diff --git a/code/game/gamemodes/clock_cult/clock_items.dm b/code/game/gamemodes/clock_cult/clock_items.dm index 1e50517e920..1d458d2b943 100644 --- a/code/game/gamemodes/clock_cult/clock_items.dm +++ b/code/game/gamemodes/clock_cult/clock_items.dm @@ -1,6 +1,7 @@ /obj/item/clockwork name = "meme blaster" desc = "What the fuck is this? It looks kinda like a frog." + resistance_flags = FIRE_PROOF | ACID_PROOF var/clockwork_desc = "A fabled artifact from beyond the stars. Contains concentrated meme essence." //Shown to clockwork cultists instead of the normal description icon = 'icons/obj/clockwork_objects.dmi' icon_state = "rare_pepe" @@ -369,6 +370,7 @@ icon = 'icons/obj/clothing/clockwork_garb.dmi' icon_state = "wraith_specs" item_state = "glasses" + resistance_flags = FIRE_PROOF | ACID_PROOF vision_flags = SEE_MOBS | SEE_TURFS | SEE_OBJS invis_view = 2 darkness_view = 3 @@ -428,6 +430,7 @@ icon = 'icons/obj/clothing/clockwork_garb.dmi' icon_state = "judicial_visor_0" item_state = "sunglasses" + resistance_flags = FIRE_PROOF | ACID_PROOF var/active = FALSE //If the visor is online var/recharging = FALSE //If the visor is currently recharging var/obj/item/weapon/ratvars_flame/flame //The linked flame object @@ -568,7 +571,8 @@ icon = 'icons/obj/clothing/clockwork_garb.dmi' icon_state = "clockwork_helmet" w_class = 3 - armor = list(melee = 80, bullet = 50, laser = -15, energy = 0, bomb = 35, bio = 0, rad = 0, fire = 10, acid = 50) + resistance_flags = FIRE_PROOF | ACID_PROOF + armor = list(melee = 80, bullet = 50, laser = -15, energy = 0, bomb = 35, bio = 0, rad = 0, fire = 100, acid = 100) /obj/item/clothing/head/helmet/clockwork/equipped(mob/living/user, slot) ..() @@ -639,7 +643,8 @@ resistance_flags = 0 siemens_coefficient = 0 permeability_coefficient = 0.05 - armor = list(melee = 80, bullet = 50, laser = -15, energy = 0, bomb = 35, bio = 0, rad = 0, fire = 70, acid = 20) + resistance_flags = FIRE_PROOF | ACID_PROOF + armor = list(melee = 80, bullet = 50, laser = -15, energy = 0, bomb = 35, bio = 0, rad = 0, fire = 100, acid = 100) /obj/item/clothing/gloves/clockwork/mob_can_equip(mob/M, mob/equipper, slot, disable_warning = 0) if(equipper && !is_servant_of_ratvar(equipper)) @@ -671,7 +676,7 @@ w_class = 3 strip_delay = 50 put_on_delay = 30 - resistance_flags = 0 + resistance_flags = FIRE_PROOF | ACID_PROOF /obj/item/clothing/shoes/clockwork/mob_can_equip(mob/M, mob/equipper, slot, disable_warning = 0) if(equipper && !is_servant_of_ratvar(equipper)) @@ -846,6 +851,7 @@ fluff_names = list("Servant") clockwork = TRUE autoping = FALSE + resistance_flags = FIRE_PROOF | ACID_PROOF /obj/item/device/mmi/posibrain/soul_vessel/New() ..() diff --git a/code/game/gamemodes/clock_cult/clock_ratvar.dm b/code/game/gamemodes/clock_cult/clock_ratvar.dm index 5bab32a7822..08a445033c0 100644 --- a/code/game/gamemodes/clock_cult/clock_ratvar.dm +++ b/code/game/gamemodes/clock_cult/clock_ratvar.dm @@ -4,6 +4,7 @@ layer = MASSIVE_OBJ_LAYER density = FALSE resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF + /obj/structure/destructible/clockwork/massive/New() ..() poi_list += src diff --git a/code/game/gamemodes/clock_cult/clock_structures.dm b/code/game/gamemodes/clock_cult/clock_structures.dm index c7c352f1ad4..ab61f0be785 100644 --- a/code/game/gamemodes/clock_cult/clock_structures.dm +++ b/code/game/gamemodes/clock_cult/clock_structures.dm @@ -10,6 +10,7 @@ icon_state = "rare_pepe" anchored = 1 density = 1 + resistance_flags = FIRE_PROOF | ACID_PROOF var/repair_amount = 5 //how much a proselytizer can repair each cycle var/can_be_repaired = TRUE //if a proselytizer can repair it at all break_message = "The frog isn't a meme after all!" //The message shown when a structure breaks @@ -373,7 +374,7 @@ anchored = 1 density = 0 opacity = 0 - resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF + resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF /obj/effect/clockwork/New() ..