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
View File
@@ -46,7 +46,6 @@
anchored = 1
use_power = NO_POWER_USE
req_access = null
obj_integrity = 200
max_integrity = 200
integrity_failure = 50
resistance_flags = FIRE_PROOF
-1
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@@ -3,7 +3,6 @@
name = "floodlight frame"
desc = "A bare metal frame looking vaguely like a floodlight. Requires wrenching down."
max_integrity = 100
obj_integrity = 100
icon = 'icons/obj/lighting.dmi'
icon_state = "floodlight_c1"
density = TRUE
-2
View File
@@ -42,7 +42,6 @@
icon_state = "tube-construct-stage1"
anchored = 1
layer = WALL_OBJ_LAYER
obj_integrity = 200
max_integrity = 200
armor = list(melee = 50, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50)
@@ -156,7 +155,6 @@
desc = "A lighting fixture."
anchored = 1
layer = WALL_OBJ_LAYER
obj_integrity = 100
max_integrity = 100
use_power = ACTIVE_POWER_USE
idle_power_usage = 2
@@ -10,7 +10,6 @@ GLOBAL_LIST_EMPTY(rad_collectors)
density = 1
req_access = list(GLOB.access_engine_equip)
// use_power = NO_POWER_USE
obj_integrity = 350
max_integrity = 350
integrity_failure = 80
var/obj/item/weapon/tank/internals/plasma/loaded_tank = null
@@ -26,7 +26,6 @@ field_generator power level display
anchored = 0
density = 1
use_power = NO_POWER_USE
obj_integrity = 500
max_integrity = 500
//100% immune to lasers and energy projectiles since it absorbs their energy.
armor = list(melee = 25, bullet = 10, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70)
@@ -26,7 +26,6 @@
icon_state = "none"
anchored = 0
density = 1
obj_integrity = 500
max_integrity = 500
armor = list(melee = 30, bullet = 20, laser = 20, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 90, acid = 80)
+4 -5
View File
@@ -12,7 +12,6 @@
idle_power_usage = 0
active_power_usage = 0
var/id = 0
obj_integrity = 150
max_integrity = 150
integrity_failure = 50
var/obscured = 0
@@ -22,8 +21,8 @@
var/turn_angle = 0
var/obj/machinery/power/solar_control/control = null
/obj/machinery/power/solar/New(var/turf/loc, var/obj/item/solar_assembly/S)
..(loc)
/obj/machinery/power/solar/Initialize(mapload, obj/item/solar_assembly/S)
. = ..()
Make(S)
connect_to_network()
@@ -50,7 +49,8 @@
S = new /obj/item/solar_assembly(src)
S.glass_type = /obj/item/stack/sheet/glass
S.anchored = 1
S.loc = src
else
S.forceMove(src)
if(S.glass_type == /obj/item/stack/sheet/rglass) //if the panel is in reinforced glass
max_integrity *= 2 //this need to be placed here, because panels already on the map don't have an assembly linked to
obj_integrity = max_integrity
@@ -265,7 +265,6 @@
density = 1
use_power = IDLE_POWER_USE
idle_power_usage = 250
obj_integrity = 200
max_integrity = 200
integrity_failure = 100
var/icon_screen = "solar"
-1
View File
@@ -11,7 +11,6 @@
anchored = 1
density = 1
use_power = NO_POWER_USE
obj_integrity = 250
max_integrity = 250
integrity_failure = 50