Removes now-unnecessary obj_integrity definitions

This commit is contained in:
Joan Lung
2017-07-08 14:02:50 -04:00
parent 60a4db0eab
commit 1feb0021a1
168 changed files with 38 additions and 268 deletions

View File

@@ -3,7 +3,6 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blank_blob"
desc = "A huge, pulsating yellow mass."
obj_integrity = 400
max_integrity = 400
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 75, acid = 90)
explosion_block = 6

View File

@@ -3,7 +3,6 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blob_factory"
desc = "A thick spire of tendrils."
obj_integrity = 200
max_integrity = 200
health_regen = 1
point_return = 25

View File

@@ -3,7 +3,6 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blank_blob"
desc = "A large, pulsating yellow mass."
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 65, acid = 90)
health_regen = 3

View File

@@ -3,7 +3,6 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blob_resource"
desc = "A thin spire of slightly swaying tendrils."
obj_integrity = 60
max_integrity = 60
point_return = 15
var/resource_delay = 0

View File

@@ -3,7 +3,6 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blob_shield"
desc = "A solid wall of slightly twitching tendrils."
obj_integrity = 150
max_integrity = 150
brute_resist = 0.25
explosion_block = 3

View File

@@ -9,7 +9,6 @@
anchored = 1
layer = BELOW_MOB_LAYER
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
obj_integrity = 30
max_integrity = 30
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 70)
var/health_regen = 2 //how much health this blob regens when pulsed
@@ -326,7 +325,7 @@
name = "normal blob"
icon_state = "blob"
light_range = 0
obj_integrity = 21
obj_integrity = 21 //doesn't start at full health
max_integrity = 25
health_regen = 1
brute_resist = 0.25

View File

@@ -3,7 +3,6 @@
name = "ark of the Clockwork Justicar"
desc = "A massive, thrumming rip in spacetime."
clockwork_desc = "A portal to the Celestial Derelict. Massive and intimidating, it is the only thing that can both transport Ratvar and withstand the massive amount of energy he emits."
obj_integrity = 500
max_integrity = 500
mouse_opacity = 2
icon = 'icons/effects/clockwork_effects.dmi'

View File

@@ -9,7 +9,6 @@
unanchored_icon = "obelisk_unwrenched"
construction_value = 20
max_integrity = 150
obj_integrity = 150
break_message = "<span class='warning'>The obelisk falls to the ground, undamaged!</span>"
debris = list(/obj/item/clockwork/alloy_shards/small = 4, \
/obj/item/clockwork/alloy_shards/medium = 2, \

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@@ -4,7 +4,6 @@
desc = "A flickering, glowing purple ring around a target."
clockwork_desc = "A binding ring around a target, preventing them from taking action while they're being converted."
max_integrity = 25
obj_integrity = 25
light_range = 2
light_power = 0.5
light_color = "#AF0AAF"

View File

@@ -10,7 +10,6 @@
construction_value = 20
break_message = "<span class='warning'>The antenna break off, leaving a pile of shards!</span>"
max_integrity = 100
obj_integrity = 100
light_color = "#AF0AAF"
debris = list(/obj/item/clockwork/alloy_shards/large = 2, \
/obj/item/clockwork/alloy_shards/small = 2, \

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@@ -5,7 +5,6 @@
clockwork_desc = "A fragile turret which will automatically attack nearby unrestrained non-Servants that can see it."
icon_state = "ocular_warden"
unanchored_icon = "ocular_warden_unwrenched"
obj_integrity = 25
max_integrity = 25
construction_value = 15
layer = WALL_OBJ_LAYER

View File

@@ -9,7 +9,6 @@
unanchored_icon = "prolonging_prism_unwrenched"
construction_value = 20
max_integrity = 125
obj_integrity = 125
break_message = "<span class='warning'>The prism falls to the ground with a heavy thud!</span>"
debris = list(/obj/item/clockwork/alloy_shards/small = 3, \
/obj/item/clockwork/alloy_shards/medium = 1, \

View File

@@ -5,7 +5,6 @@
clockwork_desc = "A cloud of purple smoke that confuses and knocks down non-Servants that enter it."
gender = PLURAL
max_integrity = 5
obj_integrity = 5
density = 1
color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
icon = 'icons/effects/effects.dmi'

