k
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@@ -63,7 +63,8 @@
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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 BULLET_ACT_FORCE_PIERCE // complete projectile permutation
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if(run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone) & BLOCK_SUCCESS)
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var/returned = run_block(P, P.damage, "the [P.name]", ATTACK_TYPE_PROJECTILE, P.armour_penetration, P.firer, def_zone)
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if(returned & BLOCK_SUCCESS)
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P.on_hit(src, 100, def_zone)
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return BULLET_ACT_BLOCK
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var/armor = run_armor_check(def_zone, P.flag, null, null, P.armour_penetration, null)
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@@ -100,7 +101,7 @@
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I = AM
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throwpower = I.throwforce
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var/impacting_zone = ran_zone(BODY_ZONE_CHEST, 65)//Hits a random part of the body, geared towards the chest
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if(run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, throwningdatum.thrower, impacting_zone) & BLOCK_SUCCESS)
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if(run_block(AM, throwpower, "\the [AM.name]", ATTACK_TYPE_THROWN, throwingdatum.thrower, impacting_zone) & BLOCK_SUCCESS)
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hitpush = FALSE
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skipcatch = TRUE
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blocked = TRUE
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