diff --git a/code/game/gamemodes/blob/blobs/core.dm b/code/game/gamemodes/blob/blobs/core.dm
index 6ee0a56ceec4..3099b6f3f834 100644
--- a/code/game/gamemodes/blob/blobs/core.dm
+++ b/code/game/gamemodes/blob/blobs/core.dm
@@ -3,7 +3,6 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blank_blob"
desc = "A huge, pulsating yellow mass."
- obj_integrity = 400
max_integrity = 400
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 75, acid = 90)
explosion_block = 6
diff --git a/code/game/gamemodes/blob/blobs/factory.dm b/code/game/gamemodes/blob/blobs/factory.dm
index 47f1ca3ff305..3d955036b01c 100644
--- a/code/game/gamemodes/blob/blobs/factory.dm
+++ b/code/game/gamemodes/blob/blobs/factory.dm
@@ -3,7 +3,6 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blob_factory"
desc = "A thick spire of tendrils."
- obj_integrity = 200
max_integrity = 200
health_regen = 1
point_return = 25
diff --git a/code/game/gamemodes/blob/blobs/node.dm b/code/game/gamemodes/blob/blobs/node.dm
index ba92b7e03f51..a6bcd359a811 100644
--- a/code/game/gamemodes/blob/blobs/node.dm
+++ b/code/game/gamemodes/blob/blobs/node.dm
@@ -3,7 +3,6 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blank_blob"
desc = "A large, pulsating yellow mass."
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 65, acid = 90)
health_regen = 3
diff --git a/code/game/gamemodes/blob/blobs/resource.dm b/code/game/gamemodes/blob/blobs/resource.dm
index bcb6d8a8fd74..5024d0984c1e 100644
--- a/code/game/gamemodes/blob/blobs/resource.dm
+++ b/code/game/gamemodes/blob/blobs/resource.dm
@@ -3,7 +3,6 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blob_resource"
desc = "A thin spire of slightly swaying tendrils."
- obj_integrity = 60
max_integrity = 60
point_return = 15
var/resource_delay = 0
diff --git a/code/game/gamemodes/blob/blobs/shield.dm b/code/game/gamemodes/blob/blobs/shield.dm
index 45d40dd019e6..be07e2348f96 100644
--- a/code/game/gamemodes/blob/blobs/shield.dm
+++ b/code/game/gamemodes/blob/blobs/shield.dm
@@ -3,7 +3,6 @@
icon = 'icons/mob/blob.dmi'
icon_state = "blob_shield"
desc = "A solid wall of slightly twitching tendrils."
- obj_integrity = 150
max_integrity = 150
brute_resist = 0.25
explosion_block = 3
diff --git a/code/game/gamemodes/blob/theblob.dm b/code/game/gamemodes/blob/theblob.dm
index 0b59cc0b052f..429b29fdfaae 100644
--- a/code/game/gamemodes/blob/theblob.dm
+++ b/code/game/gamemodes/blob/theblob.dm
@@ -9,7 +9,6 @@
anchored = 1
layer = BELOW_MOB_LAYER
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
- obj_integrity = 30
max_integrity = 30
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 70)
var/health_regen = 2 //how much health this blob regens when pulsed
@@ -326,7 +325,7 @@
name = "normal blob"
icon_state = "blob"
light_range = 0
- obj_integrity = 21
+ obj_integrity = 21 //doesn't start at full health
max_integrity = 25
health_regen = 1
brute_resist = 0.25
diff --git a/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm b/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm
index a795d21f25bd..f5ae5d40ff4f 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/ark_of_the_clockwork_justicar.dm
@@ -3,7 +3,6 @@
name = "ark of the Clockwork Justicar"
desc = "A massive, thrumming rip in spacetime."
clockwork_desc = "A portal to the Celestial Derelict. Massive and intimidating, it is the only thing that can both transport Ratvar and withstand the massive amount of energy he emits."
- obj_integrity = 500
max_integrity = 500
mouse_opacity = 2
icon = 'icons/effects/clockwork_effects.dmi'
diff --git a/code/game/gamemodes/clock_cult/clock_structures/clockwork_obelisk.dm b/code/game/gamemodes/clock_cult/clock_structures/clockwork_obelisk.dm
index fe96f5788582..3ede99d6a7bf 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/clockwork_obelisk.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/clockwork_obelisk.dm
@@ -9,7 +9,6 @@
unanchored_icon = "obelisk_unwrenched"
construction_value = 20
max_integrity = 150
- obj_integrity = 150
break_message = "The obelisk falls to the ground, undamaged!"
debris = list(/obj/item/clockwork/alloy_shards/small = 4, \
/obj/item/clockwork/alloy_shards/medium = 2, \
diff --git a/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm b/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm
index 03fb99cd58fb..ecb69c8a274d 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/geis_binding.dm
@@ -4,7 +4,6 @@
desc = "A flickering, glowing purple ring around a target."
clockwork_desc = "A binding ring around a target, preventing them from taking action while they're being converted."
max_integrity = 25
- obj_integrity = 25
light_range = 2
light_power = 0.5
light_color = "#AF0AAF"
diff --git a/code/game/gamemodes/clock_cult/clock_structures/mania_motor.dm b/code/game/gamemodes/clock_cult/clock_structures/mania_motor.dm
index def70d21deae..732897fda484 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/mania_motor.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/mania_motor.dm
@@ -10,7 +10,6 @@
construction_value = 20
break_message = "The antenna break off, leaving a pile of shards!"
max_integrity = 100
- obj_integrity = 100
light_color = "#AF0AAF"
debris = list(/obj/item/clockwork/alloy_shards/large = 2, \
/obj/item/clockwork/alloy_shards/small = 2, \
diff --git a/code/game/gamemodes/clock_cult/clock_structures/ocular_warden.dm b/code/game/gamemodes/clock_cult/clock_structures/ocular_warden.dm
index bb2be4e79ca7..f2801825a5c5 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/ocular_warden.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/ocular_warden.dm
@@ -5,7 +5,6 @@
clockwork_desc = "A fragile turret which will automatically attack nearby unrestrained non-Servants that can see it."
icon_state = "ocular_warden"
unanchored_icon = "ocular_warden_unwrenched"
- obj_integrity = 25
max_integrity = 25
construction_value = 15
layer = WALL_OBJ_LAYER
diff --git a/code/game/gamemodes/clock_cult/clock_structures/prolonging_prism.dm b/code/game/gamemodes/clock_cult/clock_structures/prolonging_prism.dm
index e7c6de6b4791..c7a4664f703a 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/prolonging_prism.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/prolonging_prism.dm
@@ -9,7 +9,6 @@
unanchored_icon = "prolonging_prism_unwrenched"
construction_value = 20
max_integrity = 125
- obj_integrity = 125
break_message = "The prism falls to the ground with a heavy thud!"
debris = list(/obj/item/clockwork/alloy_shards/small = 3, \
/obj/item/clockwork/alloy_shards/medium = 1, \
diff --git a/code/game/gamemodes/clock_cult/clock_structures/taunting_trail.dm b/code/game/gamemodes/clock_cult/clock_structures/taunting_trail.dm
index d29b4eeafa19..121aa5c4beba 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/taunting_trail.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/taunting_trail.dm
@@ -5,7 +5,6 @@
clockwork_desc = "A cloud of purple smoke that confuses and knocks down non-Servants that enter it."
gender = PLURAL
max_integrity = 5
- obj_integrity = 5
density = 1
color = list("#AF0AAF", "#AF0AAF", "#AF0AAF", rgb(0,0,0))
icon = 'icons/effects/effects.dmi'
diff --git a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm
index da24f75b1353..41b7aa1c5929 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_cache.dm
@@ -9,7 +9,6 @@
construction_value = 10
break_message = "The cache's fire winks out before it falls in on itself!"
max_integrity = 80
- obj_integrity = 80
light_color = "#C2852F"
var/wall_generation_cooldown
var/turf/closed/wall/clockwork/linkedwall //if we've got a linked wall and are producing
diff --git a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm
index b8f8b75199bc..dbfa4fe8d5cf 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/tinkerers_daemon.dm
@@ -8,7 +8,6 @@
inactive_icon = "tinkerers_daemon"
unanchored_icon = "tinkerers_daemon_unwrenched"
max_integrity = 100
- obj_integrity = 100
construction_value = 20
break_message = "The daemon shatters into millions of pieces, leaving only a disc of metal!"
debris = list(/obj/item/clockwork/alloy_shards/medium = 1, \
diff --git a/code/game/gamemodes/clock_cult/clock_structures/wall_gear.dm b/code/game/gamemodes/clock_cult/clock_structures/wall_gear.dm
index 8dc2fb06f053..bdb4544787cb 100644
--- a/code/game/gamemodes/clock_cult/clock_structures/wall_gear.dm
+++ b/code/game/gamemodes/clock_cult/clock_structures/wall_gear.dm
@@ -5,7 +5,6 @@
unanchored_icon = "wall_gear"
climbable = TRUE
max_integrity = 100
- obj_integrity = 100
layer = BELOW_OBJ_LAYER
construction_value = 3
desc = "A massive brass gear. You could probably secure or unsecure it with a wrench, or just climb over it."
diff --git a/code/game/gamemodes/gang/dominator.dm b/code/game/gamemodes/gang/dominator.dm
index 8eb794754321..fc3f572f896a 100644
--- a/code/game/gamemodes/gang/dominator.dm
+++ b/code/game/gamemodes/gang/dominator.dm
@@ -11,7 +11,6 @@
anchored = 1
layer = HIGH_OBJ_LAYER
max_integrity = 300
- obj_integrity = 300
integrity_failure = 100
armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 70)
var/datum/gang/gang
diff --git a/code/game/gamemodes/miniantags/bot_swarm/swarmer.dm b/code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
index ca9382be9b36..1d5ef09baacb 100644
--- a/code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
+++ b/code/game/gamemodes/miniantags/bot_swarm/swarmer.dm
@@ -527,7 +527,6 @@
layer = MOB_LAYER
resistance_flags = FIRE_PROOF | UNACIDABLE | ACID_PROOF
light_color = LIGHT_COLOR_CYAN
- obj_integrity = 30
max_integrity = 30
anchored = TRUE
var/lon_range = 1
@@ -550,7 +549,6 @@
name = "swarmer trap"
desc = "A quickly assembled trap that electrifies living beings and overwhelms machine sensors. Will not retain its form if damaged enough."
icon_state = "trap"
- obj_integrity = 10
max_integrity = 10
density = 0
@@ -594,7 +592,6 @@
desc = "A quickly assembled energy blockade. Will not retain its form if damaged enough, but disabler beams and swarmers pass right through."
icon_state = "barricade"
light_range = 1
- obj_integrity = 50
max_integrity = 50
/obj/structure/swarmer/blockade/CanPass(atom/movable/O)
diff --git a/code/game/gamemodes/nuclear/nuclearbomb.dm b/code/game/gamemodes/nuclear/nuclearbomb.dm
index 1b755cd9ba92..82d518bd611c 100644
--- a/code/game/gamemodes/nuclear/nuclearbomb.dm
+++ b/code/game/gamemodes/nuclear/nuclearbomb.dm
@@ -495,7 +495,6 @@ This is here to make the tiles around the station mininuke change when it's arme
desc = "Better keep this safe."
icon_state = "nucleardisk"
persistence_replacement = /obj/item/weapon/disk/fakenucleardisk
- obj_integrity = 250
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
diff --git a/code/game/gamemodes/wizard/artefact.dm b/code/game/gamemodes/wizard/artefact.dm
index b8fe4b828bd5..98118f380843 100644
--- a/code/game/gamemodes/wizard/artefact.dm
+++ b/code/game/gamemodes/wizard/artefact.dm
@@ -455,7 +455,6 @@
var/obj/item/link = null
var/cooldown_time = 30 //3s
var/cooldown = 0
- obj_integrity = 10
max_integrity = 10
resistance_flags = FLAMMABLE
diff --git a/code/game/machinery/PDApainter.dm b/code/game/machinery/PDApainter.dm
index 46132a4c551a..8129eca63af9 100644
--- a/code/game/machinery/PDApainter.dm
+++ b/code/game/machinery/PDApainter.dm
@@ -7,7 +7,6 @@
anchored = 1
var/obj/item/device/pda/storedpda = null
var/list/colorlist = list()
- obj_integrity = 200
max_integrity = 200
diff --git a/code/game/machinery/ai_slipper.dm b/code/game/machinery/ai_slipper.dm
index 3b915c606585..0a6e4715ed0c 100644
--- a/code/game/machinery/ai_slipper.dm
+++ b/code/game/machinery/ai_slipper.dm
@@ -5,7 +5,6 @@
icon_state = "ai-slipper0"
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
anchored = TRUE
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm
index b11f09229843..226aa7d96ae9 100644
--- a/code/game/machinery/camera/camera.dm
+++ b/code/game/machinery/camera/camera.dm
@@ -15,7 +15,6 @@
resistance_flags = FIRE_PROOF
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 50)
- obj_integrity = 100
max_integrity = 100
integrity_failure = 50
var/list/network = list("SS13")
diff --git a/code/game/machinery/camera/camera_assembly.dm b/code/game/machinery/camera/camera_assembly.dm
index 1f0b638ffa92..d8e509851fc7 100644
--- a/code/game/machinery/camera/camera_assembly.dm
+++ b/code/game/machinery/camera/camera_assembly.dm
@@ -12,7 +12,6 @@
desc = "The basic construction for Nanotrasen-Always-Watching-You cameras."
