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@@ -81,32 +81,3 @@
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owner.visible_message("<span class='danger'>[owner] blocks [attack_text] with [src]!</span>")
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return 1
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return 0
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/obj/item/proc/_IsReflect(var/def_zone) //This proc determines if and at what% an object will reflect energy projectiles if it's in l_hand,r_hand or wear_suit
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return 0
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/mob/living/carbon/human/check_reflect(def_zone)
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if(wear_suit?.IsReflect(def_zone))
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return TRUE
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return ..()
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/mob/living/carbon/human/check_shields(atom/AM, damage, attack_text = "the attack", attack_type = MELEE_ATTACK, armour_penetration = 0)
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. = ..()
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if(.)
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return
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var/block_chance_modifier = round(damage / -3)
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if(wear_suit)
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var/final_block_chance = wear_suit.block_chance - (CLAMP((armour_penetration-wear_suit.armour_penetration)/2,0,100)) + block_chance_modifier
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if(wear_suit.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return TRUE
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if(w_uniform)
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var/final_block_chance = w_uniform.block_chance - (CLAMP((armour_penetration-w_uniform.armour_penetration)/2,0,100)) + block_chance_modifier
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if(w_uniform.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return TRUE
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if(wear_neck)
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var/final_block_chance = wear_neck.block_chance - (CLAMP((armour_penetration-wear_neck.armour_penetration)/2,0,100)) + block_chance_modifier
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if(wear_neck.hit_reaction(src, AM, attack_text, final_block_chance, damage, attack_type))
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return TRUE
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return FALSE
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@@ -251,7 +251,7 @@
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icon = 'icons/obj/lavaland/elite_trophies.dmi'
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icon_state = "herald_cloak"
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body_parts_covered = CHEST|GROIN|ARMS
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hit_reaction_chance = 10
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var/hit_reaction_chance = 10
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/obj/item/clothing/neck/cloak/herald_cloak/proc/reactionshot(mob/living/carbon/owner)
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var/static/list/directional_shot_angles = list(0, 45, 90, 135, 180, 225, 270, 315)
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