Removes bio resist from the code (#21108)

* BIO armor is kill

* some more stuff that uses bio resist

* I did a scuffed merge conflict solve but it works
This commit is contained in:
DGamerL
2023-06-03 09:50:22 +01:00
committed by GitHub
parent edef576f2e
commit 173bfb92f5
163 changed files with 428 additions and 430 deletions
+1 -1
View File
@@ -146,7 +146,7 @@
/obj/machinery/power/apc/New(turf/loc, direction, building = 0)
if(!armor)
armor = list(MELEE = 20, BULLET = 20, LASER = 10, ENERGY = 100, BOMB = 30, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
armor = list(MELEE = 20, BULLET = 20, LASER = 10, ENERGY = 100, BOMB = 30, RAD = 100, FIRE = 90, ACID = 50)
..()
GLOB.apcs += src
GLOB.apcs = sortAtom(GLOB.apcs)
@@ -28,7 +28,7 @@ field_generator power level display
power_state = NO_POWER_USE
max_integrity = 500
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 50, ACID = 70)
var/const/num_power_levels = 6 // Total number of power level icon has
var/power_level = 0
var/active = FG_OFFLINE
@@ -67,7 +67,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin
anchored = FALSE
density = TRUE
max_integrity = 500
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 80)
armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 90, ACID = 80)
var/obj/machinery/particle_accelerator/control_box/master = null
var/construction_state = 0
var/reference = null
+1 -1
View File
@@ -29,7 +29,7 @@
anchored = TRUE
layer = 5
max_integrity = 200
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 50)
/// Construction stage (1 = Empty frame | 2 = Wired frame | 3 = Completed frame)
var/stage = 1
/// Light bulb type