Removes now-unnecessary obj_integrity definitions
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@@ -29,7 +29,6 @@
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var/buildstackamount = 1
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var/framestackamount = 2
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var/deconstruction_ready = 1
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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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smooth = SMOOTH_TRUE
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@@ -162,7 +161,6 @@
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icon_state = "glass_table"
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buildstack = /obj/item/stack/sheet/glass
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canSmoothWith = null
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obj_integrity = 70
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max_integrity = 70
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resistance_flags = ACID_PROOF
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 100)
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@@ -244,7 +242,6 @@
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framestack = /obj/item/stack/sheet/mineral/wood
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buildstack = /obj/item/stack/sheet/mineral/wood
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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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canSmoothWith = list(/obj/structure/table/wood,
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/obj/structure/table/wood/poker,
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@@ -296,7 +293,6 @@
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deconstruction_ready = 0
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buildstack = /obj/item/stack/sheet/plasteel
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canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
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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 = 10, bullet = 30, laser = 30, energy = 100, bomb = 20, bio = 0, rad = 0, fire = 80, acid = 70)
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@@ -409,7 +405,6 @@
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density = 1
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anchored = 1
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pass_flags = LETPASSTHROW //You can throw objects over this, despite it's density.
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obj_integrity = 20
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max_integrity = 20
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/obj/structure/rack/CanPass(atom/movable/mover, turf/target, height=0)
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