View File

@@ -9,7 +9,6 @@
construction_value = 10
break_message = "<span class='warning'>The cache's fire winks out before it falls in on itself!</span>"
max_integrity = 80
obj_integrity = 80
light_color = "#C2852F"
var/wall_generation_cooldown
var/turf/closed/wall/clockwork/linkedwall //if we've got a linked wall and are producing

View File

@@ -8,7 +8,6 @@
inactive_icon = "tinkerers_daemon"
unanchored_icon = "tinkerers_daemon_unwrenched"
max_integrity = 100
obj_integrity = 100
construction_value = 20
break_message = "<span class='warning'>The daemon shatters into millions of pieces, leaving only a disc of metal!</span>"
debris = list(/obj/item/clockwork/alloy_shards/medium = 1, \

View File

@@ -5,7 +5,6 @@
unanchored_icon = "wall_gear"
climbable = TRUE
max_integrity = 100
obj_integrity = 100
layer = BELOW_OBJ_LAYER
construction_value = 3
desc = "A massive brass gear. You could probably secure or unsecure it with a wrench, or just climb over it."

View File

@@ -11,7 +11,6 @@
anchored = 1
layer = HIGH_OBJ_LAYER
max_integrity = 300
obj_integrity = 300
integrity_failure = 100
armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 70)
var/datum/gang/gang

View File

@@ -527,7 +527,6 @@
layer = MOB_LAYER
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
light_color = LIGHT_COLOR_CYAN
obj_integrity = 30
max_integrity = 30
anchored = TRUE
var/lon_range = 1
@@ -550,7 +549,6 @@
name = "swarmer trap"
desc = "A quickly assembled trap that electrifies living beings and overwhelms machine sensors. Will not retain its form if damaged enough."
icon_state = "trap"
obj_integrity = 10
max_integrity = 10
density = 0
@@ -594,7 +592,6 @@
desc = "A quickly assembled energy blockade. Will not retain its form if damaged enough, but disabler beams and swarmers pass right through."
icon_state = "barricade"
light_range = 1
obj_integrity = 50
max_integrity = 50
/obj/structure/swarmer/blockade/CanPass(atom/movable/O)

View File

@@ -495,7 +495,6 @@ This is here to make the tiles around the station mininuke change when it's arme
desc = "Better keep this safe."
icon_state = "nucleardisk"
persistence_replacement = /obj/item/weapon/disk/fakenucleardisk
obj_integrity = 250
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF

View File

@@ -455,7 +455,6 @@
var/obj/item/link = null
var/cooldown_time = 30 //3s
var/cooldown = 0
obj_integrity = 10
max_integrity = 10
resistance_flags = FLAMMABLE

View File

@@ -7,7 +7,6 @@
anchored = 1
var/obj/item/device/pda/storedpda = null
var/list/colorlist = list()
obj_integrity = 200
max_integrity = 200

View File

@@ -5,7 +5,6 @@
icon_state = "ai-slipper0"
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
anchored = TRUE
obj_integrity = 200
max_integrity = 200
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)

View File

@@ -15,7 +15,6 @@
resistance_flags = FIRE_PROOF
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 50)
obj_integrity = 100
max_integrity = 100
integrity_failure = 50
var/list/network = list("SS13")

View File

@@ -12,7 +12,6 @@
desc = "The basic construction for Nanotrasen-Always-Watching-You cameras."
icon = 'icons/obj/monitors.dmi'
icon_state = "camera1"
obj_integrity = 150
max_integrity = 150
// Motion, EMP-Proof, X-Ray
var/static/list/possible_upgrades = typecacheof(list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer))

View File

@@ -7,7 +7,6 @@
use_power = IDLE_POWER_USE
idle_power_usage = 300
active_power_usage = 300
obj_integrity = 200
max_integrity = 200
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 40, acid = 20)

View File

@@ -3,7 +3,6 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "box_0"
density = 1
obj_integrity = 250
max_integrity = 250
var/obj/item/weapon/circuitboard/circuit = null
var/state = 1

