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

View File

@@ -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()

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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()

View File

@@ -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)

View File

@@ -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

View File

@@ -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

View File

@@ -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"

View File

@@ -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()

View File

@@ -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()

View File

@@ -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

View File

@@ -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()

View File

@@ -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

View File

@@ -1,6 +1,5 @@
/obj/structure/destructible //a base for destructible structures
max_integrity = 100
obj_integrity = 100
var/break_message = "<span class='warning'>The strange, admin-y structure breaks!</span>" //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)

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -1,6 +1,5 @@
/obj/structure/flora
resistance_flags = FLAMMABLE
obj_integrity = 150
max_integrity = 150
anchored = 1

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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()

View File

@@ -6,7 +6,6 @@
icon_state = "mirror"
density = 0
anchored = 1
obj_integrity = 200
max_integrity = 200
integrity_failure = 100

View File

@@ -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()

View File

@@ -5,7 +5,6 @@
icon_state = "nboard00"
density = 0
anchored = 1
obj_integrity = 150
max_integrity = 150
var/notices = 0

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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

View File

@@ -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)

View File

@@ -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)