icon = 'icons/obj/monitors.dmi'
icon_state = "camera1"
- obj_integrity = 150
max_integrity = 150
// Motion, EMP-Proof, X-Ray
var/static/list/possible_upgrades = typecacheof(list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer))
diff --git a/code/game/machinery/computer/computer.dm b/code/game/machinery/computer/computer.dm
index 94521a76088f..b71340d57fef 100644
--- a/code/game/machinery/computer/computer.dm
+++ b/code/game/machinery/computer/computer.dm
@@ -7,7 +7,6 @@
use_power = IDLE_POWER_USE
idle_power_usage = 300
active_power_usage = 300
- obj_integrity = 200
max_integrity = 200
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 40, acid = 20)
diff --git a/code/game/machinery/constructable_frame.dm b/code/game/machinery/constructable_frame.dm
index 78676579adb9..2610a67a228b 100644
--- a/code/game/machinery/constructable_frame.dm
+++ b/code/game/machinery/constructable_frame.dm
@@ -3,7 +3,6 @@
icon = 'icons/obj/stock_parts.dmi'
icon_state = "box_0"
density = 1
- obj_integrity = 250
max_integrity = 250
var/obj/item/weapon/circuitboard/circuit = null
var/state = 1
diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm
index 3aceab604007..b114bec466fc 100644
--- a/code/game/machinery/deployable.dm
+++ b/code/game/machinery/deployable.dm
@@ -13,7 +13,6 @@
desc = "Looks like this would make good cover."
anchored = 1
density = 1
- obj_integrity = 100
max_integrity = 100
var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
var/material = METAL
@@ -75,7 +74,6 @@
desc = "Bags of sand. Self explanatory."
icon = 'icons/obj/smooth_structures/sandbags.dmi'
icon_state = "sandbags"
- obj_integrity = 280
max_integrity = 280
proj_pass_rate = 20
pass_flags = LETPASSTHROW
@@ -92,7 +90,6 @@
icon_state = "barrier0"
density = 0
anchored = 0
- obj_integrity = 180
max_integrity = 180
proj_pass_rate = 20
armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)
diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index 70292346400d..29d3ceb18080 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -46,7 +46,6 @@
name = "airlock"
icon = 'icons/obj/doors/airlocks/station/public.dmi'
icon_state = "closed"
- obj_integrity = 300
max_integrity = 300
var/normal_integrity = AIRLOCK_INTEGRITY_N
integrity_failure = 70
diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm
index 2a1f5422c891..7aa069f4f485 100644
--- a/code/game/machinery/doors/door.dm
+++ b/code/game/machinery/doors/door.dm
@@ -8,7 +8,6 @@
density = 1
layer = OPEN_DOOR_LAYER
power_channel = ENVIRON
- obj_integrity = 350
max_integrity = 350
armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 70)
CanAtmosPass = ATMOS_PASS_DENSITY
diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm
index 80e5418a692e..645c154d0b1b 100644
--- a/code/game/machinery/doors/firedoor.dm
+++ b/code/game/machinery/doors/firedoor.dm
@@ -11,7 +11,6 @@
icon_state = "door_open"
opacity = 0
density = 0
- obj_integrity = 300
max_integrity = 300
resistance_flags = FIRE_PROOF
heat_proof = 1
@@ -241,7 +240,6 @@
glass = 0
explosion_block = 2
assemblytype = /obj/structure/firelock_frame/heavy
- obj_integrity = 550
max_integrity = 550
diff --git a/code/game/machinery/doors/poddoor.dm b/code/game/machinery/doors/poddoor.dm
index 30965729f40a..d5eea6e7bcb6 100644
--- a/code/game/machinery/doors/poddoor.dm
+++ b/code/game/machinery/doors/poddoor.dm
@@ -8,7 +8,6 @@
explosion_block = 3
heat_proof = 1
safe = 0
- obj_integrity = 600
max_integrity = 600
armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm
index 0277f9112f14..0f3ab61f5df6 100644
--- a/code/game/machinery/doors/windowdoor.dm
+++ b/code/game/machinery/doors/windowdoor.dm
@@ -7,8 +7,7 @@
closingLayer = ABOVE_WINDOW_LAYER
resistance_flags = ACID_PROOF
var/base_state = "left"
- obj_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ health at the bottom of this .dm file
- max_integrity = 150
+ max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 70, acid = 100)
visible = 0
@@ -305,8 +304,7 @@
icon_state = "leftsecure"
base_state = "leftsecure"
var/id = null
- obj_integrity = 300 //Stronger doors for prison (regular window door health is 200)
- max_integrity = 300
+ max_integrity = 300 //Stronger doors for prison (regular window door health is 200)
reinf = 1
explosion_block = 1
diff --git a/code/game/machinery/droneDispenser.dm b/code/game/machinery/droneDispenser.dm
index 76ea3b5fc40f..8ff2207464f4 100644
--- a/code/game/machinery/droneDispenser.dm
+++ b/code/game/machinery/droneDispenser.dm
@@ -13,7 +13,6 @@
anchored = 1
density = 1
- obj_integrity = 250
max_integrity = 250
integrity_failure = 80
diff --git a/code/game/machinery/firealarm.dm b/code/game/machinery/firealarm.dm
index fc76643da072..ec4e74ea4aff 100644
--- a/code/game/machinery/firealarm.dm
+++ b/code/game/machinery/firealarm.dm
@@ -15,7 +15,6 @@
icon = 'icons/obj/monitors.dmi'
icon_state = "fire0"
anchored = 1
- obj_integrity = 250
max_integrity = 250
integrity_failure = 100
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
diff --git a/code/game/machinery/flasher.dm b/code/game/machinery/flasher.dm
index 96c22cd8b2fd..8b040c002dc6 100644
--- a/code/game/machinery/flasher.dm
+++ b/code/game/machinery/flasher.dm
@@ -11,7 +11,6 @@
var/last_flash = 0 //Don't want it getting spammed like regular flashes
var/strength = 100 //How knocked down targets are when flashed.
var/base_state = "mflash"
- obj_integrity = 250
max_integrity = 250
integrity_failure = 100
anchored = 1
diff --git a/code/game/machinery/hologram.dm b/code/game/machinery/hologram.dm
index c8ffeaf41ab2..85f5985a1def 100644
--- a/code/game/machinery/hologram.dm
+++ b/code/game/machinery/hologram.dm
@@ -38,7 +38,6 @@ Possible to do for anyone motivated enough:
use_power = IDLE_POWER_USE
idle_power_usage = 5
active_power_usage = 100
- obj_integrity = 300
max_integrity = 300
armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
var/list/masters = list()//List of living mobs that use the holopad
diff --git a/code/game/machinery/igniter.dm b/code/game/machinery/igniter.dm
index 7ffd29b5aa81..87688502fc5c 100644
--- a/code/game/machinery/igniter.dm
+++ b/code/game/machinery/igniter.dm
@@ -9,7 +9,6 @@
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
- obj_integrity = 300
max_integrity = 300
armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
diff --git a/code/game/machinery/launch_pad.dm b/code/game/machinery/launch_pad.dm
index 6c3d25d223fd..622991da2979 100644
--- a/code/game/machinery/launch_pad.dm
+++ b/code/game/machinery/launch_pad.dm
@@ -217,7 +217,6 @@
w_class = WEIGHT_CLASS_BULKY
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
resistance_flags = FLAMMABLE
- obj_integrity = 150
max_integrity = 150
var/obj/machinery/launchpad/briefcase/pad
diff --git a/code/game/machinery/machinery.dm b/code/game/machinery/machinery.dm
index 2c71df7ba492..a6033aac48d0 100644
--- a/code/game/machinery/machinery.dm
+++ b/code/game/machinery/machinery.dm
@@ -99,7 +99,6 @@ Class Procs:
verb_say = "beeps"
verb_yell = "blares"
pressure_resistance = 15
- obj_integrity = 200
max_integrity = 200
var/stat = 0
diff --git a/code/game/machinery/navbeacon.dm b/code/game/machinery/navbeacon.dm
index 2c460705218a..17dc73cffd66 100644
--- a/code/game/machinery/navbeacon.dm
+++ b/code/game/machinery/navbeacon.dm
@@ -10,7 +10,6 @@
level = 1 // underfloor
layer = LOW_OBJ_LAYER
anchored = 1
- obj_integrity = 500
max_integrity = 500
armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
diff --git a/code/game/machinery/newscaster.dm b/code/game/machinery/newscaster.dm
index 5b82b8e45e76..aa957f2376f4 100644
--- a/code/game/machinery/newscaster.dm
+++ b/code/game/machinery/newscaster.dm
@@ -176,7 +176,6 @@ GLOBAL_LIST_EMPTY(allCasters)
verb_ask = "beeps"
verb_exclaim = "beeps"
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
- obj_integrity = 200
max_integrity = 200
integrity_failure = 50
var/screen = 0
diff --git a/code/game/machinery/porta_turret/portable_turret.dm b/code/game/machinery/porta_turret/portable_turret.dm
index 4a5b11f6057d..fdad7c388ec5 100644
--- a/code/game/machinery/porta_turret/portable_turret.dm
+++ b/code/game/machinery/porta_turret/portable_turret.dm
@@ -28,8 +28,7 @@
var/raised = 0 //if the turret cover is "open" and the turret is raised
var/raising= 0 //if the turret is currently opening or closing its cover
- obj_integrity = 160 //the turret's health
- max_integrity = 160
+ max_integrity = 160 //the turret's health
integrity_failure = 80
armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 90, acid = 90)
@@ -578,9 +577,8 @@
return 10 //Syndicate turrets shoot everything not in their faction
/obj/machinery/porta_turret/syndicate/pod
- max_integrity = 40
integrity_failure = 20
- obj_integrity = 40
+ max_integrity = 40
stun_projectile = /obj/item/projectile/bullet/weakbullet3
lethal_projectile = /obj/item/projectile/bullet/weakbullet3
@@ -615,7 +613,6 @@
/obj/machinery/porta_turret/centcomm_shuttle
installation = null
- obj_integrity = 260
max_integrity = 260
always_up = 1
use_power = NO_POWER_USE
diff --git a/code/game/machinery/porta_turret/portable_turret_cover.dm b/code/game/machinery/porta_turret/portable_turret_cover.dm
index a9620083e02b..2249511b5b96 100644
--- a/code/game/machinery/porta_turret/portable_turret_cover.dm
+++ b/code/game/machinery/porta_turret/portable_turret_cover.dm
@@ -10,7 +10,6 @@
anchored = 1
layer = HIGH_OBJ_LAYER
density = 0
- obj_integrity = 80
max_integrity = 80
var/obj/machinery/porta_turret/parent_turret = null
diff --git a/code/game/machinery/requests_console.dm b/code/game/machinery/requests_console.dm
index 8163fff24986..2fa4521345ab 100644
--- a/code/game/machinery/requests_console.dm
+++ b/code/game/machinery/requests_console.dm
@@ -57,7 +57,6 @@ GLOBAL_LIST_EMPTY(allConsoles)
var/obj/item/device/radio/Radio
var/emergency //If an emergency has been called by this device. Acts as both a cooldown and lets the responder know where it the emergency was triggered from
var/receive_ore_updates = FALSE //If ore redemption machines will send an update when it receives new ores.
- obj_integrity = 300
max_integrity = 300
armor = list(melee = 70, bullet = 30, laser = 30, energy = 30, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90)
diff --git a/code/game/machinery/shieldgen.dm b/code/game/machinery/shieldgen.dm
index 25ea81c21e20..40aba044e0f0 100644
--- a/code/game/machinery/shieldgen.dm
+++ b/code/game/machinery/shieldgen.dm
@@ -7,8 +7,7 @@
opacity = 0
anchored = 1
resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
- max_integrity = 200
- obj_integrity = 200 //The shield can only take so much beating (prevents perma-prisons)
+ max_integrity = 200 //The shield can only take so much beating (prevents perma-prisons)
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/emergency_shield/New()
@@ -55,7 +54,6 @@
name = "sanguine barrier"
desc = "A potent shield summoned by cultists to defend their rites."
icon_state = "shield-red"
- obj_integrity = 60
max_integrity = 60
/obj/structure/emergency_shield/sanguine/emp_act(severity)
@@ -65,7 +63,6 @@
name = "Invoker's Shield"
desc = "A weak shield summoned by cultists to protect them while they carry out delicate rituals"
color = "#FF0000"
- obj_integrity = 20
max_integrity = 20
mouse_opacity = 0
@@ -83,7 +80,6 @@
pressure_resistance = 2*ONE_ATMOSPHERE
req_access = list(GLOB.access_engine)
max_integrity = 100
- obj_integrity = 100
var/active = FALSE
var/list/deployed_shields
var/locked = 0
@@ -223,7 +219,6 @@
req_access = list(GLOB.access_teleporter)
flags = CONDUCT
use_power = NO_POWER_USE
- obj_integrity = 300
max_integrity = 300
var/active = FALSE
var/power = 0
diff --git a/code/game/machinery/spaceheater.dm b/code/game/machinery/spaceheater.dm
index 671dfbbdf29b..1617b40aefd7 100644
--- a/code/game/machinery/spaceheater.dm
+++ b/code/game/machinery/spaceheater.dm
@@ -10,7 +10,6 @@
icon_state = "sheater-off"
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater/cooler is guaranteed not to set the station on fire."