View File

@@ -13,7 +13,6 @@
desc = "Looks like this would make good cover."
anchored = 1
density = 1
obj_integrity = 100
max_integrity = 100
var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
var/material = METAL
@@ -75,7 +74,6 @@
desc = "Bags of sand. Self explanatory."
icon = 'icons/obj/smooth_structures/sandbags.dmi'
icon_state = "sandbags"
obj_integrity = 280
max_integrity = 280
proj_pass_rate = 20
pass_flags = LETPASSTHROW
@@ -92,7 +90,6 @@
icon_state = "barrier0"
density = 0
anchored = 0
obj_integrity = 180
max_integrity = 180
proj_pass_rate = 20
armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)

View File

@@ -46,7 +46,6 @@
name = "airlock"
icon = 'icons/obj/doors/airlocks/station/public.dmi'
icon_state = "closed"
obj_integrity = 300
max_integrity = 300
var/normal_integrity = AIRLOCK_INTEGRITY_N
integrity_failure = 70

View File

@@ -8,7 +8,6 @@
density = 1
layer = OPEN_DOOR_LAYER
power_channel = ENVIRON
obj_integrity = 350
max_integrity = 350
armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 70)
CanAtmosPass = ATMOS_PASS_DENSITY

View File

@@ -11,7 +11,6 @@
icon_state = "door_open"
opacity = 0
density = 0
obj_integrity = 300
max_integrity = 300
resistance_flags = FIRE_PROOF
heat_proof = 1
@@ -241,7 +240,6 @@
glass = 0
explosion_block = 2
assemblytype = /obj/structure/firelock_frame/heavy
obj_integrity = 550
max_integrity = 550

View File

@@ -8,7 +8,6 @@
explosion_block = 3
heat_proof = 1
safe = 0
obj_integrity = 600
max_integrity = 600
armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF

View File

@@ -7,8 +7,7 @@
closingLayer = ABOVE_WINDOW_LAYER
resistance_flags = ACID_PROOF
var/base_state = "left"
obj_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ health at the bottom of this .dm file
max_integrity = 150
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 70, acid = 100)
visible = 0
@@ -305,8 +304,7 @@
icon_state = "leftsecure"
base_state = "leftsecure"
var/id = null
obj_integrity = 300 //Stronger doors for prison (regular window door health is 200)
max_integrity = 300
max_integrity = 300 //Stronger doors for prison (regular window door health is 200)
reinf = 1
explosion_block = 1

View File

@@ -13,7 +13,6 @@
anchored = 1
density = 1
obj_integrity = 250
max_integrity = 250
integrity_failure = 80

View File

@@ -15,7 +15,6 @@
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
anchored = 1
obj_integrity = 250
max_integrity = 250
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)

View File

@@ -11,7 +11,6 @@
var/last_flash = 0 //Don't want it getting spammed like regular flashes
var/strength = 100 //How knocked down targets are when flashed.
var/base_state = "mflash"
obj_integrity = 250
max_integrity = 250
integrity_failure = 100
anchored = 1

View File

@@ -38,7 +38,6 @@ Possible to do for anyone motivated enough:
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 100
obj_integrity = 300
max_integrity = 300
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
var/list/masters = list()//List of living mobs that use the holopad

View File

@@ -9,7 +9,6 @@
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
obj_integrity = 300
max_integrity = 300
armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF

View File

@@ -217,7 +217,6 @@
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
resistance_flags = FLAMMABLE
obj_integrity = 150
max_integrity = 150
var/obj/machinery/launchpad/briefcase/pad

View File

@@ -99,7 +99,6 @@ Class Procs:
verb_say = "beeps"
verb_yell = "blares"
pressure_resistance = 15
obj_integrity = 200
max_integrity = 200
var/stat = 0

View File

@@ -10,7 +10,6 @@
level = 1 // underfloor
layer = LOW_OBJ_LAYER
anchored = 1
obj_integrity = 500
max_integrity = 500
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)

View File

@@ -176,7 +176,6 @@ GLOBAL_LIST_EMPTY(allCasters)
verb_ask = "beeps"
verb_exclaim = "beeps"
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
obj_integrity = 200
max_integrity = 200
integrity_failure = 50
var/screen = 0

