Removes now-unnecessary obj_integrity definitions
This commit is contained in:
@@ -4,7 +4,6 @@
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name = "\improper AI core"
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icon = 'icons/mob/ai.dmi'
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icon_state = "0"
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obj_integrity = 500
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max_integrity = 500
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var/state = 0
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var/datum/ai_laws/laws = new()
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@@ -9,7 +9,6 @@
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/obj/structure/alien
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icon = 'icons/mob/alien.dmi'
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obj_integrity = 100
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max_integrity = 100
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/obj/structure/alien/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
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@@ -59,7 +58,6 @@
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opacity = 1
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anchored = 1
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canSmoothWith = list(/obj/structure/alien/resin)
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obj_integrity = 200
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max_integrity = 200
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smooth = SMOOTH_TRUE
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var/resintype = null
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@@ -92,7 +90,6 @@
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icon = 'icons/obj/smooth_structures/alien/resin_membrane.dmi'
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icon_state = "membrane0"
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opacity = 0
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obj_integrity = 160
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max_integrity = 160
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resintype = "membrane"
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canSmoothWith = list(/obj/structure/alien/resin/wall, /obj/structure/alien/resin/membrane)
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@@ -119,7 +116,6 @@
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density = 0
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layer = TURF_LAYER
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icon_state = "weeds"
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obj_integrity = 15
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max_integrity = 15
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canSmoothWith = list(/obj/structure/alien/weeds, /turf/closed/wall)
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smooth = SMOOTH_MORE
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@@ -220,7 +216,6 @@
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icon_state = "egg_growing"
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density = FALSE
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anchored = TRUE
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obj_integrity = 100
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max_integrity = 100
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integrity_failure = 5
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var/status = GROWING //can be GROWING, GROWN or BURST; all mutually exclusive
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@@ -10,7 +10,6 @@
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icon_state = "easel"
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density = 1
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resistance_flags = FLAMMABLE
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obj_integrity = 60
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max_integrity = 60
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var/obj/item/weapon/canvas/painting = null
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@@ -4,7 +4,6 @@
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icon = 'icons/obj/barsigns.dmi'
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icon_state = "empty"
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req_access = list(GLOB.access_bar)
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obj_integrity = 500
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max_integrity = 500
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integrity_failure = 250
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armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50)
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@@ -16,12 +15,8 @@
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var/prev_sign = ""
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var/panel_open = 0
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/obj/structure/sign/barsign/New()
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..()
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/obj/structure/sign/barsign/Initialize()
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. = ..()
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//filling the barsigns list
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for(var/bartype in subtypesof(/datum/barsign))
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@@ -29,12 +24,9 @@
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if(!signinfo.hidden)
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barsigns += signinfo
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//randomly assigning a sign
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set_sign(pick(barsigns))
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/obj/structure/sign/barsign/proc/set_sign(datum/barsign/sign)
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if(!istype(sign))
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return
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@@ -45,8 +37,6 @@
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else
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desc = "It displays \"[name]\"."
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/obj/structure/sign/barsign/obj_break(damage_flag)
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if(!broken && !(flags & NODECONSTRUCT))
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broken = 1
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@@ -5,7 +5,6 @@
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desc = "It's a gruesome pile of thick, sticky resin shaped like a nest."
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icon = 'icons/obj/smooth_structures/alien/nest.dmi'
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icon_state = "nest"
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obj_integrity = 120
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max_integrity = 120
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smooth = SMOOTH_TRUE
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can_be_unanchored = 0
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@@ -16,7 +16,6 @@
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can_buckle = 1
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buckle_lying = 1
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resistance_flags = FLAMMABLE
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obj_integrity = 100
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max_integrity = 100
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integrity_failure = 30
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var/buildstacktype = /obj/item/stack/sheet/metal
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@@ -7,7 +7,6 @@
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can_buckle = 1
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buckle_lying = 0 //you sit in a chair, not lay
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resistance_flags = 0
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obj_integrity = 250
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max_integrity = 250
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integrity_failure = 25
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var/buildstacktype = /obj/item/stack/sheet/metal
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@@ -119,7 +118,6 @@
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name = "wooden chair"
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desc = "Old is never too old to not be in fashion."
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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buildstacktype = /obj/item/stack/sheet/mineral/wood
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buildstackamount = 3
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@@ -141,7 +139,6 @@
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icon_state = "comfychair"
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color = rgb(255,255,255)
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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buildstackamount = 2
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var/mutable_appearance/armrest
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@@ -314,7 +311,6 @@
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icon_state = "wooden_chair_toppled"
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item_state = "woodenchair"
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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hitsound = 'sound/weapons/genhit1.ogg'
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origin_type = /obj/structure/chair/wood
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@@ -242,7 +242,6 @@ LINEN BINS
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icon_state = "linenbin-full"
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anchored = 1
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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var/amount = 10
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var/list/sheets = list()
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@@ -12,7 +12,6 @@
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var/locked = FALSE
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var/large = TRUE
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var/wall_mounted = 0 //never solid (You can always pass over it)
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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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armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 60)
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@@ -5,7 +5,6 @@
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icon_state = "cardboard"
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mob_storage_capacity = 1
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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integrity_failure = 0
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can_weld_shut = 0
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@@ -61,7 +60,7 @@
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name = "large metal box"
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desc = "THE COWARDS! THE FOOLS!"