- obj_integrity = 250
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 80, acid = 10)
var/obj/item/weapon/stock_parts/cell/cell
diff --git a/code/game/machinery/suit_storage_unit.dm b/code/game/machinery/suit_storage_unit.dm
index fd1b754f2f9c..7c54c264ee2f 100644
--- a/code/game/machinery/suit_storage_unit.dm
+++ b/code/game/machinery/suit_storage_unit.dm
@@ -6,7 +6,6 @@
icon_state = "close"
anchored = 1
density = 1
- obj_integrity = 250
max_integrity = 250
var/obj/item/clothing/suit/space/suit = null
diff --git a/code/game/machinery/vending.dm b/code/game/machinery/vending.dm
index 797af5ff0cfd..1a3b96a8447e 100644
--- a/code/game/machinery/vending.dm
+++ b/code/game/machinery/vending.dm
@@ -21,7 +21,6 @@
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
- obj_integrity = 300
max_integrity = 300
integrity_failure = 100
armor = list(melee = 20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
diff --git a/code/game/mecha/combat/durand.dm b/code/game/mecha/combat/durand.dm
index ced8b5bee4a3..0ea8c13eaef7 100644
--- a/code/game/mecha/combat/durand.dm
+++ b/code/game/mecha/combat/durand.dm
@@ -4,7 +4,6 @@
icon_state = "durand"
step_in = 4
dir_in = 1 //Facing North.
- obj_integrity = 400
max_integrity = 400
deflect_chance = 20
armor = list(melee = 40, bullet = 35, laser = 15, energy = 10, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
diff --git a/code/game/mecha/combat/gygax.dm b/code/game/mecha/combat/gygax.dm
index 768c6cd1f0c4..76d16e2ff453 100644
--- a/code/game/mecha/combat/gygax.dm
+++ b/code/game/mecha/combat/gygax.dm
@@ -4,7 +4,6 @@
icon_state = "gygax"
step_in = 3
dir_in = 1 //Facing North.
- obj_integrity = 250
deflect_chance = 5
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
max_temperature = 25000
@@ -18,7 +17,7 @@
desc = "A lightweight exosuit, painted in a dark scheme. This model appears to have some modifications."
name = "\improper Dark Gygax"
icon_state = "darkgygax"
- obj_integrity = 300
+ max_integrity = 300
deflect_chance = 15
armor = list(melee = 40, bullet = 40, laser = 50, energy = 35, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100)
max_temperature = 35000
diff --git a/code/game/mecha/combat/honker.dm b/code/game/mecha/combat/honker.dm
index cee8c641fdc2..d65b08ede59e 100644
--- a/code/game/mecha/combat/honker.dm
+++ b/code/game/mecha/combat/honker.dm
@@ -3,7 +3,6 @@
name = "\improper H.O.N.K"
icon_state = "honker"
step_in = 3
- obj_integrity = 140
max_integrity = 140
deflect_chance = 60
internal_damage_threshold = 60
diff --git a/code/game/mecha/combat/marauder.dm b/code/game/mecha/combat/marauder.dm
index 5f14a9f89a50..b1649e97862a 100644
--- a/code/game/mecha/combat/marauder.dm
+++ b/code/game/mecha/combat/marauder.dm
@@ -3,7 +3,6 @@
name = "\improper Marauder"
icon_state = "marauder"
step_in = 5
- obj_integrity = 500
max_integrity = 500
deflect_chance = 25
armor = list(melee = 50, bullet = 55, laser = 40, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
@@ -47,7 +46,7 @@
icon_state = "seraph"
operation_req_access = list(GLOB.access_cent_specops)
step_in = 3
- obj_integrity = 550
+ max_integrity = 550
wreckage = /obj/structure/mecha_wreckage/seraph
internal_damage_threshold = 20
force = 55
diff --git a/code/game/mecha/combat/phazon.dm b/code/game/mecha/combat/phazon.dm
index 74a758bce0b9..1ce4020e0393 100644
--- a/code/game/mecha/combat/phazon.dm
+++ b/code/game/mecha/combat/phazon.dm
@@ -5,7 +5,6 @@
step_in = 2
dir_in = 2 //Facing South.
step_energy_drain = 3
- obj_integrity = 200
max_integrity = 200
deflect_chance = 30
armor = list(melee = 30, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100)
diff --git a/code/game/mecha/combat/reticence.dm b/code/game/mecha/combat/reticence.dm
index 41ddacc74879..9c397f12ab95 100644
--- a/code/game/mecha/combat/reticence.dm
+++ b/code/game/mecha/combat/reticence.dm
@@ -4,7 +4,6 @@
icon_state = "reticence"
step_in = 2
dir_in = 1 //Facing North.
- obj_integrity = 100
max_integrity = 100
deflect_chance = 3
armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
diff --git a/code/game/mecha/equipment/mecha_equipment.dm b/code/game/mecha/equipment/mecha_equipment.dm
index 84d4b0bcfa65..4fdf06b530df 100644
--- a/code/game/mecha/equipment/mecha_equipment.dm
+++ b/code/game/mecha/equipment/mecha_equipment.dm
@@ -7,7 +7,6 @@
icon_state = "mecha_equip"
force = 5
origin_tech = "materials=2;engineering=2"
- obj_integrity = 300
max_integrity = 300
var/equip_cooldown = 0 // cooldown after use
var/equip_ready = 1 //whether the equipment is ready for use. (or deactivated/activated for static stuff)
diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm
index d409dec03cd0..92b2c2265603 100644
--- a/code/game/mecha/mecha.dm
+++ b/code/game/mecha/mecha.dm
@@ -30,8 +30,7 @@
var/dir_in = 2//What direction will the mech face when entered/powered on? Defaults to South.
var/step_energy_drain = 10
var/melee_energy_drain = 15
- obj_integrity = 300 //obj_integrity is health
- max_integrity = 300
+ max_integrity = 300 //max_integrity is base health
var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100)
var/list/facing_modifiers = list(FRONT_ARMOUR = 1.5, SIDE_ARMOUR = 1, BACK_ARMOUR = 0.5)
diff --git a/code/game/mecha/medical/odysseus.dm b/code/game/mecha/medical/odysseus.dm
index d9539cfcd16f..54fdee805ba5 100644
--- a/code/game/mecha/medical/odysseus.dm
+++ b/code/game/mecha/medical/odysseus.dm
@@ -4,7 +4,6 @@
icon_state = "odysseus"
step_in = 3
max_temperature = 15000
- obj_integrity = 120
max_integrity = 120
wreckage = /obj/structure/mecha_wreckage/odysseus
internal_damage_threshold = 35
diff --git a/code/game/mecha/working/ripley.dm b/code/game/mecha/working/ripley.dm
index 80337331a2ea..60adb4dcb64f 100644
--- a/code/game/mecha/working/ripley.dm
+++ b/code/game/mecha/working/ripley.dm
@@ -6,7 +6,6 @@
var/fast_pressure_step_in = 2 //step_in while in normal pressure conditions
var/slow_pressure_step_in = 4 //step_in while in better pressure conditions
max_temperature = 20000
- obj_integrity = 200
max_integrity = 200
lights_power = 7
deflect_chance = 15
@@ -63,7 +62,6 @@
name = "\improper APLU \"Firefighter\""
icon_state = "firefighter"
max_temperature = 65000
- obj_integrity = 250
max_integrity = 250
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
lights_power = 7
diff --git a/code/game/objects/effects/effect_system/effects_foam.dm b/code/game/objects/effects/effect_system/effects_foam.dm
index f394cd0ebea6..9eac6d5deadb 100644
--- a/code/game/objects/effects/effect_system/effects_foam.dm
+++ b/code/game/objects/effects/effect_system/effects_foam.dm
@@ -201,7 +201,6 @@
name = "foamed metal"
desc = "A lightweight foamed metal wall."
gender = PLURAL
- obj_integrity = 20
max_integrity = 20
CanAtmosPass = ATMOS_PASS_DENSITY
@@ -236,7 +235,6 @@
return !density
/obj/structure/foamedmetal/iron
- obj_integrity = 50
max_integrity = 50
icon_state = "ironfoam"
@@ -247,7 +245,6 @@
opacity = FALSE
icon_state = "atmos_resin"
alpha = 120
- obj_integrity = 10
max_integrity = 10
layer = EDGED_TURF_LAYER
diff --git a/code/game/objects/effects/glowshroom.dm b/code/game/objects/effects/glowshroom.dm
index 6363a107d682..94dddf2f0fc9 100644
--- a/code/game/objects/effects/glowshroom.dm
+++ b/code/game/objects/effects/glowshroom.dm
@@ -9,7 +9,6 @@
icon = 'icons/obj/lighting.dmi'
icon_state = "glowshroom" //replaced in New
layer = ABOVE_NORMAL_TURF_LAYER
- obj_integrity = 30
max_integrity = 30
var/delay = 1200
var/floor = 0
diff --git a/code/game/objects/effects/spiders.dm b/code/game/objects/effects/spiders.dm
index 48220a77f0cb..798e6ee11380 100644
--- a/code/game/objects/effects/spiders.dm
+++ b/code/game/objects/effects/spiders.dm
@@ -5,7 +5,7 @@
desc = "it's stringy and sticky"
anchored = 1
density = 0
- obj_integrity = 15
+ max_integrity = 15
@@ -82,7 +82,7 @@
icon_state = "spiderling"
anchored = 0
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
- obj_integrity = 3
+ max_integrity = 3
var/amount_grown = 0
var/grow_as = null
var/obj/machinery/atmospherics/components/unary/vent_pump/entry_vent
@@ -188,7 +188,7 @@
name = "cocoon"
desc = "Something wrapped in silky spider web"
icon_state = "cocoon1"
- obj_integrity = 60
+ max_integrity = 60
/obj/structure/spider/cocoon/Initialize()
icon_state = pick("cocoon1","cocoon2","cocoon3")
diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index d937abf0d309..d31f14d4f341 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -24,10 +24,8 @@ GLOBAL_VAR_INIT(rpg_loot_items, FALSE)
var/icon/alternate_worn_icon = null//If this is set, update_icons() will find on mob (WORN, NOT INHANDS) states in this file instead, primary use: badminnery/events
var/alternate_worn_layer = null//If this is set, update_icons() will force the on mob state (WORN, NOT INHANDS) onto this layer, instead of it's default
- obj_integrity = 200
max_integrity = 200
-
var/hitsound = null
var/usesound = null
var/throwhitsound = null
diff --git a/code/game/objects/items/devices/forcefieldprojector.dm b/code/game/objects/items/devices/forcefieldprojector.dm
index 3f2ed0d5d163..3a7dd71e458d 100644
--- a/code/game/objects/items/devices/forcefieldprojector.dm
+++ b/code/game/objects/items/devices/forcefieldprojector.dm
@@ -76,7 +76,6 @@
anchored = TRUE
density = TRUE
mouse_opacity = 2
- obj_integrity = INFINITY
max_integrity = INFINITY
CanAtmosPass = ATMOS_PASS_DENSITY
armor = list(melee = 0, bullet = 25, laser = 50, energy = 50, bomb = 25, bio = 100, rad = 100, fire = 100, acid = 100)
diff --git a/code/game/objects/items/devices/instruments.dm b/code/game/objects/items/devices/instruments.dm
index 0fc7582466e0..6a9eb9ce901e 100644
--- a/code/game/objects/items/devices/instruments.dm
+++ b/code/game/objects/items/devices/instruments.dm
@@ -2,7 +2,6 @@
/obj/item/device/instrument
name = "generic instrument"
resistance_flags = FLAMMABLE
- obj_integrity = 100
max_integrity = 100
var/datum/song/handheld/song
var/instrumentId = "generic"
diff --git a/code/game/objects/items/stacks/medical.dm b/code/game/objects/items/stacks/medical.dm
index 03366c94e631..6634826d6cef 100644
--- a/code/game/objects/items/stacks/medical.dm
+++ b/code/game/objects/items/stacks/medical.dm
@@ -9,7 +9,6 @@
throw_speed = 3
throw_range = 7
resistance_flags = FLAMMABLE
- obj_integrity = 40
max_integrity = 40
novariants = FALSE
var/heal_brute = 0
diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm
index 25b16d9a5548..64e5647df857 100644
--- a/code/game/objects/items/stacks/sheets/glass.dm
+++ b/code/game/objects/items/stacks/sheets/glass.dm
@@ -35,7 +35,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
/obj/item/stack/sheet/glass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.glass_recipes
return ..()
-
+
/obj/item/stack/sheet/glass/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
if(istype(W, /obj/item/stack/cable_coil))
@@ -88,7 +88,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
/obj/item/stack/sheet/plasmaglass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.pglass_recipes
return ..()
-
+
/obj/item/stack/sheet/plasmaglass/attackby(obj/item/W, mob/user, params)
add_fingerprint(user)
@@ -156,7 +156,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
/obj/item/stack/sheet/rglass/Initialize(mapload, new_amount, merge = TRUE)
recipes = GLOB.reinforced_glass_recipes
