect_system/spark_spread
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@@ -209,7 +209,7 @@
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reactivearmor_cooldown_duration = 20
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desc = "An experimental suit of armor that violently throws back attackers."
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/obj/item/clothing/suit/armor/reactive/repulse/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/repulse/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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if(world.time < reactivearmor_cooldown)
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owner.visible_message("<span class='danger'>The repulse generator is still recharging!</span>")
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@@ -245,7 +245,7 @@
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desc = "If you can't beat the memes, embrace them."
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var/tele_range = 10
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/obj/item/clothing/suit/armor/reactive/table/block_action(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/suit/armor/reactive/table/block_action(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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if(prob(hit_reaction_chance))
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var/mob/living/carbon/human/H = owner
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if(world.time < reactivearmor_cooldown)
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@@ -79,7 +79,7 @@
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name = "ancient jumpsuit"
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desc = "A terribly ragged and frayed grey jumpsuit. It looks like it hasn't been washed in over a decade."
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/obj/item/clothing/under/color/grey/glorf/run_block(mob/living/owner, real_attack, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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/obj/item/clothing/under/color/grey/glorf/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return)
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. = ..()
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if(real_attack && ishuman(owner))
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var/mob/living/human/H = owner
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