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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@@ -112,11 +112,15 @@
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/mob/living/silicon/bullet_act(obj/item/projectile/P, def_zone)
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if(P.original != src || P.firer != src) //try to block or reflect the bullet, can't do so when shooting oneself
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if(reflect_bullet_check(P, def_zone))
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return -1 // complete projectile permutation
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if(check_shields(P, P.damage, "the [P.name]", PROJECTILE_ATTACK, P.armour_penetration))
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var/list/returnlist = list()
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var/returned = run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone, returnlist)
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if(returned & BLOCK_SHOULD_REDIRECT)
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handle_projectile_attack_redirection(P, returnlist[BLOCK_RETURN_REDIRECT_METHOD])
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if(returned & BLOCK_REDIRECTED)
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return BULLET_ACT_FORCE_PIERCE
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if(returned & BLOCK_SUCCESS)
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P.on_hit(src, 100, def_zone)
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return 2
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return BULLET_ACT_BLOCK
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if((P.damage_type == BRUTE || P.damage_type == BURN))
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adjustBruteLoss(P.damage)
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if(prob(P.damage*1.5))
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