/obj/structure/stool/bed/chair/janicart/bullet_act(var/obj/item/projectile/Proj) var/hitrider = 0 if(istype(Proj, /obj/item/projectile/ion)) Proj.on_hit(src, 2) return if(buckled_mob) if(prob(75)) hitrider = 1 var/act = buckled_mob.bullet_act(Proj) if(act >= 0) visible_message("[buckled_mob.name] is hit by [Proj]!") if(istype(Proj, /obj/item/projectile/energy)) unbuckle() return if(istype(Proj, /obj/item/projectile/energy/electrode)) if(prob(25)) unbuckle() visible_message("The [src.name] absorbs the [Proj]") if(!istype(buckled_mob, /mob/living/carbon/human)) return buckled_mob.bullet_act(Proj) else var/mob/living/carbon/human/H = buckled_mob return H.electrocute_act(0, src, 1, 0) world.log << "[hitrider] [Proj.nodamage] [Proj.damage_type] [round(Proj.damage/2)] [Proj.damage]" if(!hitrider) visible_message("[Proj] hits the pimpin' ride!") if(!Proj.nodamage && Proj.damage_type == BRUTE || Proj.damage_type == BURN) health -= round(Proj.damage/2) HealthCheck()