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icon_state = "metalbox"
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obj_integrity = 500
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max_integrity = 500
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mob_storage_capacity = 5
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resistance_flags = 0
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move_speed_multiplier = 2
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@@ -3,7 +3,6 @@
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desc = "Old will forever be in fashion."
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icon_state = "cabinet"
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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/obj/structure/closet/acloset
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@@ -126,7 +126,6 @@
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desc = "It's a burial receptacle for the dearly departed."
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icon_state = "coffin"
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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horizontal = TRUE
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delivery_icon = "deliverycrate"
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@@ -3,7 +3,6 @@
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req_access = list(GLOB.access_bar)
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icon_state = "cabinet"
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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/obj/structure/closet/secure_closet/bar/PopulateContents()
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@@ -24,7 +24,6 @@
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/obj/structure/closet/secure_closet/personal/cabinet
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icon_state = "cabinet"
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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/obj/structure/closet/secure_closet/personal/cabinet/PopulateContents()
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@@ -3,7 +3,6 @@
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desc = "It's a card-locked storage unit."
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locked = 1
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icon_state = "secure"
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obj_integrity = 250
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max_integrity = 250
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armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
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secure = 1
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@@ -162,7 +162,6 @@
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req_access = list(GLOB.access_forensics_lockers)
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icon_state = "cabinet"
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resistance_flags = FLAMMABLE
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obj_integrity = 70
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max_integrity = 70
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/obj/structure/closet/secure_closet/detective/PopulateContents()
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@@ -4,7 +4,6 @@
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icon_state = "securecrate"
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secure = 1
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locked = 1
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obj_integrity = 500
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max_integrity = 500
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armor = list(melee = 30, bullet = 50, laser = 50, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80)
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var/tamperproof = 0
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@@ -1,6 +1,5 @@
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/obj/structure/destructible //a base for destructible structures
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max_integrity = 100
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obj_integrity = 100
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var/break_message = "<span class='warning'>The strange, admin-y structure breaks!</span>" //The message shown when a structure breaks
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var/break_sound = 'sound/magic/clockwork/invoke_general.ogg' //The sound played when a structure breaks
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var/list/debris = null //Parts left behind when a structure breaks, takes the form of list(path = amount_to_spawn)
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@@ -7,7 +7,6 @@
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anchored = 1
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resistance_flags = ACID_PROOF
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armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 100)
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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/obj/item/showpiece = null
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@@ -5,7 +5,6 @@
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var/overlays_file = 'icons/obj/doors/airlocks/station/overlays.dmi'
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anchored = 0
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density = 1
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obj_integrity = 200
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max_integrity = 200
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var/state = 0
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var/mineral = null
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@@ -5,7 +5,6 @@
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icon_state = "extinguisher_closed"
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anchored = 1
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density = 0
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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/obj/item/weapon/extinguisher/stored_extinguisher
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@@ -14,7 +14,6 @@
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var/opening = 0
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density = 1
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opacity = 1
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obj_integrity = 100
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max_integrity = 100
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canSmoothWith = list(
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@@ -220,7 +219,6 @@
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mineral = /obj/item/stack/sheet/mineral/diamond
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walltype = /turf/closed/wall/mineral/diamond
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canSmoothWith = list(/obj/structure/falsewall/diamond, /turf/closed/wall/mineral/diamond)
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obj_integrity = 800
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max_integrity = 800
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/obj/structure/falsewall/plasma
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@@ -9,7 +9,6 @@
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armor = list(melee = 50, bullet = 20, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 50)
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var/locked = 1
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var/open = 0
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obj_integrity = 150
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max_integrity = 150
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integrity_failure = 50
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@@ -1,6 +1,5 @@
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/obj/structure/flora
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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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anchored = 1
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@@ -7,7 +7,6 @@
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var/state = GIRDER_NORMAL
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var/girderpasschance = 20 // percentage chance that a projectile passes through the girder.