return ..()
-
+
GLOBAL_LIST_INIT(prglass_recipes, list ( \
new/datum/stack_recipe("directional reinforced window", /obj/structure/window/plasma/reinforced/unanchored, time = 0, on_floor = TRUE, window_checks = TRUE), \
new/datum/stack_recipe("fulltile reinforced window", /obj/structure/window/plasma/reinforced/fulltile/unanchored, 2, time = 0, on_floor = TRUE, window_checks = TRUE) \
@@ -192,7 +192,6 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
hitsound = 'sound/weapons/bladeslice.ogg'
resistance_flags = ACID_PROOF
armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
- obj_integrity = 40
max_integrity = 40
var/cooldown = 0
sharpness = IS_SHARP
diff --git a/code/game/objects/items/stacks/sheets/mineral.dm b/code/game/objects/items/stacks/sheets/mineral.dm
index 0aaf5552c1c8..e9f2977725e7 100644
--- a/code/game/objects/items/stacks/sheets/mineral.dm
+++ b/code/game/objects/items/stacks/sheets/mineral.dm
@@ -152,7 +152,6 @@ GLOBAL_LIST_INIT(uranium_recipes, list ( \
origin_tech = "plasmatech=2;materials=2"
sheettype = "plasma"
resistance_flags = FLAMMABLE
- obj_integrity = 100
max_integrity = 100
materials = list(MAT_PLASMA=MINERAL_MATERIAL_AMOUNT)
diff --git a/code/game/objects/items/toys.dm b/code/game/objects/items/toys.dm
index 500470c7262c..cb4716248328 100644
--- a/code/game/objects/items/toys.dm
+++ b/code/game/objects/items/toys.dm
@@ -584,7 +584,6 @@
/obj/item/toy/cards
resistance_flags = FLAMMABLE
- obj_integrity = 50
max_integrity = 50
var/parentdeck = null
var/deckstyle = "nanotrasen"
diff --git a/code/game/objects/items/weapons/grenades/grenade.dm b/code/game/objects/items/weapons/grenades/grenade.dm
index b1aa128ece94..33f3b34c95ca 100644
--- a/code/game/objects/items/weapons/grenades/grenade.dm
+++ b/code/game/objects/items/weapons/grenades/grenade.dm
@@ -10,7 +10,6 @@
flags = CONDUCT
slot_flags = SLOT_BELT
resistance_flags = FLAMMABLE
- obj_integrity = 40
max_integrity = 40
var/active = 0
var/det_time = 50
diff --git a/code/game/objects/items/weapons/melee/energy.dm b/code/game/objects/items/weapons/melee/energy.dm
index ff8db01d3ce1..945889d80031 100644
--- a/code/game/objects/items/weapons/melee/energy.dm
+++ b/code/game/objects/items/weapons/melee/energy.dm
@@ -9,7 +9,6 @@
sharpness = IS_SHARP
var/w_class_on = WEIGHT_CLASS_BULKY
heat = 3500
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
diff --git a/code/game/objects/items/weapons/paint.dm b/code/game/objects/items/weapons/paint.dm
index d32883b34850..e2a1c2b6567e 100644
--- a/code/game/objects/items/weapons/paint.dm
+++ b/code/game/objects/items/weapons/paint.dm
@@ -11,7 +11,6 @@
item_state = "paintcan"
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = FLAMMABLE
- obj_integrity = 100
max_integrity = 100
var/paintleft = 10
diff --git a/code/game/objects/items/weapons/storage/backpack.dm b/code/game/objects/items/weapons/storage/backpack.dm
index 1837dfb67127..78e1261abac5 100644
--- a/code/game/objects/items/weapons/storage/backpack.dm
+++ b/code/game/objects/items/weapons/storage/backpack.dm
@@ -20,7 +20,6 @@
max_combined_w_class = 21
storage_slots = 21
resistance_flags = 0
- obj_integrity = 300
max_integrity = 300
/*
diff --git a/code/game/objects/items/weapons/storage/belt.dm b/code/game/objects/items/weapons/storage/belt.dm
index 0237348fea6f..3dbb98882fc8 100644
--- a/code/game/objects/items/weapons/storage/belt.dm
+++ b/code/game/objects/items/weapons/storage/belt.dm
@@ -6,7 +6,6 @@
item_state = "utility"
slot_flags = SLOT_BELT
attack_verb = list("whipped", "lashed", "disciplined")
- obj_integrity = 300
max_integrity = 300
/obj/item/weapon/storage/belt/update_icon()
diff --git a/code/game/objects/items/weapons/storage/briefcase.dm b/code/game/objects/items/weapons/storage/briefcase.dm
index 8b92b4eaab1a..9aedb50f7e81 100644
--- a/code/game/objects/items/weapons/storage/briefcase.dm
+++ b/code/game/objects/items/weapons/storage/briefcase.dm
@@ -12,7 +12,6 @@
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
resistance_flags = FLAMMABLE
- obj_integrity = 150
max_integrity = 150
var/folder_path = /obj/item/weapon/folder //this is the path of the folder that gets spawned in New()
@@ -43,7 +42,6 @@
max_combined_w_class = 21
attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
resistance_flags = FLAMMABLE
- obj_integrity = 150
max_integrity = 150
/obj/item/weapon/storage/briefcase/sniperbundle/PopulateContents()
diff --git a/code/game/objects/items/weapons/tanks/watertank.dm b/code/game/objects/items/weapons/tanks/watertank.dm
index 416a843dc3b9..79e14ad4e544 100644
--- a/code/game/objects/items/weapons/tanks/watertank.dm
+++ b/code/game/objects/items/weapons/tanks/watertank.dm
@@ -9,7 +9,6 @@
slot_flags = SLOT_BACK
slowdown = 1
actions_types = list(/datum/action/item_action/toggle_mister)
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
diff --git a/code/game/objects/items/weapons/twohanded.dm b/code/game/objects/items/weapons/twohanded.dm
index 74d2f48875f1..d741f175e2dd 100644
--- a/code/game/objects/items/weapons/twohanded.dm
+++ b/code/game/objects/items/weapons/twohanded.dm
@@ -209,7 +209,6 @@
attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
@@ -258,7 +257,6 @@
light_color = "#00ff00"//green
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 75
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
@@ -418,7 +416,6 @@
hitsound = 'sound/weapons/bladeslice.ogg'
attack_verb = list("attacked", "poked", "jabbed", "torn", "gored")
sharpness = IS_SHARP
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
var/obj/item/weapon/grenade/explosive = null
@@ -568,7 +565,6 @@
attack_verb = list("attacked", "impaled", "pierced")
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = IS_SHARP
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
resistance_flags = FIRE_PROOF
diff --git a/code/game/objects/items/weapons/weaponry.dm b/code/game/objects/items/weapons/weaponry.dm
index 4f5550a49bb9..c985f21c3bb5 100644
--- a/code/game/objects/items/weapons/weaponry.dm
+++ b/code/game/objects/items/weapons/weaponry.dm
@@ -11,7 +11,6 @@
throw_speed = 3
throw_range = 7
attack_verb = list("banned")
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70)
resistance_flags = FIRE_PROOF
@@ -56,7 +55,6 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
sharpness = IS_SHARP
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
resistance_flags = FIRE_PROOF
@@ -201,7 +199,6 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
sharpness = IS_SHARP
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50)
resistance_flags = FIRE_PROOF
diff --git a/code/game/objects/structures/ai_core.dm b/code/game/objects/structures/ai_core.dm
index 4da065bac1b4..ba94d09ac412 100644
--- a/code/game/objects/structures/ai_core.dm
+++ b/code/game/objects/structures/ai_core.dm
@@ -4,7 +4,6 @@
name = "\improper AI core"
icon = 'icons/mob/ai.dmi'
icon_state = "0"
- obj_integrity = 500
max_integrity = 500
var/state = 0
var/datum/ai_laws/laws = new()
diff --git a/code/game/objects/structures/aliens.dm b/code/game/objects/structures/aliens.dm
index c3a785eec159..70a7e157eca8 100644
--- a/code/game/objects/structures/aliens.dm
+++ b/code/game/objects/structures/aliens.dm
@@ -9,7 +9,6 @@
/obj/structure/alien
icon = 'icons/mob/alien.dmi'
- obj_integrity = 100
max_integrity = 100
/obj/structure/alien/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
@@ -59,7 +58,6 @@
opacity = 1
anchored = 1
canSmoothWith = list(/obj/structure/alien/resin)
- obj_integrity = 200
max_integrity = 200
smooth = SMOOTH_TRUE
var/resintype = null
@@ -92,7 +90,6 @@
icon = 'icons/obj/smooth_structures/alien/resin_membrane.dmi'
icon_state = "membrane0"
opacity = 0
- obj_integrity = 160
max_integrity = 160
resintype = "membrane"
canSmoothWith = list(/obj/structure/alien/resin/wall, /obj/structure/alien/resin/membrane)
@@ -119,7 +116,6 @@
density = 0
layer = TURF_LAYER
icon_state = "weeds"
- obj_integrity = 15
max_integrity = 15
canSmoothWith = list(/obj/structure/alien/weeds, /turf/closed/wall)
smooth = SMOOTH_MORE
@@ -220,7 +216,6 @@
icon_state = "egg_growing"
density = FALSE
anchored = TRUE
- obj_integrity = 100
max_integrity = 100
integrity_failure = 5
var/status = GROWING //can be GROWING, GROWN or BURST; all mutually exclusive
diff --git a/code/game/objects/structures/artstuff.dm b/code/game/objects/structures/artstuff.dm
index 989bb6755b8c..6d545c3ee017 100644
--- a/code/game/objects/structures/artstuff.dm
+++ b/code/game/objects/structures/artstuff.dm
@@ -10,7 +10,6 @@
icon_state = "easel"
density = 1
resistance_flags = FLAMMABLE
- obj_integrity = 60
max_integrity = 60
var/obj/item/weapon/canvas/painting = null
diff --git a/code/game/objects/structures/barsigns.dm b/code/game/objects/structures/barsigns.dm
index b826755aa01d..7ba9bb9d9de4 100644
--- a/code/game/objects/structures/barsigns.dm
+++ b/code/game/objects/structures/barsigns.dm
@@ -4,7 +4,6 @@
icon = 'icons/obj/barsigns.dmi'
icon_state = "empty"
req_access = list(GLOB.access_bar)
- obj_integrity = 500
max_integrity = 500
integrity_failure = 250
armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
@@ -16,12 +15,8 @@
var/prev_sign = ""
var/panel_open = 0
-
-
-
-/obj/structure/sign/barsign/New()
- ..()
-
+/obj/structure/sign/barsign/Initialize()
+ . = ..()
//filling the barsigns list
for(var/bartype in subtypesof(/datum/barsign))
@@ -29,12 +24,9 @@
if(!signinfo.hidden)
barsigns += signinfo
-
//randomly assigning a sign
set_sign(pick(barsigns))
-
-
/obj/structure/sign/barsign/proc/set_sign(datum/barsign/sign)
if(!istype(sign))
return
@@ -45,8 +37,6 @@
else
desc = "It displays \"[name]\"."
-
-
/obj/structure/sign/barsign/obj_break(damage_flag)
if(!broken && !(flags & NODECONSTRUCT))
broken = 1
diff --git a/code/game/objects/structures/beds_chairs/alien_nest.dm b/code/game/objects/structures/beds_chairs/alien_nest.dm
index 28e2da036668..5b6d53b4448e 100644
--- a/code/game/objects/structures/beds_chairs/alien_nest.dm
+++ b/code/game/objects/structures/beds_chairs/alien_nest.dm
@@ -5,7 +5,6 @@
desc = "It's a gruesome pile of thick, sticky resin shaped like a nest."
icon = 'icons/obj/smooth_structures/alien/nest.dmi'
icon_state = "nest"
- obj_integrity = 120
max_integrity = 120
smooth = SMOOTH_TRUE
can_be_unanchored = 0
diff --git a/code/game/objects/structures/beds_chairs/bed.dm b/code/game/objects/structures/beds_chairs/bed.dm
index 744740c6f9d6..53736eace4d8 100644
--- a/code/game/objects/structures/beds_chairs/bed.dm
+++ b/code/game/objects/structures/beds_chairs/bed.dm
@@ -16,7 +16,6 @@
can_buckle = 1
buckle_lying = 1
resistance_flags = FLAMMABLE
- obj_integrity = 100
max_integrity = 100
integrity_failure = 30
var/buildstacktype = /obj/item/stack/sheet/metal
diff --git a/code/game/objects/structures/beds_chairs/chair.dm b/code/game/objects/structures/beds_chairs/chair.dm
index 8b94bb920781..e2728e5eaf14 100644
--- a/code/game/objects/structures/beds_chairs/chair.dm
+++ b/code/game/objects/structures/beds_chairs/chair.dm
@@ -7,7 +7,6 @@
can_buckle = 1
buckle_lying = 0 //you sit in a chair, not lay
resistance_flags = 0
- obj_integrity = 250
max_integrity = 250
integrity_failure = 25
var/buildstacktype = /obj/item/stack/sheet/metal
@@ -119,7 +118,6 @@
name = "wooden chair"
desc = "Old is never too old to not be in fashion."
