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Looks like this block is what controls the calculated "armor level" alv based on the impact position and some randomness.
//which is just a vest not a bubble...if(inflictor&&inflictor.default.bmissile){doubleimpactheight=inflictor.pos.z+inflictor.height*0.5;doubleshoulderheight=victim.pos.z+victim.height-16;doublewaistheight=victim.pos.z+victim.height*0.4;doubleimpactangle=absangle(victim.angle,victim.angleto(inflictor));if(impactangle>90)impactangle=180-impactangle;boolshouldhitflesh=(impactheight>shoulderheight||impactheight<waistheight||impactangle>80)?!random(0,5):!random(0,31);if(shouldhitflesh)alv=0;elseif(impactangle>80)alv=random(1,alv);}
Likely TODO: Make a PR to virtualize the calculation of the armor level. Once that's done, theoretically all I need to do is inherit from the desired armor and change the return of that function (changing names and refids)
Feature Notes
Possible roadblocks
If this works maybe separate leg and helmet armor items as well
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