View File

@@ -28,8 +28,7 @@
var/raised = 0 //if the turret cover is "open" and the turret is raised
var/raising= 0 //if the turret is currently opening or closing its cover
obj_integrity = 160 //the turret's health
max_integrity = 160
max_integrity = 160 //the turret's health
integrity_failure = 80
armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 90, acid = 90)
@@ -578,9 +577,8 @@
return 10 //Syndicate turrets shoot everything not in their faction
/obj/machinery/porta_turret/syndicate/pod
max_integrity = 40
integrity_failure = 20
obj_integrity = 40
max_integrity = 40
stun_projectile = /obj/item/projectile/bullet/weakbullet3
lethal_projectile = /obj/item/projectile/bullet/weakbullet3
@@ -615,7 +613,6 @@
/obj/machinery/porta_turret/centcomm_shuttle
installation = null
obj_integrity = 260
max_integrity = 260
always_up = 1
use_power = NO_POWER_USE

View File

@@ -10,7 +10,6 @@
anchored = 1
layer = HIGH_OBJ_LAYER
density = 0
obj_integrity = 80
max_integrity = 80
var/obj/machinery/porta_turret/parent_turret = null

View File

@@ -57,7 +57,6 @@ GLOBAL_LIST_EMPTY(allConsoles)
var/obj/item/device/radio/Radio
var/emergency //If an emergency has been called by this device. Acts as both a cooldown and lets the responder know where it the emergency was triggered from
var/receive_ore_updates = FALSE //If ore redemption machines will send an update when it receives new ores.
obj_integrity = 300
max_integrity = 300
armor = list(melee = 70, bullet = 30, laser = 30, energy = 30, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90)

View File

@@ -7,8 +7,7 @@
opacity = 0
anchored = 1
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
max_integrity = 200
obj_integrity = 200 //The shield can only take so much beating (prevents perma-prisons)
max_integrity = 200 //The shield can only take so much beating (prevents perma-prisons)
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/emergency_shield/New()
@@ -55,7 +54,6 @@
name = "sanguine barrier"
desc = "A potent shield summoned by cultists to defend their rites."
icon_state = "shield-red"
obj_integrity = 60
max_integrity = 60
/obj/structure/emergency_shield/sanguine/emp_act(severity)
@@ -65,7 +63,6 @@
name = "Invoker's Shield"
desc = "A weak shield summoned by cultists to protect them while they carry out delicate rituals"
color = "#FF0000"
obj_integrity = 20
max_integrity = 20
mouse_opacity = 0
@@ -83,7 +80,6 @@
pressure_resistance = 2*ONE_ATMOSPHERE
req_access = list(GLOB.access_engine)
max_integrity = 100
obj_integrity = 100
var/active = FALSE
var/list/deployed_shields
var/locked = 0
@@ -223,7 +219,6 @@
req_access = list(GLOB.access_teleporter)
flags = CONDUCT
use_power = NO_POWER_USE
obj_integrity = 300
max_integrity = 300
var/active = FALSE
var/power = 0

View File

@@ -10,7 +10,6 @@
icon_state = "sheater-off"
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater/cooler is guaranteed not to set the station on fire."
obj_integrity = 250
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 80, acid = 10)
var/obj/item/weapon/stock_parts/cell/cell

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@@ -6,7 +6,6 @@
icon_state = "close"
anchored = 1
density = 1
obj_integrity = 250
max_integrity = 250
var/obj/item/clothing/suit/space/suit = null

View File

@@ -21,7 +21,6 @@
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
obj_integrity = 300
max_integrity = 300
integrity_failure = 100
armor = list(melee = 20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)

View File

@@ -4,7 +4,6 @@
icon_state = "durand"
step_in = 4
dir_in = 1 //Facing North.
obj_integrity = 400
max_integrity = 400
deflect_chance = 20
armor = list(melee = 40, bullet = 35, laser = 15, energy = 10, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)

View File

@@ -4,7 +4,6 @@
icon_state = "gygax"
step_in = 3
dir_in = 1 //Facing North.
obj_integrity = 250
deflect_chance = 5
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
max_temperature = 25000
@@ -18,7 +17,7 @@
desc = "A lightweight exosuit, painted in a dark scheme. This model appears to have some modifications."
name = "\improper Dark Gygax"
icon_state = "darkgygax"
obj_integrity = 300
max_integrity = 300
deflect_chance = 15
armor = list(melee = 40, bullet = 40, laser = 50, energy = 35, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
max_temperature = 35000

