Merge pull request #11476 from kevinz000/shield_refactor
Completely overhauls how blocking, shields, reflecting, and anything in between is handled. Has some small gameplay effects.
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@@ -328,9 +328,9 @@
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hitsound = 'sound/weapons/bladeslice.ogg'
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attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
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/obj/item/nullrod/claymore/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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final_block_chance = 0 //Don't bring a sword to a gunfight
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/obj/item/nullrod/claymore/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(attack_type & ATTACK_TYPE_PROJECTILE) // Don't bring a sword to a gunfight
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return NONE
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return ..()
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/obj/item/nullrod/claymore/darkblade
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