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
buildstacktype = /obj/item/stack/sheet/mineral/wood
buildstackamount = 3
@@ -141,7 +139,6 @@
icon_state = "comfychair"
color = rgb(255,255,255)
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
buildstackamount = 2
var/mutable_appearance/armrest
@@ -314,7 +311,6 @@
icon_state = "wooden_chair_toppled"
item_state = "woodenchair"
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
hitsound = 'sound/weapons/genhit1.ogg'
origin_type = /obj/structure/chair/wood
diff --git a/code/game/objects/structures/bedsheet_bin.dm b/code/game/objects/structures/bedsheet_bin.dm
index 470e5c7bec38..9074efe58279 100644
--- a/code/game/objects/structures/bedsheet_bin.dm
+++ b/code/game/objects/structures/bedsheet_bin.dm
@@ -242,7 +242,6 @@ LINEN BINS
icon_state = "linenbin-full"
anchored = 1
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
var/amount = 10
var/list/sheets = list()
diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm
index e5a67620160f..365497184562 100644
--- a/code/game/objects/structures/crates_lockers/closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets.dm
@@ -12,7 +12,6 @@
var/locked = FALSE
var/large = TRUE
var/wall_mounted = 0 //never solid (You can always pass over it)
- obj_integrity = 200
max_integrity = 200
integrity_failure = 50
armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 60)
diff --git a/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm b/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm
index 6901d47f3981..b1a62a0e34a2 100644
--- a/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm
+++ b/code/game/objects/structures/crates_lockers/closets/cardboardbox.dm
@@ -5,7 +5,6 @@
icon_state = "cardboard"
mob_storage_capacity = 1
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
integrity_failure = 0
can_weld_shut = 0
@@ -61,7 +60,7 @@
name = "large metal box"
desc = "THE COWARDS! THE FOOLS!"
icon_state = "metalbox"
- obj_integrity = 500
+ max_integrity = 500
mob_storage_capacity = 5
resistance_flags = 0
move_speed_multiplier = 2
diff --git a/code/game/objects/structures/crates_lockers/closets/gimmick.dm b/code/game/objects/structures/crates_lockers/closets/gimmick.dm
index b2280f509505..4657437be2d9 100644
--- a/code/game/objects/structures/crates_lockers/closets/gimmick.dm
+++ b/code/game/objects/structures/crates_lockers/closets/gimmick.dm
@@ -3,7 +3,6 @@
desc = "Old will forever be in fashion."
icon_state = "cabinet"
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
/obj/structure/closet/acloset
diff --git a/code/game/objects/structures/crates_lockers/closets/job_closets.dm b/code/game/objects/structures/crates_lockers/closets/job_closets.dm
index f9598f524471..43534c1949bf 100644
--- a/code/game/objects/structures/crates_lockers/closets/job_closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets/job_closets.dm
@@ -126,7 +126,6 @@
desc = "It's a burial receptacle for the dearly departed."
icon_state = "coffin"
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
horizontal = TRUE
delivery_icon = "deliverycrate"
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/bar.dm b/code/game/objects/structures/crates_lockers/closets/secure/bar.dm
index 70d098d12295..8fe673b3600d 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/bar.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/bar.dm
@@ -3,7 +3,6 @@
req_access = list(GLOB.access_bar)
icon_state = "cabinet"
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
/obj/structure/closet/secure_closet/bar/PopulateContents()
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/personal.dm b/code/game/objects/structures/crates_lockers/closets/secure/personal.dm
index 1be12952a29f..3f502ee9d578 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/personal.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/personal.dm
@@ -24,7 +24,6 @@
/obj/structure/closet/secure_closet/personal/cabinet
icon_state = "cabinet"
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
/obj/structure/closet/secure_closet/personal/cabinet/PopulateContents()
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
index b1c1e889a50f..ad08eb37ce54 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
@@ -3,7 +3,6 @@
desc = "It's a card-locked storage unit."
locked = 1
icon_state = "secure"
- obj_integrity = 250
max_integrity = 250
armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
secure = 1
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/security.dm b/code/game/objects/structures/crates_lockers/closets/secure/security.dm
index 03828deb153e..79a235b2a46e 100755
--- a/code/game/objects/structures/crates_lockers/closets/secure/security.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/security.dm
@@ -162,7 +162,6 @@
req_access = list(GLOB.access_forensics_lockers)
icon_state = "cabinet"
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
/obj/structure/closet/secure_closet/detective/PopulateContents()
diff --git a/code/game/objects/structures/crates_lockers/crates/secure.dm b/code/game/objects/structures/crates_lockers/crates/secure.dm
index ff0e4db9a822..c11880063680 100644
--- a/code/game/objects/structures/crates_lockers/crates/secure.dm
+++ b/code/game/objects/structures/crates_lockers/crates/secure.dm
@@ -4,7 +4,6 @@
icon_state = "securecrate"
secure = 1
locked = 1
- obj_integrity = 500
max_integrity = 500
armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
var/tamperproof = 0
diff --git a/code/game/objects/structures/destructible_structures.dm b/code/game/objects/structures/destructible_structures.dm
index 926e769e9375..c65911233ad1 100644
--- a/code/game/objects/structures/destructible_structures.dm
+++ b/code/game/objects/structures/destructible_structures.dm
@@ -1,6 +1,5 @@
/obj/structure/destructible //a base for destructible structures
max_integrity = 100
- obj_integrity = 100
var/break_message = "The strange, admin-y structure breaks!" //The message shown when a structure breaks
var/break_sound = 'sound/magic/clockwork/invoke_general.ogg' //The sound played when a structure breaks
var/list/debris = null //Parts left behind when a structure breaks, takes the form of list(path = amount_to_spawn)
diff --git a/code/game/objects/structures/displaycase.dm b/code/game/objects/structures/displaycase.dm
index dab876b24219..af878f21c4a6 100644
--- a/code/game/objects/structures/displaycase.dm
+++ b/code/game/objects/structures/displaycase.dm
@@ -7,7 +7,6 @@
anchored = 1
resistance_flags = ACID_PROOF
armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 100)
- obj_integrity = 200
max_integrity = 200
integrity_failure = 50
var/obj/item/showpiece = null
diff --git a/code/game/objects/structures/door_assembly.dm b/code/game/objects/structures/door_assembly.dm
index 978b88af6633..1b516d25c5b2 100644
--- a/code/game/objects/structures/door_assembly.dm
+++ b/code/game/objects/structures/door_assembly.dm
@@ -5,7 +5,6 @@
var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
anchored = 0
density = 1
- obj_integrity = 200
max_integrity = 200
var/state = 0
var/mineral = null
diff --git a/code/game/objects/structures/extinguisher.dm b/code/game/objects/structures/extinguisher.dm
index f76dd1e91995..3d1d4bb612d9 100644
--- a/code/game/objects/structures/extinguisher.dm
+++ b/code/game/objects/structures/extinguisher.dm
@@ -5,7 +5,6 @@
icon_state = "extinguisher_closed"
anchored = 1
density = 0
- obj_integrity = 200
max_integrity = 200
integrity_failure = 50
var/obj/item/weapon/extinguisher/stored_extinguisher
diff --git a/code/game/objects/structures/false_walls.dm b/code/game/objects/structures/false_walls.dm
index 49154c9f45d5..02f19211c484 100644
--- a/code/game/objects/structures/false_walls.dm
+++ b/code/game/objects/structures/false_walls.dm
@@ -14,7 +14,6 @@
var/opening = 0
density = 1
opacity = 1
- obj_integrity = 100
max_integrity = 100
canSmoothWith = list(
@@ -220,7 +219,6 @@
mineral = /obj/item/stack/sheet/mineral/diamond
walltype = /turf/closed/wall/mineral/diamond
canSmoothWith = list(/obj/structure/falsewall/diamond, /turf/closed/wall/mineral/diamond)
- obj_integrity = 800
max_integrity = 800
/obj/structure/falsewall/plasma
diff --git a/code/game/objects/structures/fireaxe.dm b/code/game/objects/structures/fireaxe.dm
index 59ae52e4b3e6..98b77bc4b589 100644
--- a/code/game/objects/structures/fireaxe.dm
+++ b/code/game/objects/structures/fireaxe.dm
@@ -9,7 +9,6 @@
armor = list(melee = 50, bullet = 20, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 50)
var/locked = 1
var/open = 0
- obj_integrity = 150
max_integrity = 150
integrity_failure = 50
diff --git a/code/game/objects/structures/flora.dm b/code/game/objects/structures/flora.dm
index 1e5b5423b02a..ce18836827ba 100644
--- a/code/game/objects/structures/flora.dm
+++ b/code/game/objects/structures/flora.dm
@@ -1,6 +1,5 @@
/obj/structure/flora
resistance_flags = FLAMMABLE
- obj_integrity = 150
max_integrity = 150
anchored = 1
diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm
index accccbc1633e..774d02319643 100644
--- a/code/game/objects/structures/girders.dm
+++ b/code/game/objects/structures/girders.dm
@@ -7,7 +7,6 @@
var/state = GIRDER_NORMAL
var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
var/can_displace = TRUE //If the girder can be moved around by wrenching it
- obj_integrity = 200
max_integrity = 200
/obj/structure/girder/examine(mob/user)
@@ -306,7 +305,6 @@
anchored = 0
state = GIRDER_DISPLACED
girderpasschance = 25
- obj_integrity = 120
max_integrity = 120
/obj/structure/girder/reinforced
@@ -314,7 +312,6 @@
icon_state = "reinforced"
state = GIRDER_REINF
girderpasschance = 0
- obj_integrity = 350
max_integrity = 350
diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm
index e2e8f7e5c94d..c1bed2f5156d 100644
--- a/code/game/objects/structures/grille.dm
+++ b/code/game/objects/structures/grille.dm
@@ -9,7 +9,6 @@
pressure_resistance = 5*ONE_ATMOSPHERE
layer = BELOW_OBJ_LAYER
armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 0, acid = 0)
- obj_integrity = 50
max_integrity = 50
integrity_failure = 20
var/rods_type = /obj/item/stack/rods
diff --git a/code/game/objects/structures/holosign.dm b/code/game/objects/structures/holosign.dm
index 841ce45b7b55..b1d20a8f65b1 100644
--- a/code/game/objects/structures/holosign.dm
+++ b/code/game/objects/structures/holosign.dm
@@ -5,7 +5,6 @@
name = "holo sign"
icon = 'icons/effects/effects.dmi'
anchored = 1
- obj_integrity = 1
max_integrity = 1
armor = list(melee = 0, bullet = 50, laser = 50, energy = 50, bomb = 0, bio = 0, rad = 0, fire = 20, acid = 20)
var/obj/item/weapon/holosign_creator/projector
@@ -46,7 +45,6 @@
icon_state = "holosign_sec"
pass_flags = LETPASSTHROW
density = 1
- obj_integrity = 20
max_integrity = 20
var/allow_walk = 1 //can we pass through it on walk intent
@@ -89,7 +87,6 @@
name = "Energy Field"
desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
density = 1
- obj_integrity = 10
max_integrity = 10
allow_walk = 0
@@ -103,7 +100,6 @@
/obj/structure/holosign/barrier/cyborg/hacked
name = "Charged Energy Field"
desc = "A powerful energy field that blocks movement. Energy arcs off it"
- obj_integrity = 20
max_integrity = 20
var/shockcd = 0
diff --git a/code/game/objects/structures/kitchen_spike.dm b/code/game/objects/structures/kitchen_spike.dm
index 258b6374cbd0..3dd3fd03c162 100644
--- a/code/game/objects/structures/kitchen_spike.dm
+++ b/code/game/objects/structures/kitchen_spike.dm
@@ -8,7 +8,6 @@
desc = "The frame of a meat spike."
density = 1
anchored = 0
- obj_integrity = 200
max_integrity = 200
/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
@@ -51,7 +50,6 @@
anchored = 1
buckle_lying = 0
can_buckle = 1
- obj_integrity = 250
max_integrity = 250
diff --git a/code/game/objects/structures/lattice.dm b/code/game/objects/structures/lattice.dm
index 4b2017fab650..9b1268e30b2f 100644
--- a/code/game/objects/structures/lattice.dm
+++ b/code/game/objects/structures/lattice.dm
@@ -6,7 +6,6 @@
density = 0
anchored = 1
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
- obj_integrity = 50
max_integrity = 50
layer = LATTICE_LAYER //under pipes
var/number_of_rods = 1
diff --git a/code/game/objects/structures/manned_turret.dm b/code/game/objects/structures/manned_turret.dm
index 5a5972df8897..e9c5407d6bba 100644
--- a/code/game/objects/structures/manned_turret.dm
+++ b/code/game/objects/structures/manned_turret.dm
@@ -8,7 +8,6 @@
can_buckle = TRUE
density = TRUE
max_integrity = 100
- obj_integrity = 100
buckle_lying = FALSE
layer = ABOVE_MOB_LAYER
var/view_range = 10
diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm
index dcbc910e342c..0d74397b1345 100644
--- a/code/game/objects/structures/mineral_doors.dm
+++ b/code/game/objects/structures/mineral_doors.dm
@@ -14,7 +14,6 @@
var/state = 0 //closed, 1 == open
var/isSwitchingStates = 0
var/close_delay = -1 //-1 if does not auto close.