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var/can_displace = TRUE //If the girder can be moved around by wrenching it
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obj_integrity = 200
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max_integrity = 200
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/obj/structure/girder/examine(mob/user)
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@@ -306,7 +305,6 @@
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anchored = 0
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state = GIRDER_DISPLACED
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girderpasschance = 25
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obj_integrity = 120
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max_integrity = 120
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/obj/structure/girder/reinforced
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@@ -314,7 +312,6 @@
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icon_state = "reinforced"
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state = GIRDER_REINF
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girderpasschance = 0
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obj_integrity = 350
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max_integrity = 350
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@@ -9,7 +9,6 @@
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pressure_resistance = 5*ONE_ATMOSPHERE
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layer = BELOW_OBJ_LAYER
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armor = list(melee = 50, bullet = 70, laser = 70, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 0, acid = 0)
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obj_integrity = 50
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max_integrity = 50
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integrity_failure = 20
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var/rods_type = /obj/item/stack/rods
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@@ -5,7 +5,6 @@
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name = "holo sign"
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icon = 'icons/effects/effects.dmi'
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anchored = 1
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obj_integrity = 1
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max_integrity = 1
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armor = list(melee = 0, bullet = 50, laser = 50, energy = 50, bomb = 0, bio = 0, rad = 0, fire = 20, acid = 20)
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var/obj/item/weapon/holosign_creator/projector
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@@ -46,7 +45,6 @@
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icon_state = "holosign_sec"
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pass_flags = LETPASSTHROW
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density = 1
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obj_integrity = 20
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max_integrity = 20
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var/allow_walk = 1 //can we pass through it on walk intent
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@@ -89,7 +87,6 @@
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name = "Energy Field"
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desc = "A fragile energy field that blocks movement. Excels at blocking lethal projectiles."
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density = 1
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obj_integrity = 10
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max_integrity = 10
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allow_walk = 0
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@@ -103,7 +100,6 @@
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/obj/structure/holosign/barrier/cyborg/hacked
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name = "Charged Energy Field"
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desc = "A powerful energy field that blocks movement. Energy arcs off it"
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obj_integrity = 20
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max_integrity = 20
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var/shockcd = 0
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@@ -8,7 +8,6 @@
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desc = "The frame of a meat spike."
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density = 1
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anchored = 0
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obj_integrity = 200
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max_integrity = 200
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/obj/structure/kitchenspike_frame/attackby(obj/item/I, mob/user, params)
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@@ -51,7 +50,6 @@
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anchored = 1
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buckle_lying = 0
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can_buckle = 1
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obj_integrity = 250
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max_integrity = 250
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@@ -6,7 +6,6 @@
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density = 0
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anchored = 1
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armor = list(melee = 50, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
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obj_integrity = 50
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max_integrity = 50
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layer = LATTICE_LAYER //under pipes
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var/number_of_rods = 1
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@@ -8,7 +8,6 @@
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can_buckle = TRUE
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density = TRUE
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max_integrity = 100
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obj_integrity = 100
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buckle_lying = FALSE
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layer = ABOVE_MOB_LAYER
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var/view_range = 10
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@@ -14,7 +14,6 @@
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var/state = 0 //closed, 1 == open
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var/isSwitchingStates = 0
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var/close_delay = -1 //-1 if does not auto close.
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obj_integrity = 200
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max_integrity = 200
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armor = list(melee = 10, bullet = 0, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 50, acid = 50)
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var/sheetType = /obj/item/stack/sheet/metal
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@@ -144,14 +143,12 @@
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/obj/structure/mineral_door/iron
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name = "iron door"
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obj_integrity = 300
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max_integrity = 300
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/obj/structure/mineral_door/silver
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name = "silver door"
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icon_state = "silver"
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sheetType = /obj/item/stack/sheet/mineral/silver
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obj_integrity = 300
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max_integrity = 300
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/obj/structure/mineral_door/gold
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@@ -163,7 +160,6 @@
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name = "uranium door"
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icon_state = "uranium"
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sheetType = /obj/item/stack/sheet/mineral/uranium
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obj_integrity = 300
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max_integrity = 300
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light_range = 2
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@@ -171,7 +167,6 @@
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name = "sandstone door"
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icon_state = "sandstone"
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sheetType = /obj/item/stack/sheet/mineral/sandstone
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obj_integrity = 100
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max_integrity = 100
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/obj/structure/mineral_door/transparent
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@@ -207,7 +202,6 @@
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name = "diamond door"
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icon_state = "diamond"
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sheetType = /obj/item/stack/sheet/mineral/diamond
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obj_integrity = 1000
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max_integrity = 1000
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/obj/structure/mineral_door/wood
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@@ -217,7 +211,6 @@
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closeSound = 'sound/effects/doorcreaky.ogg'
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sheetType = /obj/item/stack/sheet/mineral/wood
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resistance_flags = FLAMMABLE
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obj_integrity = 200
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||||
max_integrity = 200
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|
||||
/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()
|
||||
|
||||
@@ -6,7 +6,6 @@
|
||||
icon_state = "mirror"
|
||||
density = 0
|
||||
anchored = 1
|
||||
obj_integrity = 200
|
||||
max_integrity = 200
|
||||
integrity_failure = 100
|
||||
|
||||
|
||||
@@ -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()
|
||||
|
||||
@@ -5,7 +5,6 @@
|
||||
icon_state = "nboard00"
|
||||
density = 0
|
||||
anchored = 1
|
||||
obj_integrity = 150
|
||||
max_integrity = 150
|
||||
var/notices = 0
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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)
|
||||
|
||||
@@ -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)
|
||||
|
||||
Reference in New Issue
Block a user