Merge pull request #15558 from SandPoot/mechs-are-vehicles
/obj/mecha ➡ /obj/vehicle/sealed/mecha
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@@ -298,7 +298,7 @@
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flags_inv = HIDEHAIR
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slot_flags = ITEM_SLOT_HEAD
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resistance_flags = NONE
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armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 50) //Weak melee protection, because you can wear it on your head
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armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 50) //Weak melee protection, because you can wear it on your head
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slot_equipment_priority = list( \
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ITEM_SLOT_BACK, ITEM_SLOT_ID,\
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ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\
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@@ -192,4 +192,4 @@
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extinguish_efficiency = 5
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action_speed = 15
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damp_threshold = 0.8
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armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 50, "acid" = 50) //items don't provide armor to wearers unlike clothing yet.
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armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 20, BIO = 20, RAD = 20, FIRE = 50, ACID = 50) //items don't provide armor to wearers unlike clothing yet.
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@@ -13,7 +13,7 @@
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/obj/structure/reagent_dispensers/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
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. = ..()
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if(. && obj_integrity > 0)
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if(tank_volume && (damage_flag == "bullet" || damage_flag == "laser"))
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if(tank_volume && (damage_flag == BULLET || damage_flag == LASER))
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boom()
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/obj/structure/reagent_dispensers/attackby(obj/item/W, mob/user, params)
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