View File

@@ -3,7 +3,6 @@
name = "\improper H.O.N.K"
icon_state = "honker"
step_in = 3
obj_integrity = 140
max_integrity = 140
deflect_chance = 60
internal_damage_threshold = 60

View File

@@ -3,7 +3,6 @@
name = "\improper Marauder"
icon_state = "marauder"
step_in = 5
obj_integrity = 500
max_integrity = 500
deflect_chance = 25
armor = list(melee = 50, bullet = 55, laser = 40, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
@@ -47,7 +46,7 @@
icon_state = "seraph"
operation_req_access = list(GLOB.access_cent_specops)
step_in = 3
obj_integrity = 550
max_integrity = 550
wreckage = /obj/structure/mecha_wreckage/seraph
internal_damage_threshold = 20
force = 55

View File

@@ -5,7 +5,6 @@
step_in = 2
dir_in = 2 //Facing South.
step_energy_drain = 3
obj_integrity = 200
max_integrity = 200
deflect_chance = 30
armor = list(melee = 30, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)

View File

@@ -4,7 +4,6 @@
icon_state = "reticence"
step_in = 2
dir_in = 1 //Facing North.
obj_integrity = 100
max_integrity = 100
deflect_chance = 3
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)

View File

@@ -7,7 +7,6 @@
icon_state = "mecha_equip"
force = 5
origin_tech = "materials=2;engineering=2"
obj_integrity = 300
max_integrity = 300
var/equip_cooldown = 0 // cooldown after use
var/equip_ready = 1 //whether the equipment is ready for use. (or deactivated/activated for static stuff)

View File

@@ -30,8 +30,7 @@
var/dir_in = 2//What direction will the mech face when entered/powered on? Defaults to South.
var/step_energy_drain = 10
var/melee_energy_drain = 15
obj_integrity = 300 //obj_integrity is health
max_integrity = 300
max_integrity = 300 //max_integrity is base health
var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
var/list/facing_modifiers = list(FRONT_ARMOUR = 1.5, SIDE_ARMOUR = 1, BACK_ARMOUR = 0.5)

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@@ -4,7 +4,6 @@
icon_state = "odysseus"
step_in = 3
max_temperature = 15000
obj_integrity = 120
max_integrity = 120
wreckage = /obj/structure/mecha_wreckage/odysseus
internal_damage_threshold = 35

View File

@@ -6,7 +6,6 @@
var/fast_pressure_step_in = 2 //step_in while in normal pressure conditions
var/slow_pressure_step_in = 4 //step_in while in better pressure conditions
max_temperature = 20000
obj_integrity = 200
max_integrity = 200
lights_power = 7
deflect_chance = 15
@@ -63,7 +62,6 @@
name = "\improper APLU \"Firefighter\""
icon_state = "firefighter"
max_temperature = 65000
obj_integrity = 250
max_integrity = 250
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
lights_power = 7

View File

@@ -201,7 +201,6 @@
name = "foamed metal"
desc = "A lightweight foamed metal wall."
gender = PLURAL
obj_integrity = 20
max_integrity = 20
CanAtmosPass = ATMOS_PASS_DENSITY
@@ -236,7 +235,6 @@
return !density
/obj/structure/foamedmetal/iron
obj_integrity = 50
max_integrity = 50
icon_state = "ironfoam"
@@ -247,7 +245,6 @@
opacity = FALSE
icon_state = "atmos_resin"
alpha = 120
obj_integrity = 10
max_integrity = 10
layer = EDGED_TURF_LAYER

View File

@@ -9,7 +9,6 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "glowshroom" //replaced in New
layer = ABOVE_NORMAL_TURF_LAYER
obj_integrity = 30
max_integrity = 30
var/delay = 1200
var/floor = 0

View File

@@ -5,7 +5,7 @@
desc = "it's stringy and sticky"
anchored = 1
density = 0
obj_integrity = 15
max_integrity = 15
@@ -82,7 +82,7 @@
icon_state = "spiderling"
anchored = 0
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
obj_integrity = 3
max_integrity = 3
var/amount_grown = 0
var/grow_as = null
var/obj/machinery/atmospherics/components/unary/vent_pump/entry_vent
@@ -188,7 +188,7 @@
name = "cocoon"
desc = "Something wrapped in silky spider web"
icon_state = "cocoon1"
obj_integrity = 60
max_integrity = 60
/obj/structure/spider/cocoon/Initialize()
icon_state = pick("cocoon1","cocoon2","cocoon3")

