fixes
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@@ -24,6 +24,7 @@
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// Component signal block runs have highest priority.. for now.
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. = SEND_SIGNAL(src, COMSIG_LIVING_RUN_BLOCK, real_attack, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, return_list, attack_direction)
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if((. & BLOCK_SUCCESS) && !(. & BLOCK_CONTINUE_CHAIN))
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return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = 100
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return
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var/list/obj/item/tocheck = get_blocking_items()
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sortTim(tocheck, /proc/cmp_numeric_dsc, TRUE)
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@@ -49,6 +50,10 @@
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I.check_active_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list, attack_direction)
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else
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I.check_block(src, object, damage, attack_text, attack_type, armour_penetration, attacker, def_zone, final_block_chance, return_list)
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if(. & BLOCK_SUCCESS)
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return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = 100
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else if(isnull(return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE]))
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return_list[BLOCK_RETURN_PROJECTILE_BLOCK_PERCENTAGE] = return_list[BLOCK_RETURN_MITIGATION_PERCENT]
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/// Gets an unsortedlist of objects to run block checks on. List must have associative values for priorities!
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/mob/living/proc/get_blocking_items()
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