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