Merge pull request #1961 from Citadel-Station-13/upstream-merge-29140
[MIRROR] Removes now-unnecessary obj_integrity definitions
This commit is contained in:
@@ -55,7 +55,6 @@
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active_power_usage = 8
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power_channel = ENVIRON
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req_access = list(GLOB.access_atmospherics)
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obj_integrity = 250
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max_integrity = 250
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integrity_failure = 80
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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
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on_blueprints = TRUE
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layer = GAS_PIPE_HIDDEN_LAYER //under wires
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resistance_flags = FIRE_PROOF
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obj_integrity = 200
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max_integrity = 200
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var/nodealert = 0
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var/can_unwrench = 0
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@@ -6,7 +6,6 @@
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icon_state = "pod-off"
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density = 1
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anchored = 1
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obj_integrity = 350
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max_integrity = 350
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 30, acid = 30)
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layer = ABOVE_WINDOW_LAYER
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@@ -4,7 +4,6 @@
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icon_state = "generic"
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name = "pressure tank"
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desc = "A large vessel containing pressurized gas."
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obj_integrity = 800
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max_integrity = 800
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var/volume = 10000 //in liters, 1 meters by 1 meters by 2 meters
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density = 1
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@@ -7,11 +7,10 @@
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var/icon_state_open = "cold_off"
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density = TRUE
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anchored = TRUE
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obj_integrity = 300
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max_integrity = 300
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 80, acid = 30)
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layer = OBJ_LAYER
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var/on = FALSE
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var/min_temperature = 0
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var/max_temperature = 0
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@@ -11,7 +11,6 @@
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use_power = IDLE_POWER_USE
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idle_power_usage = 2
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active_power_usage = 4
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obj_integrity = 150
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max_integrity = 150
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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 @@
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var/can_min_release_pressure = (ONE_ATMOSPHERE / 10)
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armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 50)
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obj_integrity = 250
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max_integrity = 250
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integrity_failure = 100
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pressure_resistance = 7 * ONE_ATMOSPHERE
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@@ -138,7 +137,6 @@
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icon_state = "proto"
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icon_state = "proto"
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volume = 5000
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obj_integrity = 300
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max_integrity = 300
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temperature_resistance = 2000 + T0C
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can_max_release_pressure = (ONE_ATMOSPHERE * 30)
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@@ -2,7 +2,6 @@
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name = "portable_atmospherics"
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icon = 'icons/obj/atmos.dmi'
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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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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 @@
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icon = 'icons/obj/cult.dmi'
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icon_state = "forge"
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anchored = 1
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obj_integrity = 200
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max_integrity = 200
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var/mob/living/current_wizard = null
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var/next_check = 0
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@@ -1,7 +1,6 @@
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/obj/item/clothing
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name = "clothing"
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resistance_flags = FLAMMABLE
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obj_integrity = 200
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max_integrity = 200
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integrity_failure = 80
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var/damaged_clothes = 0 //similar to machine's BROKEN stat and structure's broken var
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@@ -170,7 +170,6 @@
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icon_state = "tiki_eyebrow"
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item_state = "tiki_eyebrow"
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resistance_flags = FLAMMABLE
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obj_integrity = 100
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max_integrity = 100
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actions_types = list(/datum/action/item_action/adjust)
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dog_fashion = null
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@@ -4,7 +4,6 @@
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desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
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icon_state = "hardsuit0-engineering"
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item_state = "eng_helm"
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obj_integrity = 300
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max_integrity = 300
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armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
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var/basestate = "hardsuit"
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@@ -64,7 +63,6 @@
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desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
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icon_state = "hardsuit-engineering"
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item_state = "eng_hardsuit"
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obj_integrity = 300
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max_integrity = 300
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armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75)
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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 @@
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max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
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strip_delay = 60
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equip_delay_other = 40
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obj_integrity = 250
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max_integrity = 250
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resistance_flags = 0
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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 @@
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layer = SPACEVINE_LAYER
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mouse_opacity = 2 //Clicking anywhere on the turf is good enough
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pass_flags = PASSTABLE | PASSGRILLE
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obj_integrity = 50
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max_integrity = 50
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var/energy = 0
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var/datum/spacevine_controller/master = null
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@@ -552,7 +552,7 @@ Gunshots/explosions/opening doors/less rare audio (done)
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var/collapse
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var/image/down
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obj_integrity = 100
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max_integrity = 100
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/obj/effect/fake_attacker/attackby(obj/item/weapon/P, mob/living/user, params)
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step_away(src,my_target,2)
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@@ -7,7 +7,6 @@
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amount_per_transfer_from_this = 10
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volume = 50
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materials = list(MAT_GLASS=500)
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obj_integrity = 20
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max_integrity = 20
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spillable = 1
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resistance_flags = ACID_PROOF
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@@ -18,7 +18,6 @@
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var/dispense_flavour = ICECREAM_VANILLA
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var/flavour_name = "vanilla"
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container_type = OPENCONTAINER
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obj_integrity = 300
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max_integrity = 300
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/obj/machinery/icecream_vat/proc/get_ingredient_list(type)
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@@ -130,7 +130,6 @@
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seed = /obj/item/seeds/cherry/bomb
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bitesize_mod = 2
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volume = 125 //Gives enough room for the black powder at max potency
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obj_integrity = 40
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max_integrity = 40
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/obj/item/weapon/reagent_containers/food/snacks/grown/cherry_bomb/attack_self(mob/living/user)
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@@ -18,7 +18,6 @@
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density = 1
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opacity = 0
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resistance_flags = FLAMMABLE
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obj_integrity = 200
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max_integrity = 200
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armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0)
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var/state = 0
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@@ -114,7 +114,6 @@
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layer = HIGH_OBJ_LAYER
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density = FALSE
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anchored = TRUE
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obj_integrity = 30
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max_integrity = 30
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layer = LATTICE_LAYER
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@@ -76,7 +76,6 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
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icon_state = "marker"
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layer = BELOW_OPEN_DOOR_LAYER
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armor = list(melee = 50, bullet = 75, laser = 75, energy = 75, bomb = 25, bio = 100, rad = 100, fire = 25, acid = 0)
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obj_integrity = 50
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max_integrity = 50
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anchored = TRUE
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light_range = 2
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@@ -158,7 +158,6 @@
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list_reagents = list("sugar" = 3, "ethanol" = 2, "stabilizing_agent" = 3, "minttoxin" = 2)
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w_class = WEIGHT_CLASS_TINY
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resistance_flags = FLAMMABLE
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obj_integrity = 100
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max_integrity = 100
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seed = /obj/item/seeds/lavaland/polypore
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@@ -209,7 +208,6 @@
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icon_state = "mushroom_bowl"
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w_class = WEIGHT_CLASS_SMALL
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resistance_flags = FLAMMABLE
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obj_integrity = 200
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max_integrity = 200
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//what you can craft with these things
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@@ -6,7 +6,6 @@
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force = 10
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throwforce = 0
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resistance_flags = FLAMMABLE
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obj_integrity = 100
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max_integrity = 100
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w_class = WEIGHT_CLASS_BULKY
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max_w_class = WEIGHT_CLASS_NORMAL
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@@ -20,7 +20,6 @@
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tint = 3
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flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH
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layer = MOB_LAYER
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obj_integrity = 100
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max_integrity = 100
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var/stat = CONSCIOUS //UNCONSCIOUS is the idle state in this case
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@@ -626,7 +626,6 @@
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/obj/structure/cloth_pile
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name = "pile of bandages"
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desc = "It emits a strange aura, as if there was still life within it..."
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obj_integrity = 50
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max_integrity = 50
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armor = list(melee = 90, bullet = 90, laser = 25, energy = 80, bomb = 50, bio = 100, fire = -50, acid = -50)
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icon = 'icons/obj/items.dmi'
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@@ -170,7 +170,6 @@
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desc = "A floating bubble containing leaper venom, the contents are under a surprising amount of pressure."
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icon = 'icons/obj/projectiles.dmi'
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icon_state = "leaper"
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obj_integrity = 10
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max_integrity = 10
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density = FALSE
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@@ -730,7 +730,7 @@ Difficulty: Very Hard
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icon_state = null //This shouldn't even be visible, so if it DOES show up, at least nobody will notice
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density = 1
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anchored = 1
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obj_integrity = 999
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resistance_flags = FIRE_PROOF | ACID_PROOF | INDESTRUCTIBLE
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var/mob/living/simple_animal/holder_animal
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/obj/structure/closet/stasis/process()
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@@ -740,8 +740,8 @@ Difficulty: Very Hard
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holder_animal.gib()
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return
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/obj/structure/closet/stasis/New()
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..()
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/obj/structure/closet/stasis/Initialize(mapload)
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. = ..()
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if(isanimal(loc))
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holder_animal = loc
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START_PROCESSING(SSobj, src)
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@@ -30,7 +30,6 @@
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var/max_hardware_size = 0 // Maximal hardware w_class. Tablets/PDAs have 1, laptops 2, consoles 4.
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var/steel_sheet_cost = 5 // Amount of steel sheets refunded when disassembling an empty frame of this computer.
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obj_integrity = 100
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integrity_failure = 50
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max_integrity = 100
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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 @@
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max_hardware_size = 4
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steel_sheet_cost = 10
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light_strength = 2
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obj_integrity = 300
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max_integrity = 300
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integrity_failure = 150
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@@ -69,7 +69,6 @@
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block_chance = 50
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slot_flags = SLOT_BELT
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sharpness = IS_SHARP
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obj_integrity = 200
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max_integrity = 200
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resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
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bypass_density = TRUE
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@@ -14,8 +14,7 @@ It is possible to destroy the net by the occupant or someone else.
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mouse_opacity = 1//So you can hit it with stuff.
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anchored = 1//Can't drag/grab the trapped mob.
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layer = ABOVE_ALL_MOB_LAYER
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obj_integrity = 25//How much health it has.
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max_integrity = 25
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max_integrity = 25 //How much health it has.
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var/mob/living/affecting = null//Who it is currently affecting, if anyone.
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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 @@
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slot_flags = SLOT_HEAD
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body_parts_covered = HEAD
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resistance_flags = FLAMMABLE
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obj_integrity = 50
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max_integrity = 50
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dog_fashion = /datum/dog_fashion/head
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@@ -110,7 +110,6 @@
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icon_state = "paperslip"
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icon = 'icons/obj/bureaucracy.dmi'
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resistance_flags = FLAMMABLE
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obj_integrity = 50
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max_integrity = 50
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/obj/item/weapon/paperslip/New()
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@@ -8,7 +8,6 @@
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throwforce = 0
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w_class = WEIGHT_CLASS_TINY
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resistance_flags = FLAMMABLE
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obj_integrity = 50
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max_integrity = 50
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var/obj/item/weapon/paper/internalPaper
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@@ -18,7 +18,6 @@
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idle_power_usage = 30
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active_power_usage = 200
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power_channel = EQUIP
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obj_integrity = 300
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max_integrity = 300
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integrity_failure = 100
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var/obj/item/weapon/paper/copy = null //what's in the copier!
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@@ -30,7 +30,6 @@
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item_state = "paper"
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w_class = WEIGHT_CLASS_TINY
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resistance_flags = FLAMMABLE
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obj_integrity = 50
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max_integrity = 50
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var/icon/img //Big photo image
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var/scribble //Scribble on the back.
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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
|
||||
obj_integrity = 200
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||||
max_integrity = 200
|
||||
integrity_failure = 50
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||||
resistance_flags = FIRE_PROOF
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -42,7 +42,6 @@
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||||
icon_state = "tube-construct-stage1"
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||||
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 @@
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||||
desc = "A lighting fixture."
|
||||
anchored = 1
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||||
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
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||||
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)
|
||||
|
||||
|
||||
@@ -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"
|
||||
|
||||
@@ -11,7 +11,6 @@
|
||||
anchored = 1
|
||||
density = 1
|
||||
use_power = NO_POWER_USE
|
||||
obj_integrity = 250
|
||||
max_integrity = 250
|
||||
integrity_failure = 50
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -11,7 +11,6 @@
|
||||
density = 0
|
||||
pressure_resistance = 5*ONE_ATMOSPHERE
|
||||
level = 2
|
||||
obj_integrity = 200
|
||||
max_integrity = 200
|
||||
var/ptype = 0
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
@@ -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
|
||||
|
||||
|
||||
@@ -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
|
||||
|
||||
Reference in New Issue
Block a user