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@@ -107,7 +107,7 @@ var/list/name_to_material
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var/explosion_resistance = 5 // Only used by walls currently.
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var/negation = 0 // Objects that respect this will randomly absorb impacts with this var as the percent chance.
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var/spatial_instability = 0 // Objects that have trouble staying in the same physical space by sheer laws of nature have this. Percent for respecting items to cause teleportation.
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var/conductive = 1 // Objects with this var add CONDUCTS to flags on spawn.
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var/conductive = 1 // Objects without this var add NOCONDUCT to flags on spawn.
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var/conductivity = null // How conductive the material is. Iron acts as the baseline, at 10.
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var/list/composite_material // If set, object matter var will be a list containing these values.
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var/luminescence
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@@ -259,6 +259,7 @@ var/list/name_to_material
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icon_colour = "#00FFE1"
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opacity = 0.4
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reflectivity = 0.6
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conductive = 0
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conductivity = 1
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shard_type = SHARD_SHARD
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tableslam_noise = 'sound/effects/Glasshit.ogg'
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@@ -350,6 +351,7 @@ var/list/name_to_material
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weight = 22
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hardness = 55
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protectiveness = 5 // 20%
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conductive = 0
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conductivity = 5
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door_icon_base = "stone"
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sheet_singular_name = "brick"
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@@ -485,6 +487,7 @@ var/list/name_to_material
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hardness = 30
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weight = 15
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protectiveness = 0 // 0%
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conductive = 0
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conductivity = 1 // Glass shards don't conduct.
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door_icon_base = "stone"
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destruction_desc = "shatters"
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@@ -626,6 +629,7 @@ var/list/name_to_material
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hardness = 10
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weight = 12
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protectiveness = 5 // 20%
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conductive = 0
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conductivity = 2 // For the sake of material armor diversity, we're gonna pretend this plastic is a good insulator.
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melting_point = T0C+371 //assuming heat resistant plastic
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stack_origin_tech = list(TECH_MATERIAL = 3)
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@@ -643,6 +647,7 @@ var/list/name_to_material
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stack_origin_tech = list(TECH_MATERIAL = 5)
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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conductivity = 100
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/material/tritium
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name = "tritium"
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@@ -652,6 +657,7 @@ var/list/name_to_material
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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is_fusion_fuel = 1
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conductive = 0
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/material/deuterium
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name = "deuterium"
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@@ -661,6 +667,7 @@ var/list/name_to_material
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sheet_singular_name = "ingot"
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sheet_plural_name = "ingots"
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is_fusion_fuel = 1
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conductive = 0
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/material/mhydrogen
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name = "mhydrogen"
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@@ -730,6 +737,7 @@ var/list/name_to_material
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icon_reinf = "reinf_metal"
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protectiveness = 60
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integrity = 300
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conductive = 0
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conductivity = 1.5
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hardness = 90
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shard_type = SHARD_SHARD
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@@ -758,6 +766,7 @@ var/list/name_to_material
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weight = 30
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hardness = 45
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negation = 2
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conductive = 0
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conductivity = 5
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reflectivity = 0.5
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radiation_resistance = 20
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@@ -813,6 +822,7 @@ var/list/name_to_material
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melting_point = T0C+300
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sheet_singular_name = "blob"
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sheet_plural_name = "blobs"
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conductive = 0
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/material/resin/can_open_material_door(var/mob/living/user)
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var/mob/living/carbon/M = user
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@@ -833,6 +843,7 @@ var/list/name_to_material
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hardness = 15
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weight = 18
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protectiveness = 8 // 28%
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conductive = 0
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conductivity = 1
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melting_point = T0C+300 //okay, not melting in this case, but hot enough to destroy wood
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ignition_point = T0C+288
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@@ -879,6 +890,7 @@ var/list/name_to_material
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hardness = 1
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weight = 1
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protectiveness = 0 // 0%
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conductive = 0
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ignition_point = T0C+232 //"the temperature at which book-paper catches fire, and burns." close enough
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melting_point = T0C+232 //temperature at which cardboard walls would be destroyed
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stack_origin_tech = list(TECH_MATERIAL = 1)
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@@ -930,6 +942,7 @@ var/list/name_to_material
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melting_point = T0C+300
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protectiveness = 1 // 4%
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flags = MATERIAL_PADDING
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conductive = 0
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/material/cult
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name = "cult"
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@@ -940,6 +953,7 @@ var/list/name_to_material
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shard_type = SHARD_STONE_PIECE
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sheet_singular_name = "brick"
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sheet_plural_name = "bricks"
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conductive = 0
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/material/cult/place_dismantled_girder(var/turf/target)
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new /obj/structure/girder/cult(target, "cult")
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@@ -963,6 +977,7 @@ var/list/name_to_material
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ignition_point = T0C+300
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melting_point = T0C+300
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protectiveness = 3 // 13%
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conductive = 0
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/material/carpet
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name = "carpet"
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@@ -975,6 +990,7 @@ var/list/name_to_material
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sheet_singular_name = "tile"
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sheet_plural_name = "tiles"
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protectiveness = 1 // 4%
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conductive = 0
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/material/cotton
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name = "cotton"
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@@ -984,6 +1000,7 @@ var/list/name_to_material
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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conductive = 0
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// This all needs to be OOP'd and use inheritence if its ever used in the future.
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/material/cloth_teal
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@@ -995,6 +1012,7 @@ var/list/name_to_material
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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conductive = 0
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/material/cloth_black
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name = "black"
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@@ -1005,6 +1023,7 @@ var/list/name_to_material
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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conductive = 0
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/material/cloth_green
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name = "green"
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@@ -1015,6 +1034,7 @@ var/list/name_to_material
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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conductive = 0
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/material/cloth_puple
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name = "purple"
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@@ -1025,6 +1045,7 @@ var/list/name_to_material
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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conductive = 0
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/material/cloth_blue
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name = "blue"
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@@ -1035,6 +1056,7 @@ var/list/name_to_material
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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conductive = 0
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/material/cloth_beige
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name = "beige"
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@@ -1045,6 +1067,7 @@ var/list/name_to_material
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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conductive = 0
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/material/cloth_lime
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name = "lime"
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@@ -1055,6 +1078,7 @@ var/list/name_to_material
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ignition_point = T0C+232
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melting_point = T0C+300
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protectiveness = 1 // 4%
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conductive = 0
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/material/toy_foam
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name = "foam"
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@@ -1067,3 +1091,7 @@ var/list/name_to_material
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hardness = 1
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weight = 1
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protectiveness = 0 // 0%
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<<<<<<< HEAD
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=======
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conductive = 0
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>>>>>>> 8316113... Merge pull request #6393 from Nalarac/Conductivity
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