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