Merge pull request #1961 from Citadel-Station-13/upstream-merge-29140

[MIRROR] Removes now-unnecessary obj_integrity definitions
This commit is contained in:
LetterJay
2017-07-09 23:06:13 -05:00
committed by GitHub
168 changed files with 41 additions and 269 deletions

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@@ -55,7 +55,6 @@
active_power_usage = 8
power_channel = ENVIRON
req_access = list(GLOB.access_atmospherics)
obj_integrity = 250
max_integrity = 250
integrity_failure = 80
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)

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@@ -20,7 +20,6 @@ Pipelines + Other Objects -> Pipe network
on_blueprints = TRUE
layer = GAS_PIPE_HIDDEN_LAYER //under wires
resistance_flags = FIRE_PROOF
obj_integrity = 200
max_integrity = 200
var/nodealert = 0
var/can_unwrench = 0

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@@ -6,7 +6,6 @@
icon_state = "pod-off"
density = 1
anchored = 1
obj_integrity = 350
max_integrity = 350
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 30, acid = 30)
layer = ABOVE_WINDOW_LAYER

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@@ -4,7 +4,6 @@
icon_state = "generic"
name = "pressure tank"
desc = "A large vessel containing pressurized gas."
obj_integrity = 800
max_integrity = 800
var/volume = 10000 //in liters, 1 meters by 1 meters by 2 meters
density = 1

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@@ -7,11 +7,10 @@
var/icon_state_open = "cold_off"
density = TRUE
anchored = TRUE
obj_integrity = 300
max_integrity = 300
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 80, acid = 30)
layer = OBJ_LAYER
var/on = FALSE
var/min_temperature = 0
var/max_temperature = 0

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@@ -11,7 +11,6 @@
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 4
obj_integrity = 150
max_integrity = 150
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 40, acid = 0)

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@@ -18,7 +18,6 @@
var/can_min_release_pressure = (ONE_ATMOSPHERE / 10)
armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 50)
obj_integrity = 250
max_integrity = 250
integrity_failure = 100
pressure_resistance = 7 * ONE_ATMOSPHERE
@@ -138,7 +137,6 @@
icon_state = "proto"
icon_state = "proto"
volume = 5000
obj_integrity = 300
max_integrity = 300
temperature_resistance = 2000 + T0C
can_max_release_pressure = (ONE_ATMOSPHERE * 30)

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@@ -2,7 +2,6 @@
name = "portable_atmospherics"
icon = 'icons/obj/atmos.dmi'
use_power = NO_POWER_USE
obj_integrity = 250
max_integrity = 250
armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 60, acid = 30)

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@@ -28,7 +28,6 @@
icon = 'icons/obj/cult.dmi'
icon_state = "forge"
anchored = 1
obj_integrity = 200
max_integrity = 200
var/mob/living/current_wizard = null
var/next_check = 0

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@@ -1,7 +1,6 @@
/obj/item/clothing
name = "clothing"
resistance_flags = FLAMMABLE
obj_integrity = 200
max_integrity = 200
integrity_failure = 80
var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var

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@@ -170,7 +170,6 @@
icon_state = "tiki_eyebrow"
item_state = "tiki_eyebrow"
resistance_flags = FLAMMABLE
obj_integrity = 100
max_integrity = 100
actions_types = list(/datum/action/item_action/adjust)
dog_fashion = null

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@@ -4,7 +4,6 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
item_state = "eng_helm"
obj_integrity = 300
max_integrity = 300
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
var/basestate = "hardsuit"
@@ -64,7 +63,6 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
item_state = "eng_hardsuit"
obj_integrity = 300
max_integrity = 300
armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
allowed = list(/obj/item/device/flashlight,/obj/item/weapon/tank/internals,/obj/item/device/t_scanner, /obj/item/weapon/construction/rcd, /obj/item/weapon/pipe_dispenser)

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@@ -7,7 +7,6 @@
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
strip_delay = 60
equip_delay_other = 40
obj_integrity = 250
max_integrity = 250
resistance_flags = 0
armor = list(melee = 30, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50)

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@@ -316,7 +316,6 @@
layer = SPACEVINE_LAYER
mouse_opacity = 2 //Clicking anywhere on the turf is good enough
pass_flags = PASSTABLE | PASSGRILLE
obj_integrity = 50
max_integrity = 50
var/energy = 0
var/datum/spacevine_controller/master = null

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@@ -552,7 +552,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
var/collapse
var/image/down
obj_integrity = 100
max_integrity = 100
/obj/effect/fake_attacker/attackby(obj/item/weapon/P, mob/living/user, params)
step_away(src,my_target,2)

