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