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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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@@ -296,7 +296,16 @@
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//Some armor so it's harder to kill someone by mistake.
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/obj/structure/puzzle_element/prison
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armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 0, FIRE = 50, ACID = 50)
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armor_type = /datum/armor/puzzle_element_prison
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/datum/armor/puzzle_element_prison
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melee = 50
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bullet = 50
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laser = 50
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energy = 50
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bomb = 50
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fire = 50
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acid = 50
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/obj/structure/puzzle_element/prison/relaymove(mob/living/user, direction)
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return
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@@ -307,6 +316,15 @@
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icon = 'icons/obj/lavaland/artefacts.dmi'
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icon_state = "prison_cube"
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/datum/armor/puzzle_element_prison
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melee = 50
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bullet = 50
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laser = 50
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energy = 50
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bomb = 50
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fire = 50
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acid = 50
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/obj/item/prisoncube/afterattack(atom/target, mob/user, proximity_flag, click_parameters)
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. = ..()
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if(!proximity_flag || !isliving(target))
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