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@@ -7,7 +7,6 @@
amount_per_transfer_from_this = 10
volume = 50
materials = list(MAT_GLASS=500)
obj_integrity = 20
max_integrity = 20
spillable = 1
resistance_flags = ACID_PROOF

View File

@@ -18,7 +18,6 @@
var/dispense_flavour = ICECREAM_VANILLA
var/flavour_name = "vanilla"
container_type = OPENCONTAINER
obj_integrity = 300
max_integrity = 300
/obj/machinery/icecream_vat/proc/get_ingredient_list(type)

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@@ -130,7 +130,6 @@
seed = /obj/item/seeds/cherry/bomb
bitesize_mod = 2
volume = 125 //Gives enough room for the black powder at max potency
obj_integrity = 40
max_integrity = 40
/obj/item/weapon/reagent_containers/food/snacks/grown/cherry_bomb/attack_self(mob/living/user)

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@@ -18,7 +18,6 @@
density = 1
opacity = 0
resistance_flags = FLAMMABLE
obj_integrity = 200
max_integrity = 200
armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
var/state = 0

View File

@@ -114,7 +114,6 @@
layer = HIGH_OBJ_LAYER
density = FALSE
anchored = TRUE
obj_integrity = 30
max_integrity = 30
layer = LATTICE_LAYER

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@@ -76,7 +76,6 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
icon_state = "marker"
layer = BELOW_OPEN_DOOR_LAYER
armor = list(melee = 50, bullet = 75, laser = 75, energy = 75, bomb = 25, bio = 100, rad = 100, fire = 25, acid = 0)
obj_integrity = 50
max_integrity = 50
anchored = TRUE
light_range = 2

View File

@@ -158,7 +158,6 @@
list_reagents = list("sugar" = 3, "ethanol" = 2, "stabilizing_agent" = 3, "minttoxin" = 2)
w_class = WEIGHT_CLASS_TINY
resistance_flags = FLAMMABLE
obj_integrity = 100
max_integrity = 100
seed = /obj/item/seeds/lavaland/polypore
@@ -209,7 +208,6 @@
icon_state = "mushroom_bowl"
w_class = WEIGHT_CLASS_SMALL
resistance_flags = FLAMMABLE
obj_integrity = 200
max_integrity = 200
//what you can craft with these things

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@@ -6,7 +6,6 @@
force = 10
throwforce = 0
resistance_flags = FLAMMABLE
obj_integrity = 100
max_integrity = 100
w_class = WEIGHT_CLASS_BULKY
max_w_class = WEIGHT_CLASS_NORMAL

View File

@@ -20,7 +20,6 @@
tint = 3
flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
layer = MOB_LAYER
obj_integrity = 100
max_integrity = 100
var/stat = CONSCIOUS //UNCONSCIOUS is the idle state in this case

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@@ -626,7 +626,6 @@
/obj/structure/cloth_pile
name = "pile of bandages"
desc = "It emits a strange aura, as if there was still life within it..."
obj_integrity = 50
max_integrity = 50
armor = list(melee = 90, bullet = 90, laser = 25, energy = 80, bomb = 50, bio = 100, fire = -50, acid = -50)
icon = 'icons/obj/items.dmi'

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@@ -170,7 +170,6 @@
desc = "A floating bubble containing leaper venom, the contents are under a surprising amount of pressure."
icon = 'icons/obj/projectiles.dmi'
icon_state = "leaper"
obj_integrity = 10
max_integrity = 10
density = FALSE

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@@ -730,7 +730,7 @@ Difficulty: Very Hard
icon_state = null //This shouldn't even be visible, so if it DOES show up, at least nobody will notice
density = 1
anchored = 1
obj_integrity = 999
resistance_flags = FIRE_PROOF | ACID_PROOF | INDESTRUCTIBLE
var/mob/living/simple_animal/holder_animal
/obj/structure/closet/stasis/process()
@@ -740,8 +740,8 @@ Difficulty: Very Hard
holder_animal.gib()
return
/obj/structure/closet/stasis/New()
..()
/obj/structure/closet/stasis/Initialize(mapload)
. = ..()
if(isanimal(loc))
holder_animal = loc
START_PROCESSING(SSobj, src)

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@@ -30,7 +30,6 @@
var/max_hardware_size = 0 // Maximal hardware w_class. Tablets/PDAs have 1, laptops 2, consoles 4.
var/steel_sheet_cost = 5 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
obj_integrity = 100
integrity_failure = 50
max_integrity = 100
armor = list(melee = 0, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 0, acid = 0)

