Removes now-unnecessary obj_integrity definitions

This commit is contained in:
CitadelStationBot
2017-07-09 19:44:48 -05:00
parent 6e646c44cf
commit 90c2a4f867
168 changed files with 41 additions and 269 deletions
-1
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@@ -7,7 +7,6 @@
anchored = 1
var/obj/item/device/pda/storedpda = null
var/list/colorlist = list()
obj_integrity = 200
max_integrity = 200
-1
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@@ -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)
-1
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@@ -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")
@@ -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))
-1
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@@ -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)
@@ -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
-3
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@@ -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)
-1
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@@ -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
-1
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@@ -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
-2
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@@ -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
-1
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@@ -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
+2 -4
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@@ -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
-1
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@@ -13,7 +13,6 @@
anchored = 1
density = 1
obj_integrity = 250
max_integrity = 250
integrity_failure = 80
-1
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@@ -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)
-1
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@@ -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
-1
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@@ -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
-1
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@@ -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
-1
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@@ -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
-1
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@@ -99,7 +99,6 @@ Class Procs:
verb_say = "beeps"
verb_yell = "blares"
pressure_resistance = 15
obj_integrity = 200
max_integrity = 200
var/stat = 0
-1
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@@ -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)
-1
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@@ -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
@@ -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
@@ -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
-1
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@@ -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)
+1 -6
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@@ -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
-1
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@@ -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
-1
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@@ -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
-1
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@@ -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)