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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@@ -3,6 +3,7 @@
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name = "under"
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body_parts_covered = CHEST|GROIN|LEGS|ARMS
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permeability_coefficient = 0.9
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block_priority = BLOCK_PRIORITY_UNIFORM
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slot_flags = ITEM_SLOT_ICLOTHING
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
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var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women
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@@ -79,9 +79,11 @@
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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/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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owner.forcesay(GLOB.hit_appends)
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return 0
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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(ishuman(owner))
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var/mob/living/carbon/human/H = owner
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H.forcesay(GLOB.hit_appends)
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/obj/item/clothing/under/color/blue
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name = "blue jumpsuit"
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