View File

@@ -24,10 +24,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
obj_integrity = 200
max_integrity = 200
var/hitsound = null
var/usesound = null
var/throwhitsound = null

View File

@@ -76,7 +76,6 @@
anchored = TRUE
density = TRUE
mouse_opacity = 2
obj_integrity = INFINITY
max_integrity = INFINITY
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list(melee = 0, bullet = 25, laser = 50, energy = 50, bomb = 25, bio = 100, rad = 100, fire = 100, acid = 100)

View File

@@ -2,7 +2,6 @@
/obj/item/device/instrument
name = "generic instrument"
resistance_flags = FLAMMABLE
obj_integrity = 100
max_integrity = 100
var/datum/song/handheld/song
var/instrumentId = "generic"

View File

@@ -9,7 +9,6 @@
throw_speed = 3
throw_range = 7
resistance_flags = FLAMMABLE
obj_integrity = 40
max_integrity = 40
novariants = FALSE
var/heal_brute = 0

View File

@@ -192,7 +192,6 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
hitsound = 'sound/weapons/bladeslice.ogg'
resistance_flags = ACID_PROOF
armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
obj_integrity = 40
max_integrity = 40
var/cooldown = 0
sharpness = IS_SHARP

View File

@@ -152,7 +152,6 @@ GLOBAL_LIST_INIT(uranium_recipes, list ( \
origin_tech = "plasmatech=2;materials=2"
sheettype = "plasma"
resistance_flags = FLAMMABLE
obj_integrity = 100
max_integrity = 100
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT)

View File

@@ -584,7 +584,6 @@
/obj/item/toy/cards
resistance_flags = FLAMMABLE
obj_integrity = 50
max_integrity = 50
var/parentdeck = null
var/deckstyle = "nanotrasen"

View File

@@ -10,7 +10,6 @@
flags = CONDUCT
slot_flags = SLOT_BELT
resistance_flags = FLAMMABLE
obj_integrity = 40
max_integrity = 40
var/active = 0
var/det_time = 50

View File

@@ -9,7 +9,6 @@
sharpness = IS_SHARP
var/w_class_on = WEIGHT_CLASS_BULKY
heat = 3500
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF

View File

@@ -11,7 +11,6 @@
item_state = "paintcan"
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = FLAMMABLE
obj_integrity = 100
max_integrity = 100
var/paintleft = 10

View File

@@ -20,7 +20,6 @@
max_combined_w_class = 21
storage_slots = 21
resistance_flags = 0
obj_integrity = 300
max_integrity = 300
/*

View File

@@ -6,7 +6,6 @@
item_state = "utility"
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined")
obj_integrity = 300
max_integrity = 300
/obj/item/weapon/storage/belt/update_icon()

View File

@@ -12,7 +12,6 @@
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
resistance_flags = FLAMMABLE
obj_integrity = 150
max_integrity = 150
var/folder_path = /obj/item/weapon/folder //this is the path of the folder that gets spawned in New()
@@ -43,7 +42,6 @@
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
resistance_flags = FLAMMABLE
obj_integrity = 150
max_integrity = 150
/obj/item/weapon/storage/briefcase/sniperbundle/PopulateContents()

View File

@@ -9,7 +9,6 @@
slot_flags = SLOT_BACK
slowdown = 1
actions_types = list(/datum/action/item_action/toggle_mister)
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF

View File

@@ -209,7 +209,6 @@
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
@@ -258,7 +257,6 @@
light_color = "#00ff00"//green
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
@@ -418,7 +416,6 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharpness = IS_SHARP
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/obj/item/weapon/grenade/explosive = null
@@ -568,7 +565,6 @@
attack_verb = list("attacked", "impaled", "pierced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF

View File

@@ -11,7 +11,6 @@
throw_speed = 3
throw_range = 7
attack_verb = list("banned")
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
@@ -56,7 +55,6 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
sharpness = IS_SHARP
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
resistance_flags = FIRE_PROOF
@@ -201,7 +199,6 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
sharpness = IS_SHARP
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
resistance_flags = FIRE_PROOF