() @@ -684,6 +685,7 @@ icon_state = "sigil" layer = LOW_OBJ_LAYER alpha = 50 + resistance_flags = NONE var/affects_servants = FALSE var/stat_affected = CONSCIOUS var/resist_string = "glows blinding white" //string for when a null rod blocks its effects, "glows [resist_string]" diff --git a/code/game/machinery/doors/airlock_types.dm b/code/game/machinery/doors/airlock_types.dm index 97e147448c3..d792c486c9e 100644 --- a/code/game/machinery/doors/airlock_types.dm +++ b/code/game/machinery/doors/airlock_types.dm @@ -416,6 +416,7 @@ hackProof = TRUE aiControlDisabled = TRUE use_power = FALSE + resistance_flags = FIRE_PROOF | ACID_PROOF var/construction_state = GEAR_SECURE //Pinion airlocks have custom deconstruction /obj/machinery/door/airlock/clockwork/New() diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index 7cb67847aa8..4154468abbe 100644 --- a/code/game/machinery/doors/windowdoor.dm +++ b/code/game/machinery/doors/windowdoor.dm @@ -306,6 +306,7 @@ base_state = "clockwork" shards = 0 rods = 0 + resistance_flags = FIRE_PROOF | ACID_PROOF var/made_glow = FALSE /obj/machinery/door/window/clockwork/New(loc, set_dir) diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index beff0bb8cab..95d71bc56c8 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -292,6 +292,7 @@ var/global/list/datum/stack_recipe/brass_recipes = list ( \ desc = "Sheets made out of brass." singular_name = "brass sheet" icon_state = "sheet-brass" + resistance_flags = FIRE_PROOF | ACID_PROOF throwforce = 10 /obj/item/stack/sheet/brass/narsie_act() diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm index 8e8cb737265..d3ce33d194a 100644 --- a/code/game/objects/items/stacks/tiles/tile_types.dm +++ b/code/game/objects/items/stacks/tiles/tile_types.dm @@ -153,6 +153,7 @@ singular_name = "brass floor tile" desc = "A brass floor tile. It vibrates slightly." icon_state = "tile_brass" + resistance_flags = FIRE_PROOF | ACID_PROOF turf_type = /turf/open/floor/clockwork //Plasteel (normal) diff --git a/code/game/objects/structures/false_walls.dm b/code/game/objects/structures/false_walls.dm index 9d7dfc42686..d3df50a5c96 100644 --- a/code/game/objects/structures/false_walls.dm +++ b/code/game/objects/structures/false_walls.dm @@ -315,6 +315,7 @@ desc = "A huge chunk of warm metal. The clanging of machinery emanates from within." icon = 'icons/turf/walls/clockwork_wall.dmi' icon_state = "clockwork_wall" + resistance_flags = FIRE_PROOF | ACID_PROOF mineral_amount = 1 girder_type = /obj/structure/destructible/clockwork/wall_gear/displaced walltype = /turf/closed/wall/clockwork diff --git a/code/game/objects/structures/table_frames.dm b/code/game/objects/structures/table_frames.dm index e6affabaab5..e517111a8c9 100644 --- a/code/game/objects/structures/table_frames.dm +++ b/code/game/objects/structures/table_frames.dm @@ -129,6 +129,7 @@ name = "brass table frame" desc = "Four pieces of brass arranged in a square. It's slightly warm to the touch." icon_state = "brass_frame" + resistance_flags = FIRE_PROOF | ACID_PROOF framestack = /obj/item/stack/sheet/brass framestackamount = 1 diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index ca61f2f7022..85757a21861 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -322,6 +322,7 @@ desc = "A solid, slightly beveled brass table." icon = 'icons/obj/smooth_structures/brass_table.dmi' icon_state = "brass_table" + resistance_flags = FIRE_PROOF | ACID_PROOF frame = /obj/structure/table_frame/brass framestack = /obj/item/stack/sheet/brass buildstack = /obj/item/stack/sheet/brass diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index a426f311f8c..ec4ffe3419b 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -454,6 +454,7 @@ desc = "A paper-thin pane of translucent yet reinforced brass." icon = 'icons/obj/smooth_structures/clockwork_window.dmi' icon_state = "clockwork_window_single" + resistance_flags = FIRE_PROOF | ACID_PROOF max_integrity = 100 explosion_block = 2 //fancy AND hard to destroy. the most useful combination. var/made_glow = FALSE