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The var will be used to store the various coloring that happen for the atom so that we can separate paint coloring from color that must be inherent to the atom (an initial color for example), or from certain coloring effect like revenant's blight, mob electrocution's black color, admin edit of the color var, green color from holding the greentext item, etc. The list has four elements, used for four categories: ADMIN_COLOUR_PRIORITY for admin varedits and very rate color effect like holding the greentext item (and other effects that should prime over any other potential source of coloring even temporary effects). TEMPORARY_COLOUR_PRIORITY for short color effects like revenant blight on mob, mob electrocution making you all black for a couple seconds, effects that should be appearing above paint coloring. WASHABLE_COLOUR_PRIORITY for pretty much all paint coloring like colorful reagent on mobs, coloring turfs with paint, etc. FIXED_COLOUR_PRIORITY for color inherent to the atom, like a blob's color, any object with a color value given in its definition. Fixes electocution animation on mob not making the mob all black (with the skeleton overlay blinking over it) Spray cleaner and soap can now wash paint off mobs, turfs and objects.
224 lines
5.9 KiB
Plaintext
224 lines
5.9 KiB
Plaintext
// Foam
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// Similar to smoke, but slower and mobs absorb its reagent through their exposed skin.
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/obj/effect/particle_effect/foam
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name = "foam"
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icon_state = "foam"
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opacity = 0
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anchored = 1
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density = 0
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layer = WALL_OBJ_LAYER
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mouse_opacity = 0
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var/amount = 3
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animate_movement = 0
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var/metal = 0
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var/lifetime = 40
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/obj/effect/particle_effect/foam/metal
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name = "aluminium foam"
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metal = 1
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icon_state = "mfoam"
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/obj/effect/particle_effect/foam/metal/iron
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name = "iron foam"
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metal = 2
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/obj/effect/particle_effect/foam/New(loc)
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..(loc)
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create_reagents(1000) //limited by the size of the reagent holder anyway.
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START_PROCESSING(SSfastprocess, src)
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playsound(src, 'sound/effects/bubbles2.ogg', 80, 1, -3)
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/obj/effect/particle_effect/foam/Destroy()
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STOP_PROCESSING(SSfastprocess, src)
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return ..()
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/obj/effect/particle_effect/foam/proc/kill_foam()
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STOP_PROCESSING(SSfastprocess, src)
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switch(metal)
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if(1)
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new /obj/structure/foamedmetal(src.loc)
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if(2)
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new /obj/structure/foamedmetal/iron(src.loc)
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flick("[icon_state]-disolve", src)
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QDEL_IN(src, 5)
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/obj/effect/particle_effect/foam/process()
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lifetime--
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if(lifetime < 1)
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kill_foam()
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return
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var/fraction = 1/initial(lifetime)
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for(var/obj/O in range(0,src))
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if(O.type == src.type)
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continue
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if(isturf(O.loc))
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var/turf/T = O.loc
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if(T.intact && O.level == 1) //hidden under the floor
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continue
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reagents.reaction(O, VAPOR, fraction)
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var/hit = 0
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for(var/mob/living/L in range(0,src))
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hit += foam_mob(L)
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if(hit)
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lifetime++ //this is so the decrease from mobs hit and the natural decrease don't cumulate.
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var/T = get_turf(src)
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reagents.reaction(T, VAPOR, fraction)
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if(--amount < 0)
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return
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spread_foam()
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/obj/effect/particle_effect/foam/proc/foam_mob(mob/living/L)
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if(lifetime<1)
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return 0
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if(!istype(L))
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return 0
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var/fraction = 1/initial(lifetime)
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reagents.reaction(L, VAPOR, fraction)
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lifetime--
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return 1
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/obj/effect/particle_effect/foam/Crossed(atom/movable/AM)
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if(istype(AM, /mob/living/carbon))
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var/mob/living/carbon/M = AM
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M.slip(5, 2, src)
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/obj/effect/particle_effect/foam/metal/Crossed(atom/movable/AM)
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return
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/obj/effect/particle_effect/foam/proc/spread_foam()
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var/turf/t_loc = get_turf(src)
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for(var/turf/T in t_loc.GetAtmosAdjacentTurfs())
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var/obj/effect/particle_effect/foam/foundfoam = locate() in T //Don't spread foam where there's already foam!
