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Some preliminary changes before the damage refactor PR. The changes here do absolutely nothing gamewise.
This just adds some vars that the refactor will use. Putting this in a separate PR prevent the damage refactor PR from becoming too big (number of files changed) and hard to read and review. Introduces the resistance_flags bitflag that replaces unacidable and burn_state. Moves the armor var from item to /obj level and gives specific armor values to many objects, the armor list also gets two new armor types: fire and acid, which will be used in the refactor. the new fire and acid armor values are given to plenty of items.
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@@ -96,7 +96,7 @@
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icon_state = "wood_frame"
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framestack = /obj/item/stack/sheet/mineral/wood
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framestackamount = 2
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burn_state = FLAMMABLE
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resistance_flags = 0
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/obj/structure/table_frame/wood/attackby(obj/item/I, mob/user, params)
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if(istype(I, /obj/item/stack/sheet/mineral/wood))
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