I'm sneaking in a nerf to scarp here shush shush
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@@ -185,7 +185,7 @@
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. = ..()
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if(A.incapacitated(FALSE, TRUE)) //NO STUN
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return BULLET_ACT_HIT
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if(!(A.mobility_flags & MOBILITY_USE)) //NO UNABLE TO USE
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if(CHECK_ALL_MOBILITY(A, MOBILITY_USE|MOBILITY_STAND)) //NO UNABLE TO USE, NO DODGING ON THE FLOOR
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return BULLET_ACT_HIT
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if(A.dna && A.dna.check_mutation(HULK)) //NO HULK
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return BULLET_ACT_HIT
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@@ -114,7 +114,7 @@
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. = ..()
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if(A.incapacitated(FALSE, TRUE)) //NO STUN
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return BULLET_ACT_HIT
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if(!(A.mobility_flags & MOBILITY_USE)) //NO UNABLE TO USE
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if(CHECK_ALL_MOBILITY(A, MOBILITY_USE|MOBILITY_STAND)) //NO UNABLE TO USE, NO DEFLECTION ON THE FLOOR
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return BULLET_ACT_HIT
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if(A.dna && A.dna.check_mutation(HULK)) //NO HULK
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return BULLET_ACT_HIT
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@@ -125,6 +125,8 @@
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playsound(get_turf(A), pick('sound/weapons/bulletflyby.ogg', 'sound/weapons/bulletflyby2.ogg', 'sound/weapons/bulletflyby3.ogg'), 75, TRUE)
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P.firer = A
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P.setAngle(rand(0, 360))//SHING
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A.adjustStaminaLossBuffered (6) //Citadel change to stop infinite bullet sponging as you run away, but it is buffered!
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//Also if adjustStaminaLoss ever gets fixed so it isn't being affected by stamina mods like scarps, please adjust by half.
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return BULLET_ACT_FORCE_PIERCE
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return BULLET_ACT_HIT
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