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if(foundfoam)
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continue
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for(var/mob/living/L in T)
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foam_mob(L)
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var/obj/effect/particle_effect/foam/F = PoolOrNew(src.type, T)
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F.amount = amount
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reagents.copy_to(F, (reagents.total_volume))
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F.add_atom_colour(color, FIXED_COLOUR_PRIORITY)
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F.metal = metal
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/obj/effect/particle_effect/foam/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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if(prob(max(0, exposed_temperature - 475))) //foam dissolves when heated
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kill_foam()
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/obj/effect/particle_effect/foam/metal/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
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return
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///////////////////////////////////////////////
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//FOAM EFFECT DATUM
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/datum/effect_system/foam_spread
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var/amount = 10 // the size of the foam spread.
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var/obj/chemholder
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effect_type = /obj/effect/particle_effect/foam
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var/metal = 0
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/datum/effect_system/foam_spread/metal
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effect_type = /obj/effect/particle_effect/foam/metal
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/datum/effect_system/foam_spread/New()
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..()
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chemholder = PoolOrNew(/obj)
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var/datum/reagents/R = new/datum/reagents(1000)
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chemholder.reagents = R
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R.my_atom = chemholder
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/datum/effect_system/foam_spread/Destroy()
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qdel(chemholder)
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chemholder = null
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return ..()
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/datum/effect_system/foam_spread/set_up(amt=5, loca, datum/reagents/carry = null)
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if(isturf(loca))
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location = loca
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else
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location = get_turf(loca)
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amount = round(sqrt(amt / 2), 1)
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carry.copy_to(chemholder, 4*carry.total_volume) //The foam holds 4 times the total reagents volume for balance purposes.
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/datum/effect_system/foam_spread/metal/set_up(amt=5, loca, datum/reagents/carry = null, metaltype)
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..()
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metal = metaltype
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/datum/effect_system/foam_spread/start()
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var/obj/effect/particle_effect/foam/foundfoam = locate() in location
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if(foundfoam)//If there was already foam where we start, we add our foaminess to it.
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foundfoam.amount += amount
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else
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var/obj/effect/particle_effect/foam/F = PoolOrNew(effect_type, location)
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var/foamcolor = mix_color_from_reagents(chemholder.reagents.reagent_list)
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chemholder.reagents.copy_to(F, chemholder.reagents.total_volume/amount)
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F.add_atom_colour(foamcolor, FIXED_COLOUR_PRIORITY)
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F.amount = amount
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F.metal = metal
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//////////////////////////////////////////////////////////
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// FOAM STRUCTURE. Formed by metal foams. Dense and opaque, but easy to break
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/obj/structure/foamedmetal
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icon = 'icons/effects/effects.dmi'
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icon_state = "metalfoam"
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density = 1
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opacity = 1 // changed in New()
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anchored = 1
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resistance_flags = FIRE_PROOF | ACID_PROOF
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name = "foamed metal"
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desc = "A lightweight foamed metal wall."
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gender = PLURAL
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obj_integrity = 20
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max_integrity = 20
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/obj/structure/foamedmetal/New()
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..()
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air_update_turf(1)
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/obj/structure/foamedmetal/Destroy()
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density = 0
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air_update_turf(1)
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return ..()
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/obj/structure/foamedmetal/Move()
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var/turf/T = loc
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..()
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move_update_air(T)
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/obj/structure/foamedmetal/attack_paw(mob/user)
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attack_hand(user)
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/obj/structure/foamedmetal/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
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playsound(src.loc, 'sound/weapons/tap.ogg', 100, 1)
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/obj/structure/foamedmetal/attack_hand(mob/user)
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user.changeNext_move(CLICK_CD_MELEE)
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user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
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user << "<span class='warning'>You hit the metal foam but bounce off it!</span>"
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playsound(src.loc, 'sound/weapons/tap.ogg', 100, 1)
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/obj/structure/foamedmetal/CanPass(atom/movable/mover, turf/target, height=1.5)
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return !density
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/obj/structure/foamedmetal/CanAtmosPass()
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return !density
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/obj/structure/foamedmetal/iron
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obj_integrity = 50
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max_integrity = 50
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icon_state = "ironfoam"
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