Removes now-unnecessary obj_integrity definitions
This commit is contained in:
@@ -7,7 +7,6 @@
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anchored = 1
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var/obj/item/device/pda/storedpda = null
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var/list/colorlist = list()
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obj_integrity = 200
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max_integrity = 200
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@@ -5,7 +5,6 @@
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icon_state = "ai-slipper0"
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layer = PROJECTILE_HIT_THRESHHOLD_LAYER
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anchored = TRUE
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obj_integrity = 200
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max_integrity = 200
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armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
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@@ -15,7 +15,6 @@
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resistance_flags = FIRE_PROOF
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armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 50)
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obj_integrity = 100
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max_integrity = 100
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integrity_failure = 50
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var/list/network = list("SS13")
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@@ -12,7 +12,6 @@
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desc = "The basic construction for Nanotrasen-Always-Watching-You cameras."
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icon = 'icons/obj/monitors.dmi'
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icon_state = "camera1"
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obj_integrity = 150
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max_integrity = 150
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// Motion, EMP-Proof, X-Ray
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var/static/list/possible_upgrades = typecacheof(list(/obj/item/device/assembly/prox_sensor, /obj/item/stack/sheet/mineral/plasma, /obj/item/device/analyzer))
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@@ -7,7 +7,6 @@
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use_power = IDLE_POWER_USE
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idle_power_usage = 300
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active_power_usage = 300
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obj_integrity = 200
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max_integrity = 200
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integrity_failure = 100
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 40, acid = 20)
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@@ -3,7 +3,6 @@
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icon = 'icons/obj/stock_parts.dmi'
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icon_state = "box_0"
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density = 1
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obj_integrity = 250
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max_integrity = 250
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var/obj/item/weapon/circuitboard/circuit = null
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var/state = 1
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@@ -13,7 +13,6 @@
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desc = "Looks like this would make good cover."
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anchored = 1
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density = 1
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obj_integrity = 100
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max_integrity = 100
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var/proj_pass_rate = 50 //How many projectiles will pass the cover. Lower means stronger cover
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var/material = METAL
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@@ -75,7 +74,6 @@
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desc = "Bags of sand. Self explanatory."
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icon = 'icons/obj/smooth_structures/sandbags.dmi'
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icon_state = "sandbags"
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obj_integrity = 280
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max_integrity = 280
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proj_pass_rate = 20
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pass_flags = LETPASSTHROW
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@@ -92,7 +90,6 @@
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icon_state = "barrier0"
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density = 0
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anchored = 0
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obj_integrity = 180
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max_integrity = 180
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proj_pass_rate = 20
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armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0)
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@@ -46,7 +46,6 @@
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name = "airlock"
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icon = 'icons/obj/doors/airlocks/station/public.dmi'
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icon_state = "closed"
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obj_integrity = 300
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max_integrity = 300
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var/normal_integrity = AIRLOCK_INTEGRITY_N
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integrity_failure = 70
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@@ -8,7 +8,6 @@
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density = 1
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layer = OPEN_DOOR_LAYER
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power_channel = ENVIRON
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obj_integrity = 350
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max_integrity = 350
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armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 70)
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CanAtmosPass = ATMOS_PASS_DENSITY
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@@ -11,7 +11,6 @@
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icon_state = "door_open"
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opacity = 0
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density = 0
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obj_integrity = 300
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max_integrity = 300
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resistance_flags = FIRE_PROOF
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heat_proof = 1
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@@ -241,7 +240,6 @@
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glass = 0
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explosion_block = 2
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assemblytype = /obj/structure/firelock_frame/heavy
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obj_integrity = 550
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max_integrity = 550
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@@ -8,7 +8,6 @@
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explosion_block = 3
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heat_proof = 1
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safe = 0
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obj_integrity = 600
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max_integrity = 600
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armor = list(melee = 50, bullet = 100, laser = 100, energy = 100, bomb = 50, bio = 100, rad = 100, fire = 100, acid = 70)
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resistance_flags = FIRE_PROOF
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@@ -7,8 +7,7 @@
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closingLayer = ABOVE_WINDOW_LAYER
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resistance_flags = ACID_PROOF
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var/base_state = "left"
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obj_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ health at the bottom of this .dm file
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max_integrity = 150
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max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
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integrity_failure = 0
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armor = list(melee = 20, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 70, acid = 100)
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visible = 0
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@@ -305,8 +304,7 @@
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icon_state = "leftsecure"
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base_state = "leftsecure"
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var/id = null
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obj_integrity = 300 //Stronger doors for prison (regular window door health is 200)
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max_integrity = 300
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max_integrity = 300 //Stronger doors for prison (regular window door health is 200)
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reinf = 1
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explosion_block = 1
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@@ -13,7 +13,6 @@
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anchored = 1
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density = 1
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obj_integrity = 250
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max_integrity = 250
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integrity_failure = 80
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@@ -15,7 +15,6 @@
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icon = 'icons/obj/monitors.dmi'
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icon_state = "fire0"
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anchored = 1
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obj_integrity = 250
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max_integrity = 250
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integrity_failure = 100
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
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@@ -11,7 +11,6 @@
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var/last_flash = 0 //Don't want it getting spammed like regular flashes
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var/strength = 100 //How knocked down targets are when flashed.