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 50, acid = 50)
var/sheetType = /obj/item/stack/sheet/metal
@@ -144,14 +143,12 @@
/obj/structure/mineral_door/iron
name = "iron door"
- obj_integrity = 300
max_integrity = 300
/obj/structure/mineral_door/silver
name = "silver door"
icon_state = "silver"
sheetType = /obj/item/stack/sheet/mineral/silver
- obj_integrity = 300
max_integrity = 300
/obj/structure/mineral_door/gold
@@ -163,7 +160,6 @@
name = "uranium door"
icon_state = "uranium"
sheetType = /obj/item/stack/sheet/mineral/uranium
- obj_integrity = 300
max_integrity = 300
light_range = 2
@@ -171,7 +167,6 @@
name = "sandstone door"
icon_state = "sandstone"
sheetType = /obj/item/stack/sheet/mineral/sandstone
- obj_integrity = 100
max_integrity = 100
/obj/structure/mineral_door/transparent
@@ -207,7 +202,6 @@
name = "diamond door"
icon_state = "diamond"
sheetType = /obj/item/stack/sheet/mineral/diamond
- obj_integrity = 1000
max_integrity = 1000
/obj/structure/mineral_door/wood
@@ -217,7 +211,6 @@
closeSound = 'sound/effects/doorcreaky.ogg'
sheetType = /obj/item/stack/sheet/mineral/wood
resistance_flags = FLAMMABLE
- obj_integrity = 200
max_integrity = 200
/obj/structure/mineral_door/paperframe
@@ -228,7 +221,6 @@
sheetType = /obj/item/stack/sheet/paperframes
sheetAmount = 3
resistance_flags = FLAMMABLE
- obj_integrity = 20
max_integrity = 20
/obj/structure/mineral_door/paperframe/Initialize()
diff --git a/code/game/objects/structures/mirror.dm b/code/game/objects/structures/mirror.dm
index b8367721b1fd..45c33075de11 100644
--- a/code/game/objects/structures/mirror.dm
+++ b/code/game/objects/structures/mirror.dm
@@ -6,7 +6,6 @@
icon_state = "mirror"
density = 0
anchored = 1
- obj_integrity = 200
max_integrity = 200
integrity_failure = 100
diff --git a/code/game/objects/structures/morgue.dm b/code/game/objects/structures/morgue.dm
index 60c144c530d0..42eb0af03461 100644
--- a/code/game/objects/structures/morgue.dm
+++ b/code/game/objects/structures/morgue.dm
@@ -18,7 +18,6 @@
icon_state = "morgue1"
density = 1
anchored = 1
- obj_integrity = 400
max_integrity = 400
var/obj/structure/tray/connected = null
@@ -251,7 +250,6 @@ GLOBAL_LIST_EMPTY(crematoriums)
var/obj/structure/bodycontainer/connected = null
anchored = 1
pass_flags = LETPASSTHROW
- obj_integrity = 350
max_integrity = 350
/obj/structure/tray/Destroy()
diff --git a/code/game/objects/structures/noticeboard.dm b/code/game/objects/structures/noticeboard.dm
index b584e88dc9ad..cf6c8ae01b25 100644
--- a/code/game/objects/structures/noticeboard.dm
+++ b/code/game/objects/structures/noticeboard.dm
@@ -5,7 +5,6 @@
icon_state = "nboard00"
density = 0
anchored = 1
- obj_integrity = 150
max_integrity = 150
var/notices = 0
diff --git a/code/game/objects/structures/petrified_statue.dm b/code/game/objects/structures/petrified_statue.dm
index 80e535dc92cb..80b69506dc7b 100644
--- a/code/game/objects/structures/petrified_statue.dm
+++ b/code/game/objects/structures/petrified_statue.dm
@@ -4,7 +4,6 @@
icon_state = "human_male"
density = 1
anchored = 1
- obj_integrity = 200
max_integrity = 200
var/timer = 240 //eventually the person will be freed
var/mob/living/petrified_mob
diff --git a/code/game/objects/structures/signs.dm b/code/game/objects/structures/signs.dm
index ce1fbab90a9c..50497af1870b 100644
--- a/code/game/objects/structures/signs.dm
+++ b/code/game/objects/structures/signs.dm
@@ -4,7 +4,6 @@
opacity = 0
density = 0
layer = SIGN_LAYER
- obj_integrity = 100
max_integrity = 100
armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
var/buildable_sign = 1 //unwrenchable and modifiable
@@ -113,7 +112,6 @@
/obj/structure/sign/map
name = "station map"
desc = "A framed picture of the station."
- obj_integrity = 500
max_integrity = 500
/obj/structure/sign/map/left
diff --git a/code/game/objects/structures/statues.dm b/code/game/objects/structures/statues.dm
index 51f291ad6393..5cf83b3b299c 100644
--- a/code/game/objects/structures/statues.dm
+++ b/code/game/objects/structures/statues.dm
@@ -8,7 +8,6 @@
icon_state = ""
density = 1
anchored = 0
- obj_integrity = 100
max_integrity = 100
var/oreAmount = 5
var/material_drop_type = /obj/item/stack/sheet/metal
@@ -96,7 +95,7 @@
////////////////////////uranium///////////////////////////////////
/obj/structure/statue/uranium
- obj_integrity = 300
+ max_integrity = 300
light_range = 2
material_drop_type = /obj/item/stack/sheet/mineral/uranium
var/last_event = 0
@@ -141,7 +140,7 @@
////////////////////////////plasma///////////////////////////////////////////////////////////////////////
/obj/structure/statue/plasma
- obj_integrity = 200
+ max_integrity = 200
material_drop_type = /obj/item/stack/sheet/mineral/plasma
desc = "This statue is suitably made from plasma."
@@ -192,7 +191,7 @@
//////////////////////gold///////////////////////////////////////
/obj/structure/statue/gold
- obj_integrity = 300
+ max_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/gold
desc = "This is a highly valuable statue made from gold."
@@ -219,7 +218,7 @@
//////////////////////////silver///////////////////////////////////////
/obj/structure/statue/silver
- obj_integrity = 300
+ max_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/silver
desc = "This is a valuable statue made from silver."
@@ -246,7 +245,7 @@
/////////////////////////diamond/////////////////////////////////////////
/obj/structure/statue/diamond
- obj_integrity = 1000
+ max_integrity = 1000
material_drop_type = /obj/item/stack/sheet/mineral/diamond
desc = "This is a very expensive diamond statue"
@@ -265,7 +264,7 @@
////////////////////////bananium///////////////////////////////////////
/obj/structure/statue/bananium
- obj_integrity = 300
+ max_integrity = 300
material_drop_type = /obj/item/stack/sheet/mineral/bananium
desc = "A bananium statue with a small engraving:'HOOOOOOONK'."
var/spam_flag = 0
@@ -300,7 +299,7 @@
/////////////////////sandstone/////////////////////////////////////////
/obj/structure/statue/sandstone
- obj_integrity = 50
+ max_integrity = 50
material_drop_type = /obj/item/stack/sheet/mineral/sandstone
/obj/structure/statue/sandstone/assistant
@@ -318,7 +317,7 @@
/////////////////////snow/////////////////////////////////////////
/obj/structure/statue/snow
- obj_integrity = 50
+ max_integrity = 50
material_drop_type = /obj/item/stack/sheet/mineral/snow
/obj/structure/statue/snow/snowman
diff --git a/code/game/objects/structures/table_frames.dm b/code/game/objects/structures/table_frames.dm
index d46752039b0a..04ad7189c53e 100644
--- a/code/game/objects/structures/table_frames.dm
+++ b/code/game/objects/structures/table_frames.dm
@@ -17,7 +17,6 @@
density = 0
anchored = 0
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
- obj_integrity = 100
max_integrity = 100
var/framestack = /obj/item/stack/rods
var/framestackamount = 2
diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm
index bbc993c2e295..def3eb561086 100644
--- a/code/game/objects/structures/tables_racks.dm
+++ b/code/game/objects/structures/tables_racks.dm
@@ -29,7 +29,6 @@
var/buildstackamount = 1
var/framestackamount = 2
var/deconstruction_ready = 1
- obj_integrity = 100
max_integrity = 100
integrity_failure = 30
smooth = SMOOTH_TRUE
@@ -162,7 +161,6 @@
icon_state = "glass_table"
buildstack = /obj/item/stack/sheet/glass
canSmoothWith = null
- obj_integrity = 70
max_integrity = 70
resistance_flags = ACID_PROOF
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
@@ -244,7 +242,6 @@
framestack = /obj/item/stack/sheet/mineral/wood
buildstack = /obj/item/stack/sheet/mineral/wood
resistance_flags = FLAMMABLE
- obj_integrity = 70
max_integrity = 70
canSmoothWith = list(/obj/structure/table/wood,
/obj/structure/table/wood/poker,
@@ -296,7 +293,6 @@
deconstruction_ready = 0
buildstack = /obj/item/stack/sheet/plasteel
canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
- obj_integrity = 200
max_integrity = 200
integrity_failure = 50
armor = list(melee = 10, bullet = 30, laser = 30, energy = 100, bomb = 20, bio = 0, rad = 0, fire = 80, acid = 70)
@@ -409,7 +405,6 @@
density = 1
anchored = 1
pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.
- obj_integrity = 20
max_integrity = 20
/obj/structure/rack/CanPass(atom/movable/mover, turf/target, height=0)
diff --git a/code/game/objects/structures/tank_dispenser.dm b/code/game/objects/structures/tank_dispenser.dm
index 9a24935009eb..6ba6f882d469 100644
--- a/code/game/objects/structures/tank_dispenser.dm
+++ b/code/game/objects/structures/tank_dispenser.dm
@@ -7,7 +7,6 @@
icon_state = "dispenser"
density = 1
anchored = 1
- obj_integrity = 300
max_integrity = 300
var/oxygentanks = TANK_DISPENSER_CAPACITY
var/plasmatanks = TANK_DISPENSER_CAPACITY
@@ -25,7 +24,7 @@
for(var/i in 1 to plasmatanks)
new /obj/item/weapon/tank/internals/plasma(src)
update_icon()
-
+
/obj/structure/tank_dispenser/update_icon()
cut_overlays()
switch(oxygentanks)
diff --git a/code/game/shuttle_engines.dm b/code/game/shuttle_engines.dm
index db083d262788..3c7d63ba50a8 100644
--- a/code/game/shuttle_engines.dm
+++ b/code/game/shuttle_engines.dm
@@ -7,7 +7,6 @@
name = "shuttle"
icon = 'icons/turf/shuttle.dmi'
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
- obj_integrity = 500
max_integrity = 500
armor = list(melee = 100, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70) //default + ignores melee
diff --git a/code/modules/atmospherics/machinery/airalarm.dm b/code/modules/atmospherics/machinery/airalarm.dm
index 626670ac98df..2d4d4f448baf 100644
--- a/code/modules/atmospherics/machinery/airalarm.dm
+++ b/code/modules/atmospherics/machinery/airalarm.dm
@@ -55,7 +55,6 @@
active_power_usage = 8
power_channel = ENVIRON
req_access = list(GLOB.access_atmospherics)
- obj_integrity = 250
max_integrity = 250
integrity_failure = 80
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
diff --git a/code/modules/atmospherics/machinery/atmosmachinery.dm b/code/modules/atmospherics/machinery/atmosmachinery.dm
index fa7b9965e2dd..0233b7d34dd2 100644
--- a/code/modules/atmospherics/machinery/atmosmachinery.dm
+++ b/code/modules/atmospherics/machinery/atmosmachinery.dm
@@ -20,7 +20,6 @@ Pipelines + Other Objects -> Pipe network
on_blueprints = TRUE
layer = GAS_PIPE_HIDDEN_LAYER //under wires
resistance_flags = FIRE_PROOF
- obj_integrity = 200
max_integrity = 200
var/nodealert = 0
var/can_unwrench = 0
diff --git a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
index 16879dc86076..a50997a663a4 100644
--- a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
+++ b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
@@ -6,7 +6,6 @@
icon_state = "pod-off"
density = 1
anchored = 1
- obj_integrity = 350
max_integrity = 350
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 30, acid = 30)
layer = ABOVE_WINDOW_LAYER
diff --git a/code/modules/atmospherics/machinery/components/unary_devices/tank.dm b/code/modules/atmospherics/machinery/components/unary_devices/tank.dm
index 4ed7387b699a..1379d2eb03f1 100644
--- a/code/modules/atmospherics/machinery/components/unary_devices/tank.dm
+++ b/code/modules/atmospherics/machinery/components/unary_devices/tank.dm
@@ -4,7 +4,6 @@
icon_state = "generic"
name = "pressure tank"
desc = "A large vessel containing pressurized gas."