View File

@@ -4,7 +4,6 @@
name = "\improper AI core"
icon = 'icons/mob/ai.dmi'
icon_state = "0"
obj_integrity = 500
max_integrity = 500
var/state = 0
var/datum/ai_laws/laws = new()

View File

@@ -9,7 +9,6 @@
/obj/structure/alien
icon = 'icons/mob/alien.dmi'
obj_integrity = 100
max_integrity = 100
/obj/structure/alien/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
@@ -59,7 +58,6 @@
opacity = 1
anchored = 1
canSmoothWith = list(/obj/structure/alien/resin)
obj_integrity = 200
max_integrity = 200
smooth = SMOOTH_TRUE
var/resintype = null
@@ -92,7 +90,6 @@
icon = 'icons/obj/smooth_structures/alien/resin_membrane.dmi'
icon_state = "membrane0"
opacity = 0
obj_integrity = 160
max_integrity = 160
resintype = "membrane"
canSmoothWith = list(/obj/structure/alien/resin/wall, /obj/structure/alien/resin/membrane)
@@ -119,7 +116,6 @@
density = 0
layer = TURF_LAYER
icon_state = "weeds"
obj_integrity = 15
max_integrity = 15
canSmoothWith = list(/obj/structure/alien/weeds, /turf/closed/wall)
smooth = SMOOTH_MORE
@@ -220,7 +216,6 @@
icon_state = "egg_growing"
density = FALSE
anchored = TRUE
obj_integrity = 100
max_integrity = 100
integrity_failure = 5
var/status = GROWING //can be GROWING, GROWN or BURST; all mutually exclusive

View File

@@ -10,7 +10,6 @@
icon_state = "easel"
density = 1
resistance_flags = FLAMMABLE
obj_integrity = 60
max_integrity = 60
var/obj/item/weapon/canvas/painting = null

View File

@@ -4,7 +4,6 @@
icon = 'icons/obj/barsigns.dmi'
icon_state = "empty"
req_access = list(GLOB.access_bar)
obj_integrity = 500
max_integrity = 500
integrity_failure = 250
armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
@@ -16,12 +15,8 @@
var/prev_sign = ""
var/panel_open = 0
/obj/structure/sign/barsign/New()
..()
/obj/structure/sign/barsign/Initialize()
. = ..()
//filling the barsigns list
for(var/bartype in subtypesof(/datum/barsign))
@@ -29,12 +24,9 @@
if(!signinfo.hidden)
barsigns += signinfo
//randomly assigning a sign
set_sign(pick(barsigns))
/obj/structure/sign/barsign/proc/set_sign(datum/barsign/sign)
if(!istype(sign))
return
@@ -45,8 +37,6 @@
else
desc = "It displays \"[name]\"."
/obj/structure/sign/barsign/obj_break(damage_flag)
if(!broken && !(flags & NODECONSTRUCT))
broken = 1

View File

@@ -5,7 +5,6 @@
desc = "It's a gruesome pile of thick, sticky resin shaped like a nest."
icon = 'icons/obj/smooth_structures/alien/nest.dmi'
icon_state = "nest"
obj_integrity = 120
max_integrity = 120
smooth = SMOOTH_TRUE
can_be_unanchored = 0

View File

@@ -16,7 +16,6 @@
can_buckle = 1
buckle_lying = 1
resistance_flags = FLAMMABLE
obj_integrity = 100
max_integrity = 100
integrity_failure = 30
var/buildstacktype = /obj/item/stack/sheet/metal

View File

@@ -7,7 +7,6 @@
can_buckle = 1
buckle_lying = 0 //you sit in a chair, not lay
resistance_flags = 0
obj_integrity = 250
max_integrity = 250
integrity_failure = 25
var/buildstacktype = /obj/item/stack/sheet/metal
@@ -119,7 +118,6 @@
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
buildstacktype = /obj/item/stack/sheet/mineral/wood
buildstackamount = 3
@@ -141,7 +139,6 @@
icon_state = "comfychair"
color = rgb(255,255,255)
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
buildstackamount = 2
var/mutable_appearance/armrest
@@ -314,7 +311,6 @@
icon_state = "wooden_chair_toppled"
item_state = "woodenchair"
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
hitsound = 'sound/weapons/genhit1.ogg'
origin_type = /obj/structure/chair/wood