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var/base_state = "mflash"
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obj_integrity = 250
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max_integrity = 250
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integrity_failure = 100
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anchored = 1
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@@ -38,7 +38,6 @@ Possible to do for anyone motivated enough:
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use_power = IDLE_POWER_USE
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idle_power_usage = 5
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active_power_usage = 100
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obj_integrity = 300
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max_integrity = 300
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armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
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var/list/masters = list()//List of living mobs that use the holopad
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@@ -9,7 +9,6 @@
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use_power = IDLE_POWER_USE
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idle_power_usage = 2
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active_power_usage = 4
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obj_integrity = 300
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max_integrity = 300
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armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 70)
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resistance_flags = FIRE_PROOF
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@@ -217,7 +217,6 @@
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w_class = WEIGHT_CLASS_BULKY
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attack_verb = list("bashed", "battered", "bludgeoned", "thrashed", "whacked")
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resistance_flags = FLAMMABLE
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obj_integrity = 150
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max_integrity = 150
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var/obj/machinery/launchpad/briefcase/pad
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@@ -99,7 +99,6 @@ Class Procs:
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verb_say = "beeps"
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verb_yell = "blares"
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pressure_resistance = 15
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obj_integrity = 200
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max_integrity = 200
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var/stat = 0
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@@ -10,7 +10,6 @@
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level = 1 // underfloor
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layer = LOW_OBJ_LAYER
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anchored = 1
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obj_integrity = 500
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max_integrity = 500
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armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
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@@ -176,7 +176,6 @@ GLOBAL_LIST_EMPTY(allCasters)
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verb_ask = "beeps"
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verb_exclaim = "beeps"
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armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30)
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obj_integrity = 200
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max_integrity = 200
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integrity_failure = 50
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var/screen = 0
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@@ -28,8 +28,7 @@
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var/raised = 0 //if the turret cover is "open" and the turret is raised
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var/raising= 0 //if the turret is currently opening or closing its cover
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obj_integrity = 160 //the turret's health
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max_integrity = 160
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max_integrity = 160 //the turret's health
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integrity_failure = 80
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armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 90, acid = 90)
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@@ -578,9 +577,8 @@
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return 10 //Syndicate turrets shoot everything not in their faction
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/obj/machinery/porta_turret/syndicate/pod
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max_integrity = 40
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integrity_failure = 20
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obj_integrity = 40
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max_integrity = 40
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stun_projectile = /obj/item/projectile/bullet/weakbullet3
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lethal_projectile = /obj/item/projectile/bullet/weakbullet3
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@@ -615,7 +613,6 @@
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/obj/machinery/porta_turret/centcomm_shuttle
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installation = null
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obj_integrity = 260
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max_integrity = 260
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always_up = 1
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use_power = NO_POWER_USE
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@@ -10,7 +10,6 @@
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anchored = 1
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layer = HIGH_OBJ_LAYER
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density = 0
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obj_integrity = 80
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max_integrity = 80
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var/obj/machinery/porta_turret/parent_turret = null
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@@ -57,7 +57,6 @@ GLOBAL_LIST_EMPTY(allConsoles)
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var/obj/item/device/radio/Radio
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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
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var/receive_ore_updates = FALSE //If ore redemption machines will send an update when it receives new ores.
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obj_integrity = 300
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max_integrity = 300
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armor = list(melee = 70, bullet = 30, laser = 30, energy = 30, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 90)
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@@ -7,8 +7,7 @@
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opacity = 0
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anchored = 1
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resistance_flags = LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
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max_integrity = 200
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obj_integrity = 200 //The shield can only take so much beating (prevents perma-prisons)
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max_integrity = 200 //The shield can only take so much beating (prevents perma-prisons)
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CanAtmosPass = ATMOS_PASS_DENSITY
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/obj/structure/emergency_shield/New()
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@@ -55,7 +54,6 @@
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name = "sanguine barrier"
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desc = "A potent shield summoned by cultists to defend their rites."
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icon_state = "shield-red"
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obj_integrity = 60
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max_integrity = 60
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/obj/structure/emergency_shield/sanguine/emp_act(severity)
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@@ -65,7 +63,6 @@
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name = "Invoker's Shield"
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desc = "A weak shield summoned by cultists to protect them while they carry out delicate rituals"
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color = "#FF0000"
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obj_integrity = 20
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max_integrity = 20
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mouse_opacity = 0
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@@ -83,7 +80,6 @@
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pressure_resistance = 2*ONE_ATMOSPHERE
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req_access = list(GLOB.access_engine)
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max_integrity = 100
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obj_integrity = 100
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var/active = FALSE
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var/list/deployed_shields
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var/locked = 0
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@@ -223,7 +219,6 @@
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req_access = list(GLOB.access_teleporter)
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flags = CONDUCT
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use_power = NO_POWER_USE
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obj_integrity = 300
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max_integrity = 300
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var/active = FALSE
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var/power = 0
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@@ -10,7 +10,6 @@
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icon_state = "sheater-off"
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name = "space heater"
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desc = "Made by Space Amish using traditional space techniques, this heater/cooler is guaranteed not to set the station on fire."
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obj_integrity = 250
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max_integrity = 250
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 80, acid = 10)
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var/obj/item/weapon/stock_parts/cell/cell
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@@ -6,7 +6,6 @@
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icon_state = "close"
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anchored = 1
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density = 1
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obj_integrity = 250
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max_integrity = 250
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var/obj/item/clothing/suit/space/suit = null
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@@ -21,7 +21,6 @@
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verb_say = "beeps"
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verb_ask = "beeps"
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verb_exclaim = "beeps"
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obj_integrity = 300
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max_integrity = 300
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integrity_failure = 100
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armor = list(melee = 20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
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