[MIRROR] removes permeability, rolling it into bio armor [MDB IGNORE] (#13435)

* removes permeability, rolling it into bio armor

* e

Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com>
This commit is contained in:
SkyratBot
2022-05-09 02:16:27 +02:00
committed by GitHub
parent a86a017f02
commit c1a1683db6
130 changed files with 214 additions and 304 deletions
-2
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@@ -123,8 +123,6 @@ GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/e
///What body parts are covered by the clothing when you wear it
var/body_parts_covered = 0
/// How likely a disease or chemical is to get through a piece of clothing
var/permeability_coefficient = 1
/// for electrical admittance/conductance (electrocution checks and shit)
var/siemens_coefficient = 1
/// How much clothing is slowing you down. Negative values speeds you up
@@ -104,7 +104,7 @@
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
can_atmos_pass = ATMOS_PASS_DENSITY
armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 100, FIRE = 100, ACID = 100)
armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 0, FIRE = 100, ACID = 100)
var/obj/item/forcefield_projector/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
+1 -1
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@@ -208,7 +208,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/item/storage/secure/safe, 32)
It is made out of the same material as the station's Black Box and is designed to resist all conventional weaponry. \
There appears to be a small amount of surface corrosion. It doesn't look like it could withstand much of an explosion."
can_hack_open = FALSE
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 70, BIO = 100, FIRE = 80, ACID = 70)
armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 70, BIO = 0, FIRE = 80, ACID = 70)
max_integrity = 300
color = "#ffdd33"
+1 -1
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@@ -5,7 +5,7 @@
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 90, ACID = 50)
armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 90, ACID = 50)
max_integrity = 150
integrity_failure = 0.33
var/locked = TRUE
+1 -1
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@@ -12,7 +12,7 @@
pass_flags_self = PASSGRILLE
flags_1 = CONDUCT_1
pressure_resistance = 5*ONE_ATMOSPHERE
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 0, ACID = 0)
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 0, ACID = 0)
max_integrity = 50
integrity_failure = 0.4
var/rods_type = /obj/item/stack/rods
@@ -12,7 +12,7 @@
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
max_integrity = 200
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 50, ACID = 50)
armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 50, ACID = 50)
can_atmos_pass = ATMOS_PASS_DENSITY
rad_insulation = RAD_MEDIUM_INSULATION
material_flags = MATERIAL_EFFECTS
+1 -1
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@@ -4,7 +4,7 @@
gender = PLURAL
icon = 'icons/obj/stationobjs.dmi'//ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
icon_state = "plasticflaps"
armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 50, ACID = 50)
armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 0, FIRE = 50, ACID = 50)
density = FALSE
anchored = TRUE
can_atmos_pass = ATMOS_PASS_NO
+1 -1
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@@ -8,7 +8,7 @@
anchored = TRUE
pass_flags_self = LETPASSTHROW|PASSSTRUCTURE
/// armor more or less consistent with grille. max_integrity about one time and a half that of a grille.
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 0, ACID = 0)
armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 0, ACID = 0)
max_integrity = 75
var/climbable = TRUE
+5 -6
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@@ -400,8 +400,7 @@
icon_state = "rwindow"
reinf = TRUE
heat_resistance = 1600
//armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 80, ACID = 100) //ORIGINAL
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 80, ACID = 100)
armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 0, FIRE = 80, ACID = 100) // SKYRAT EDIT CHANGE
max_integrity = 75
explosion_block = 1
damage_deflection = 11
@@ -514,7 +513,7 @@
icon_state = "plasmawindow"
reinf = FALSE
heat_resistance = 25000
armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, FIRE = 99, ACID = 100)
armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 0, FIRE = 99, ACID = 100)
max_integrity = 200
explosion_block = 1
glass_type = /obj/item/stack/sheet/plasmaglass
@@ -551,7 +550,7 @@
icon_state = "plasmarwindow"
reinf = TRUE
heat_resistance = 50000
armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, FIRE = 99, ACID = 100)
armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, FIRE = 99, ACID = 100)
max_integrity = 500
damage_deflection = 21
explosion_block = 2
@@ -679,7 +678,7 @@
flags_1 = PREVENT_CLICK_UNDER_1
reinf = TRUE
heat_resistance = 1600
armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 80, ACID = 100)
armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 100)
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE)
@@ -709,7 +708,7 @@
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
heat_resistance = 1600
armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, FIRE = 80, ACID = 100)
armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 100)
smoothing_flags = SMOOTH_BITMASK
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM)
canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM)