Starting an explosion rework, fun fun
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@@ -386,43 +386,34 @@
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return
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var/b_loss = 0
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var/f_loss = 0
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var/bomb_armor = getarmor(null, "bomb")
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var/bomb_armor = max(0,(100-getarmor(null, "bomb"))/100)
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switch (severity)
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if (1)
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if(prob(bomb_armor))
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b_loss = 500
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if(bomb_armor)
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b_loss = 500*bomb_armor
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var/atom/throw_target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
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throw_at(throw_target, 200, 4)
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damage_clothes(400 - bomb_armor, BRUTE, "bomb")
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damage_clothes(400*bomb_armor, BRUTE, "bomb")
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else
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for(var/I in contents)
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var/atom/A = I
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A.ex_act(severity)
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damage_clothes(400,BRUTE,"bomb")
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gib()
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return
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if (2)
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b_loss = 60
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f_loss = 60
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if(bomb_armor)
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b_loss = 30*(2 - round(bomb_armor*0.01, 0.05))
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f_loss = b_loss
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damage_clothes(200 - bomb_armor, BRUTE, "bomb")
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b_loss = 60*bomb_armor
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f_loss = 60*bomb_armor
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damage_clothes(200*bomb_armor, BRUTE, "bomb")
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if (!istype(ears, /obj/item/clothing/ears/earmuffs))
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adjustEarDamage(30, 120)
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if (prob(max(70 - (bomb_armor * 0.5), 0)))
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Unconscious(200)
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Unconscious(200*bomb_armor)
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if(3)
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b_loss = 30
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if(bomb_armor)
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b_loss = 15*(2 - round(bomb_armor*0.01, 0.05))
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b_loss = 30*bomb_armor
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damage_clothes(max(50 - bomb_armor, 0), BRUTE, "bomb")
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if (!istype(ears, /obj/item/clothing/ears/earmuffs))
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adjustEarDamage(15,60)
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if (prob(max(50 - (bomb_armor * 0.5), 0)))
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Unconscious(160)
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Unconscious(100*bomb_armor)
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take_overall_damage(b_loss,f_loss)
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