View File

@@ -242,7 +242,6 @@ LINEN BINS
icon_state = "linenbin-full"
anchored = 1
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
var/amount = 10
var/list/sheets = list()

View File

@@ -12,7 +12,6 @@
var/locked = FALSE
var/large = TRUE
var/wall_mounted = 0 //never solid (You can always pass over it)
obj_integrity = 200
max_integrity = 200
integrity_failure = 50
armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 60)

View File

@@ -5,7 +5,6 @@
icon_state = "cardboard"
mob_storage_capacity = 1
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
integrity_failure = 0
can_weld_shut = 0
@@ -61,7 +60,7 @@
name = "large metal box"
desc = "THE COWARDS! THE FOOLS!"
icon_state = "metalbox"
obj_integrity = 500
max_integrity = 500
mob_storage_capacity = 5
resistance_flags = 0
move_speed_multiplier = 2

View File

@@ -3,7 +3,6 @@
desc = "Old will forever be in fashion."
icon_state = "cabinet"
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
/obj/structure/closet/acloset

View File

@@ -126,7 +126,6 @@
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
horizontal = TRUE
delivery_icon = "deliverycrate"

View File

@@ -3,7 +3,6 @@
req_access = list(GLOB.access_bar)
icon_state = "cabinet"
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
/obj/structure/closet/secure_closet/bar/PopulateContents()

View File

@@ -24,7 +24,6 @@
/obj/structure/closet/secure_closet/personal/cabinet
icon_state = "cabinet"
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
/obj/structure/closet/secure_closet/personal/cabinet/PopulateContents()

View File

@@ -3,7 +3,6 @@
desc = "It's a card-locked storage unit."
locked = 1
icon_state = "secure"
obj_integrity = 250
max_integrity = 250
armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
secure = 1

View File

@@ -162,7 +162,6 @@
req_access = list(GLOB.access_forensics_lockers)
icon_state = "cabinet"
resistance_flags = FLAMMABLE
obj_integrity = 70
max_integrity = 70
/obj/structure/closet/secure_closet/detective/PopulateContents()

View File

@@ -4,7 +4,6 @@
icon_state = "securecrate"
secure = 1
locked = 1
obj_integrity = 500
max_integrity = 500
armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
var/tamperproof = 0

View File

@@ -1,6 +1,5 @@
/obj/structure/destructible //a base for destructible structures
max_integrity = 100
obj_integrity = 100
var/break_message = "<span class='warning'>The strange, admin-y structure breaks!</span>" //The message shown when a structure breaks
var/break_sound = 'sound/magic/clockwork/invoke_general.ogg' //The sound played when a structure breaks
var/list/debris = null //Parts left behind when a structure breaks, takes the form of list(path = amount_to_spawn)

View File

@@ -7,7 +7,6 @@
anchored = 1
resistance_flags = ACID_PROOF
armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 100)
obj_integrity = 200
max_integrity = 200
integrity_failure = 50
var/obj/item/showpiece = null

View File

@@ -5,7 +5,6 @@
var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
anchored = 0
density = 1
obj_integrity = 200
max_integrity = 200
var/state = 0
var/mineral = null

View File

@@ -5,7 +5,6 @@
icon_state = "extinguisher_closed"
anchored = 1
density = 0
obj_integrity = 200
max_integrity = 200
integrity_failure = 50
var/obj/item/weapon/extinguisher/stored_extinguisher

View File

@@ -14,7 +14,6 @@
var/opening = 0
density = 1
opacity = 1
obj_integrity = 100
max_integrity = 100
canSmoothWith = list(
@@ -220,7 +219,6 @@
mineral = /obj/item/stack/sheet/mineral/diamond
walltype = /turf/closed/wall/mineral/diamond
canSmoothWith = list(/obj/structure/falsewall/diamond, /turf/closed/wall/mineral/diamond)
obj_integrity = 800
max_integrity = 800
/obj/structure/falsewall/plasma

View File

@@ -9,7 +9,6 @@
armor = list(melee = 50, bullet = 20, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 50)
var/locked = 1
var/open = 0
obj_integrity = 150
max_integrity = 150
integrity_failure = 50

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