- obj_integrity = 800
max_integrity = 800
var/volume = 10000 //in liters, 1 meters by 1 meters by 2 meters
density = 1
diff --git a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm
index dc6b2b73f66a..2be7bf2ef7b3 100644
--- a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm
+++ b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm
@@ -7,11 +7,10 @@
var/icon_state_open = "cold_off"
density = TRUE
anchored = TRUE
- obj_integrity = 300
max_integrity = 300
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 80, acid = 30)
layer = OBJ_LAYER
-
+
var/on = FALSE
var/min_temperature = 0
var/max_temperature = 0
diff --git a/code/modules/atmospherics/machinery/other/meter.dm b/code/modules/atmospherics/machinery/other/meter.dm
index e88b4d266b47..fe848e9b62f5 100644
--- a/code/modules/atmospherics/machinery/other/meter.dm
+++ b/code/modules/atmospherics/machinery/other/meter.dm
@@ -11,7 +11,6 @@
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
- obj_integrity = 150
max_integrity = 150
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 40, acid = 0)
diff --git a/code/modules/atmospherics/machinery/portable/canister.dm b/code/modules/atmospherics/machinery/portable/canister.dm
index efd5c53a60a8..609d5c2226dc 100644
--- a/code/modules/atmospherics/machinery/portable/canister.dm
+++ b/code/modules/atmospherics/machinery/portable/canister.dm
@@ -18,7 +18,6 @@
var/can_min_release_pressure = (ONE_ATMOSPHERE / 10)
armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 50)
- obj_integrity = 250
max_integrity = 250
integrity_failure = 100
pressure_resistance = 7 * ONE_ATMOSPHERE
@@ -138,7 +137,6 @@
icon_state = "proto"
icon_state = "proto"
volume = 5000
- obj_integrity = 300
max_integrity = 300
temperature_resistance = 2000 + T0C
can_max_release_pressure = (ONE_ATMOSPHERE * 30)
diff --git a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
index 4fdb5d8b4fb8..4d262f1f66c6 100644
--- a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
+++ b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
@@ -2,7 +2,6 @@
name = "portable_atmospherics"
icon = 'icons/obj/atmos.dmi'
use_power = NO_POWER_USE
- obj_integrity = 250
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 60, acid = 30)
diff --git a/code/modules/awaymissions/mission_code/Academy.dm b/code/modules/awaymissions/mission_code/Academy.dm
index 1e2727f38d63..f5ef4f1b07c8 100644
--- a/code/modules/awaymissions/mission_code/Academy.dm
+++ b/code/modules/awaymissions/mission_code/Academy.dm
@@ -28,7 +28,6 @@
icon = 'icons/obj/cult.dmi'
icon_state = "forge"
anchored = 1
- obj_integrity = 200
max_integrity = 200
var/mob/living/current_wizard = null
var/next_check = 0
diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm
index 44dcbf0d52ef..568a4440a897 100644
--- a/code/modules/clothing/clothing.dm
+++ b/code/modules/clothing/clothing.dm
@@ -1,7 +1,6 @@
/obj/item/clothing
name = "clothing"
resistance_flags = FLAMMABLE
- obj_integrity = 200
max_integrity = 200
integrity_failure = 80
var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm
index 2a4cc83ea9ba..9e31845ecbb1 100644
--- a/code/modules/clothing/masks/gasmask.dm
+++ b/code/modules/clothing/masks/gasmask.dm
@@ -170,7 +170,6 @@
icon_state = "tiki_eyebrow"
item_state = "tiki_eyebrow"
resistance_flags = FLAMMABLE
- obj_integrity = 100
max_integrity = 100
actions_types = list(/datum/action/item_action/adjust)
dog_fashion = null
diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm
index 3d2858a2b91f..e7e1a4769aff 100644
--- a/code/modules/clothing/spacesuits/hardsuit.dm
+++ b/code/modules/clothing/spacesuits/hardsuit.dm
@@ -4,7 +4,6 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
- obj_integrity = 300
max_integrity = 300
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
var/basestate = "hardsuit"
@@ -64,7 +63,6 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
item_state = "eng_hardsuit"
- obj_integrity = 300
max_integrity = 300
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/t_scanner, /obj/item/weapon/construction/rcd, /obj/item/weapon/pipe_dispenser)
diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm
index 244a3b40f7fe..1f8784217ddc 100644
--- a/code/modules/clothing/suits/armor.dm
+++ b/code/modules/clothing/suits/armor.dm
@@ -7,7 +7,6 @@
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
equip_delay_other = 40
- obj_integrity = 250
max_integrity = 250
resistance_flags = 0
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)
diff --git a/code/modules/events/spacevine.dm b/code/modules/events/spacevine.dm
index 9d9549f92019..1605db4a35a3 100644
--- a/code/modules/events/spacevine.dm
+++ b/code/modules/events/spacevine.dm
@@ -316,7 +316,6 @@
layer = SPACEVINE_LAYER
mouse_opacity = 2 //Clicking anywhere on the turf is good enough
pass_flags = PASSTABLE | PASSGRILLE
- obj_integrity = 50
max_integrity = 50
var/energy = 0
var/datum/spacevine_controller/master = null
diff --git a/code/modules/flufftext/Hallucination.dm b/code/modules/flufftext/Hallucination.dm
index 750695d2e5c9..171f0f7e2374 100644
--- a/code/modules/flufftext/Hallucination.dm
+++ b/code/modules/flufftext/Hallucination.dm
@@ -552,7 +552,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
var/collapse
var/image/down
- obj_integrity = 100
+ max_integrity = 100
/obj/effect/fake_attacker/attackby(obj/item/weapon/P, mob/living/user, params)
step_away(src,my_target,2)
diff --git a/code/modules/food_and_drinks/drinks/drinks/drinkingglass.dm b/code/modules/food_and_drinks/drinks/drinks/drinkingglass.dm
index 1e2710afb69e..0dffc93704ef 100644
--- a/code/modules/food_and_drinks/drinks/drinks/drinkingglass.dm
+++ b/code/modules/food_and_drinks/drinks/drinks/drinkingglass.dm
@@ -7,7 +7,6 @@
amount_per_transfer_from_this = 10
volume = 50
materials = list(MAT_GLASS=500)
- obj_integrity = 20
max_integrity = 20
spillable = 1
resistance_flags = ACID_PROOF
diff --git a/code/modules/food_and_drinks/kitchen_machinery/icecream_vat.dm b/code/modules/food_and_drinks/kitchen_machinery/icecream_vat.dm
index 8d5ffda50383..ed3e24242ba3 100644
--- a/code/modules/food_and_drinks/kitchen_machinery/icecream_vat.dm
+++ b/code/modules/food_and_drinks/kitchen_machinery/icecream_vat.dm
@@ -18,7 +18,6 @@
var/dispense_flavour = ICECREAM_VANILLA
var/flavour_name = "vanilla"
container_type = OPENCONTAINER
- obj_integrity = 300
max_integrity = 300
/obj/machinery/icecream_vat/proc/get_ingredient_list(type)
diff --git a/code/modules/hydroponics/grown/misc.dm b/code/modules/hydroponics/grown/misc.dm
index 4581f676feba..f96f7d821b0f 100644
--- a/code/modules/hydroponics/grown/misc.dm
+++ b/code/modules/hydroponics/grown/misc.dm
@@ -130,7 +130,6 @@
seed = /obj/item/seeds/cherry/bomb
bitesize_mod = 2
volume = 125 //Gives enough room for the black powder at max potency
- obj_integrity = 40
max_integrity = 40
/obj/item/weapon/reagent_containers/food/snacks/grown/cherry_bomb/attack_self(mob/living/user)
diff --git a/code/modules/library/lib_items.dm b/code/modules/library/lib_items.dm
index 389154cc785f..26c3a964cd4d 100644
--- a/code/modules/library/lib_items.dm
+++ b/code/modules/library/lib_items.dm
@@ -18,7 +18,6 @@
density = 1
opacity = 0
resistance_flags = FLAMMABLE
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
var/state = 0
diff --git a/code/modules/library/soapstone.dm b/code/modules/library/soapstone.dm
index 4db2114bc4fd..c83b1d02e0b6 100644
--- a/code/modules/library/soapstone.dm
+++ b/code/modules/library/soapstone.dm
@@ -114,7 +114,6 @@
layer = HIGH_OBJ_LAYER
density = FALSE
anchored = TRUE
- obj_integrity = 30
max_integrity = 30
layer = LATTICE_LAYER
diff --git a/code/modules/mining/equipment/marker_beacons.dm b/code/modules/mining/equipment/marker_beacons.dm
index 1caa46484b51..dc1de44176db 100644
--- a/code/modules/mining/equipment/marker_beacons.dm
+++ b/code/modules/mining/equipment/marker_beacons.dm
@@ -76,7 +76,6 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
icon_state = "marker"
layer = BELOW_OPEN_DOOR_LAYER
armor = list(melee = 50, bullet = 75, laser = 75, energy = 75, bomb = 25, bio = 100, rad = 100, fire = 25, acid = 0)
- obj_integrity = 50
max_integrity = 50
anchored = TRUE
light_range = 2
diff --git a/code/modules/mining/lavaland/ash_flora.dm b/code/modules/mining/lavaland/ash_flora.dm
index 1551adc2181b..2f1505dbace8 100644
--- a/code/modules/mining/lavaland/ash_flora.dm
+++ b/code/modules/mining/lavaland/ash_flora.dm
@@ -158,7 +158,6 @@
list_reagents = list("sugar" = 3, "ethanol" = 2, "stabilizing_agent" = 3, "minttoxin" = 2)
w_class = WEIGHT_CLASS_TINY
resistance_flags = FLAMMABLE
- obj_integrity = 100
max_integrity = 100
seed = /obj/item/seeds/lavaland/polypore
@@ -209,7 +208,6 @@
icon_state = "mushroom_bowl"
w_class = WEIGHT_CLASS_SMALL
resistance_flags = FLAMMABLE
- obj_integrity = 200
max_integrity = 200
//what you can craft with these things
diff --git a/code/modules/mining/money_bag.dm b/code/modules/mining/money_bag.dm
index a29262ee24e6..92eda1ce9c9e 100644
--- a/code/modules/mining/money_bag.dm
+++ b/code/modules/mining/money_bag.dm
@@ -6,7 +6,6 @@
force = 10
throwforce = 0
resistance_flags = FLAMMABLE
- obj_integrity = 100
max_integrity = 100
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_NORMAL
diff --git a/code/modules/mob/living/carbon/alien/special/facehugger.dm b/code/modules/mob/living/carbon/alien/special/facehugger.dm
index 2d6193a7befe..6c705a11641e 100644
--- a/code/modules/mob/living/carbon/alien/special/facehugger.dm
+++ b/code/modules/mob/living/carbon/alien/special/facehugger.dm
@@ -20,7 +20,6 @@
tint = 3
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
layer = MOB_LAYER
- obj_integrity = 100
max_integrity = 100
var/stat = CONSCIOUS //UNCONSCIOUS is the idle state in this case
diff --git a/code/modules/mob/living/carbon/human/species_types/golems.dm b/code/modules/mob/living/carbon/human/species_types/golems.dm
index 2c794c5b8184..48b245f97e77 100644
--- a/code/modules/mob/living/carbon/human/species_types/golems.dm
+++ b/code/modules/mob/living/carbon/human/species_types/golems.dm
@@ -626,7 +626,6 @@
/obj/structure/cloth_pile
name = "pile of bandages"
desc = "It emits a strange aura, as if there was still life within it..."
- obj_integrity = 50
max_integrity = 50
armor = list(melee = 90, bullet = 90, laser = 25, energy = 80, bomb = 50, bio = 100, fire = -50, acid = -50)
icon = 'icons/obj/items.dmi'
diff --git a/code/modules/mob/living/simple_animal/hostile/jungle_mobs.dm b/code/modules/mob/living/simple_animal/hostile/jungle_mobs.dm
index 137e7c26f3b0..f6a51e4e7ed6 100644
--- a/code/modules/mob/living/simple_animal/hostile/jungle_mobs.dm
+++ b/code/modules/mob/living/simple_animal/hostile/jungle_mobs.dm
@@ -170,7 +170,6 @@
desc = "A floating bubble containing leaper venom, the contents are under a surprising amount of pressure."
icon = 'icons/obj/projectiles.dmi'
icon_state = "leaper"
- obj_integrity = 10
max_integrity = 10
density = FALSE
diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm
index da0a87f7b890..b576c5dca77f 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm
@@ -730,7 +730,7 @@ Difficulty: Very Hard
icon_state = null //This shouldn't even be visible, so if it DOES show up, at least nobody will notice
density = 1
anchored = 1
- obj_integrity = 999
+ resistance_flags = FIRE_PROOF | ACID_PROOF | INDESTRUCTIBLE
var/mob/living/simple_animal/holder_animal
/obj/structure/closet/stasis/process()
@@ -740,8 +740,8 @@ Difficulty: Very Hard
holder_animal.gib()
return
-/obj/structure/closet/stasis/New()
- ..()
+/obj/structure/closet/stasis/Initialize(mapload)
+ . = ..()
if(isanimal(loc))
holder_animal = loc
START_PROCESSING(SSobj, src)
diff --git a/code/modules/modular_computers/computers/item/computer.dm b/code/modules/modular_computers/computers/item/computer.dm
index 7b66ef0b2e60..0b487d96010e 100644
--- a/code/modules/modular_computers/computers/item/computer.dm
+++ b/code/modules/modular_computers/computers/item/computer.dm
@@ -30,7 +30,6 @@
var/max_hardware_size = 0 // Maximal hardware w_class. Tablets/PDAs have 1, laptops 2, consoles 4.
