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Refactors armor into dedicated subtypes (#71986)
## About The Pull Request See title. ## Why It's Good For The Game Code is cleaner, and more readable/intuitive Technically closes https://github.com/tgstation/dev-cycles-initiative/issues/8 ## Changelog 🆑 refactor: armor, from the ground up basically /🆑 Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
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@@ -5,7 +5,7 @@
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icon_state = "fireaxe"
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anchored = TRUE
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density = FALSE
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armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 90, ACID = 50)
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armor_type = /datum/armor/structure_fireaxecabinet
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max_integrity = 150
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integrity_failure = 0.33
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/// Do we need to be unlocked to be opened.
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@@ -21,6 +21,14 @@
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MAPPING_DIRECTIONAL_HELPERS(/obj/structure/fireaxecabinet, 32)
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/datum/armor/structure_fireaxecabinet
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melee = 50
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bullet = 20
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energy = 100
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bomb = 10
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fire = 90
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acid = 50
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/obj/structure/fireaxecabinet/Initialize(mapload)
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. = ..()
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held_item = new item_path(src)
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