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@@ -16,7 +16,6 @@
max_hardware_size = 4
steel_sheet_cost = 10
light_strength = 2
obj_integrity = 300
max_integrity = 300
integrity_failure = 150

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@@ -69,7 +69,6 @@
block_chance = 50
slot_flags = SLOT_BELT
sharpness = IS_SHARP
obj_integrity = 200
max_integrity = 200
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
bypass_density = TRUE

View File

@@ -14,8 +14,7 @@ It is possible to destroy the net by the occupant or someone else.
mouse_opacity = 1//So you can hit it with stuff.
anchored = 1//Can't drag/grab the trapped mob.
layer = ABOVE_ALL_MOB_LAYER
obj_integrity = 25//How much health it has.
max_integrity = 25
max_integrity = 25 //How much health it has.
var/mob/living/affecting = null//Who it is currently affecting, if anyone.
var/mob/living/master = null//Who shot web. Will let this person know if the net was successful or failed.

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@@ -19,7 +19,6 @@
slot_flags = SLOT_HEAD
body_parts_covered = HEAD
resistance_flags = FLAMMABLE
obj_integrity = 50
max_integrity = 50
dog_fashion = /datum/dog_fashion/head

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@@ -110,7 +110,6 @@
icon_state = "paperslip"
icon = 'icons/obj/bureaucracy.dmi'
resistance_flags = FLAMMABLE
obj_integrity = 50
max_integrity = 50
/obj/item/weapon/paperslip/New()

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@@ -8,7 +8,6 @@
throwforce = 0
w_class = WEIGHT_CLASS_TINY
resistance_flags = FLAMMABLE
obj_integrity = 50
max_integrity = 50
var/obj/item/weapon/paper/internalPaper

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@@ -18,7 +18,6 @@
idle_power_usage = 30
active_power_usage = 200
power_channel = EQUIP
obj_integrity = 300
max_integrity = 300
integrity_failure = 100
var/obj/item/weapon/paper/copy = null //what's in the copier!

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@@ -30,7 +30,6 @@
item_state = "paper"
w_class = WEIGHT_CLASS_TINY
resistance_flags = FLAMMABLE
obj_integrity = 50
max_integrity = 50
var/icon/img //Big photo image
var/scribble //Scribble on the back.

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@@ -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

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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

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@@ -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

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@@ -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

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@@ -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)

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@@ -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)

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@@ -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"

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@@ -11,7 +11,6 @@
anchored = 1
density = 1
use_power = NO_POWER_USE
obj_integrity = 250
max_integrity = 250
integrity_failure = 50

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@@ -7,7 +7,6 @@
anchored = 0
container_type = DRAWABLE
pressure_resistance = 2*ONE_ATMOSPHERE
obj_integrity = 300
max_integrity = 300
var/tank_volume = 1000 //In units, how much the dispenser can hold
var/reagent_id = "water" //The ID of the reagent that the dispenser uses

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@@ -11,7 +11,6 @@
density = 0
pressure_resistance = 5*ONE_ATMOSPHERE
level = 2
obj_integrity = 200
max_integrity = 200
var/ptype = 0

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@@ -139,7 +139,6 @@
level = 1 // underfloor only
var/dpdir = 0 // bitmask of pipe directions
dir = 0// dir will contain dominant direction for junction pipes
obj_integrity = 200
max_integrity = 200
armor = list(melee = 25, bullet = 10, laser = 10, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
layer = DISPOSAL_PIPE_LAYER // slightly lower than wires and other pipes

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@@ -9,7 +9,6 @@
density = 1
on_blueprints = TRUE
armor = list(melee = 25, bullet = 10, laser = 10, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30)
obj_integrity = 200
max_integrity = 200
resistance_flags = FIRE_PROOF
interact_open = TRUE

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@@ -55,9 +55,7 @@
/obj/structure/table/abductor/wabbajack
name = "wabbajack altar"
desc = "Whether you're sleeping or waking, it's going to be \
quite chaotic."
obj_integrity = 1000
desc = "Whether you're sleeping or waking, it's going to be quite chaotic."
max_integrity = 1000
verb_say = "chants"
var/obj/machinery/power/emitter/energycannon/magical/our_statue
@@ -183,7 +181,6 @@
/obj/structure/table/wood/bar
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
flags = NODECONSTRUCT
obj_integrity = 1000
max_integrity = 1000
var/boot_dir = 1

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@@ -8,7 +8,6 @@
anchored = 0
can_buckle = 1
buckle_lying = 0
obj_integrity = 300
max_integrity = 300
armor = list(melee = 30, bullet = 30, laser = 30, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 60, acid = 60)
var/auto_door_open = TRUE