var/steel_sheet_cost = 5 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
- obj_integrity = 100
integrity_failure = 50
max_integrity = 100
armor = list(melee = 0, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 0, acid = 0)
diff --git a/code/modules/modular_computers/computers/machinery/modular_console.dm b/code/modules/modular_computers/computers/machinery/modular_console.dm
index 3f53ba715fdd..98d844b2f4c5 100644
--- a/code/modules/modular_computers/computers/machinery/modular_console.dm
+++ b/code/modules/modular_computers/computers/machinery/modular_console.dm
@@ -16,7 +16,6 @@
max_hardware_size = 4
steel_sheet_cost = 10
light_strength = 2
- obj_integrity = 300
max_integrity = 300
integrity_failure = 150
diff --git a/code/modules/ninja/energy_katana.dm b/code/modules/ninja/energy_katana.dm
index 50349073f3fb..80a077ac3343 100644
--- a/code/modules/ninja/energy_katana.dm
+++ b/code/modules/ninja/energy_katana.dm
@@ -69,7 +69,6 @@
block_chance = 50
slot_flags = SLOT_BELT
sharpness = IS_SHARP
- obj_integrity = 200
max_integrity = 200
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
bypass_density = TRUE
diff --git a/code/modules/ninja/suit/n_suit_verbs/energy_net_nets.dm b/code/modules/ninja/suit/n_suit_verbs/energy_net_nets.dm
index 619ae359d35d..8d58df885b5f 100644
--- a/code/modules/ninja/suit/n_suit_verbs/energy_net_nets.dm
+++ b/code/modules/ninja/suit/n_suit_verbs/energy_net_nets.dm
@@ -14,8 +14,7 @@ It is possible to destroy the net by the occupant or someone else.
mouse_opacity = 1//So you can hit it with stuff.
anchored = 1//Can't drag/grab the trapped mob.
layer = ABOVE_ALL_MOB_LAYER
- obj_integrity = 25//How much health it has.
- max_integrity = 25
+ max_integrity = 25 //How much health it has.
var/mob/living/affecting = null//Who it is currently affecting, if anyone.
var/mob/living/master = null//Who shot web. Will let this person know if the net was successful or failed.
diff --git a/code/modules/paperwork/paper.dm b/code/modules/paperwork/paper.dm
index eee394edb882..4522cb0b6697 100644
--- a/code/modules/paperwork/paper.dm
+++ b/code/modules/paperwork/paper.dm
@@ -19,7 +19,6 @@
slot_flags = SLOT_HEAD
body_parts_covered = HEAD
resistance_flags = FLAMMABLE
- obj_integrity = 50
max_integrity = 50
dog_fashion = /datum/dog_fashion/head
diff --git a/code/modules/paperwork/paper_cutter.dm b/code/modules/paperwork/paper_cutter.dm
index 290f4417e4fe..cee86ce86deb 100644
--- a/code/modules/paperwork/paper_cutter.dm
+++ b/code/modules/paperwork/paper_cutter.dm
@@ -110,7 +110,6 @@
icon_state = "paperslip"
icon = 'icons/obj/bureaucracy.dmi'
resistance_flags = FLAMMABLE
- obj_integrity = 50
max_integrity = 50
/obj/item/weapon/paperslip/New()
diff --git a/code/modules/paperwork/paperplane.dm b/code/modules/paperwork/paperplane.dm
index 473f1620feb3..ec50c81effeb 100644
--- a/code/modules/paperwork/paperplane.dm
+++ b/code/modules/paperwork/paperplane.dm
@@ -8,7 +8,6 @@
throwforce = 0
w_class = WEIGHT_CLASS_TINY
resistance_flags = FLAMMABLE
- obj_integrity = 50
max_integrity = 50
var/obj/item/weapon/paper/internalPaper
diff --git a/code/modules/paperwork/photocopier.dm b/code/modules/paperwork/photocopier.dm
index f49dbc967cd2..0499ab19e8db 100644
--- a/code/modules/paperwork/photocopier.dm
+++ b/code/modules/paperwork/photocopier.dm
@@ -18,7 +18,6 @@
idle_power_usage = 30
active_power_usage = 200
power_channel = EQUIP
- obj_integrity = 300
max_integrity = 300
integrity_failure = 100
var/obj/item/weapon/paper/copy = null //what's in the copier!
diff --git a/code/modules/paperwork/photography.dm b/code/modules/paperwork/photography.dm
index c9c41c4184c8..1ca13f726ea1 100644
--- a/code/modules/paperwork/photography.dm
+++ b/code/modules/paperwork/photography.dm
@@ -30,7 +30,6 @@
item_state = "paper"
w_class = WEIGHT_CLASS_TINY
resistance_flags = FLAMMABLE
- obj_integrity = 50
max_integrity = 50
var/icon/img //Big photo image
var/scribble //Scribble on the back.
diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm
index d7ec6555ee37..afd786c6f31d 100644
--- a/code/modules/power/apc.dm
+++ b/code/modules/power/apc.dm
@@ -46,7 +46,6 @@
anchored = 1
use_power = NO_POWER_USE
req_access = null
- obj_integrity = 200
max_integrity = 200
integrity_failure = 50
resistance_flags = FIRE_PROOF
diff --git a/code/modules/power/floodlight.dm b/code/modules/power/floodlight.dm
index 6efd56860e3f..9cd1c142e700 100644
--- a/code/modules/power/floodlight.dm
+++ b/code/modules/power/floodlight.dm
@@ -3,7 +3,6 @@
name = "floodlight frame"
desc = "A bare metal frame looking vaguely like a floodlight. Requires wrenching down."
max_integrity = 100
- obj_integrity = 100
icon = 'icons/obj/lighting.dmi'
icon_state = "floodlight_c1"
density = TRUE
diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm
index bcf28fb01c24..944052a77ba7 100644
--- a/code/modules/power/lighting.dm
+++ b/code/modules/power/lighting.dm
@@ -42,7 +42,6 @@
icon_state = "tube-construct-stage1"
anchored = 1
layer = WALL_OBJ_LAYER
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 50, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
@@ -156,7 +155,6 @@
desc = "A lighting fixture."
anchored = 1
layer = WALL_OBJ_LAYER
- obj_integrity = 100
max_integrity = 100
use_power = ACTIVE_POWER_USE
idle_power_usage = 2
diff --git a/code/modules/power/singularity/collector.dm b/code/modules/power/singularity/collector.dm
index cc5f5a2d708a..ebe1d14d90bb 100644
--- a/code/modules/power/singularity/collector.dm
+++ b/code/modules/power/singularity/collector.dm
@@ -10,7 +10,6 @@ GLOBAL_LIST_EMPTY(rad_collectors)
density = 1
req_access = list(GLOB.access_engine_equip)
// use_power = NO_POWER_USE
- obj_integrity = 350
max_integrity = 350
integrity_failure = 80
var/obj/item/weapon/tank/internals/plasma/loaded_tank = null
diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm
index a5a617b598c0..e1284fe3d623 100644
--- a/code/modules/power/singularity/field_generator.dm
+++ b/code/modules/power/singularity/field_generator.dm
@@ -26,7 +26,6 @@ field_generator power level display
anchored = 0
density = 1
use_power = NO_POWER_USE
- obj_integrity = 500
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)
diff --git a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm b/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
index b43bf3da0d52..3f01c77436d0 100644
--- a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
+++ b/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
@@ -26,7 +26,6 @@
icon_state = "none"
anchored = 0
density = 1
- obj_integrity = 500
max_integrity = 500
armor = list(melee = 30, bullet = 20, laser = 20, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 80)
diff --git a/code/modules/power/solar.dm b/code/modules/power/solar.dm
index a53296897fc4..c38110893524 100644
--- a/code/modules/power/solar.dm
+++ b/code/modules/power/solar.dm
@@ -12,7 +12,6 @@
idle_power_usage = 0
active_power_usage = 0
var/id = 0
- obj_integrity = 150
max_integrity = 150
integrity_failure = 50
var/obscured = 0
@@ -22,8 +21,8 @@
var/turn_angle = 0
var/obj/machinery/power/solar_control/control = null
-/obj/machinery/power/solar/New(var/turf/loc, var/obj/item/solar_assembly/S)
- ..(loc)
+/obj/machinery/power/solar/Initialize(mapload, obj/item/solar_assembly/S)
+ . = ..()
Make(S)
connect_to_network()
@@ -50,7 +49,8 @@
S = new /obj/item/solar_assembly(src)
S.glass_type = /obj/item/stack/sheet/glass
S.anchored = 1
- S.loc = src
+ else
+ S.forceMove(src)
if(S.glass_type == /obj/item/stack/sheet/rglass) //if the panel is in reinforced glass
max_integrity *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
obj_integrity = max_integrity
@@ -265,8 +265,6 @@
density = 1
use_power = IDLE_POWER_USE
idle_power_usage = 250
- obj_integrity = 200
- max_integrity = 200
integrity_failure = 100
var/icon_screen = "solar"
var/icon_keyboard = "power_key"
diff --git a/code/modules/power/tracker.dm b/code/modules/power/tracker.dm
index 1764c91ef989..6bee413da412 100644
--- a/code/modules/power/tracker.dm
+++ b/code/modules/power/tracker.dm
@@ -11,7 +11,6 @@
anchored = 1
density = 1
use_power = NO_POWER_USE
- obj_integrity = 250
max_integrity = 250
integrity_failure = 50
diff --git a/code/modules/reagents/reagent_dispenser.dm b/code/modules/reagents/reagent_dispenser.dm
index 33fb752e7c24..59ac102b2e35 100644
--- a/code/modules/reagents/reagent_dispenser.dm
+++ b/code/modules/reagents/reagent_dispenser.dm
@@ -7,7 +7,6 @@
anchored = 0
container_type = DRAWABLE
pressure_resistance = 2*ONE_ATMOSPHERE
- obj_integrity = 300
max_integrity = 300
var/tank_volume = 1000 //In units, how much the dispenser can hold
var/reagent_id = "water" //The ID of the reagent that the dispenser uses
diff --git a/code/modules/recycling/disposal-construction.dm b/code/modules/recycling/disposal-construction.dm
index 96e227f1999c..555c36245bcd 100644
--- a/code/modules/recycling/disposal-construction.dm
+++ b/code/modules/recycling/disposal-construction.dm
@@ -11,7 +11,6 @@
density = 0
pressure_resistance = 5*ONE_ATMOSPHERE
level = 2
- obj_integrity = 200
max_integrity = 200
var/ptype = 0
diff --git a/code/modules/recycling/disposal-structures.dm b/code/modules/recycling/disposal-structures.dm
index 61913c7aa1d4..937747b07b3a 100644
--- a/code/modules/recycling/disposal-structures.dm
+++ b/code/modules/recycling/disposal-structures.dm
@@ -139,7 +139,6 @@
level = 1 // underfloor only
var/dpdir = 0 // bitmask of pipe directions
dir = 0// dir will contain dominant direction for junction pipes
- obj_integrity = 200
max_integrity = 200
armor = list(melee = 25, bullet = 10, laser = 10, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
layer = DISPOSAL_PIPE_LAYER // slightly lower than wires and other pipes
diff --git a/code/modules/recycling/disposal-unit.dm b/code/modules/recycling/disposal-unit.dm
index d905a31b6c2e..ab953cd4c5ad 100644
--- a/code/modules/recycling/disposal-unit.dm
+++ b/code/modules/recycling/disposal-unit.dm
@@ -9,7 +9,6 @@
density = 1
on_blueprints = TRUE
armor = list(melee = 25, bullet = 10, laser = 10, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
- obj_integrity = 200
max_integrity = 200
resistance_flags = FIRE_PROOF
interact_open = TRUE
diff --git a/code/modules/shuttle/special.dm b/code/modules/shuttle/special.dm
index 855e74fc6b93..cb9f475911de 100644
--- a/code/modules/shuttle/special.dm
+++ b/code/modules/shuttle/special.dm
@@ -55,9 +55,7 @@
/obj/structure/table/abductor/wabbajack
name = "wabbajack altar"
- desc = "Whether you're sleeping or waking, it's going to be \
- quite chaotic."
- obj_integrity = 1000
+ desc = "Whether you're sleeping or waking, it's going to be quite chaotic."
max_integrity = 1000
verb_say = "chants"
var/obj/machinery/power/emitter/energycannon/magical/our_statue
@@ -183,7 +181,6 @@
/obj/structure/table/wood/bar
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
flags = NODECONSTRUCT
- obj_integrity = 1000
max_integrity = 1000
var/boot_dir = 1
diff --git a/code/modules/vehicles/vehicle.dm b/code/modules/vehicles/vehicle.dm
index 3b879ed9b878..80518fce1229 100644
--- a/code/modules/vehicles/vehicle.dm
+++ b/code/modules/vehicles/vehicle.dm
@@ -8,7 +8,6 @@
anchored = 0
can_buckle = 1
buckle_lying = 0
- obj_integrity = 300
max_integrity = 300
armor = list(melee = 30, bullet = 30, laser = 30, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 60, acid = 60)
var/auto_door_open = TRUE