diff --git a/code/__DEFINES/combat.dm b/code/__DEFINES/combat.dm
index b8473e611bc..d56d8365220 100644
--- a/code/__DEFINES/combat.dm
+++ b/code/__DEFINES/combat.dm
@@ -3,14 +3,45 @@
//Damage and status effect defines
//Damage defines //TODO: merge these down to reduce on defines
+/// Physical fracturing and warping of the material.
#define BRUTE "brute"
-#define BURN "fire"
+/// Scorching and charring of the material.
+#define BURN "burn"
+/// Poisoning. Mostly caused by reagents.
#define TOX "toxin"
+/// Suffocation.
#define OXY "oxygen"
+/// Cellular degredation. Rare and difficult to treat.
#define CLONE "clone"
+/// Exhaustion and nonlethal damage.
#define STAMINA "stamina"
+/// Brain damage. Should probably be decomissioned and replaced with proper organ damage.
#define BRAIN "brain"
+//Damage flag defines //
+/// Involves a melee attack or a thrown object.
+#define MELEE "melee"
+/// Involves a solid projectile.
+#define BULLET "bullet"
+/// Involves a laser.
+#define LASER "laser"
+/// Involves an EMP or energy-based projectile.
+#define ENERGY "energy"
+/// Involves a shockwave, usually from an explosion.
+#define BOMB "bomb"
+/// Involved in checking wheter a disease can infect or spread. Also involved in xeno neurotoxin.
+#define BIO "bio"
+/// Involves ionizing radiation.
+#define RAD "rad"
+/// Involves fire or temperature extremes.
+#define FIRE "fire"
+/// Involves corrosive substances.
+#define ACID "acid"
+/// Involves magic.
+#define MAGIC "magic"
+/// Involved in checking the likelyhood of applying a wound to a mob.
+#define WOUND "wound"
+
//bitflag damage defines used for suicide_act
#define BRUTELOSS (1<<0)
#define FIRELOSS (1<<1)
diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm
index 83abaffaf95..226a44f3c7b 100644
--- a/code/_onclick/item_attack.dm
+++ b/code/_onclick/item_attack.dm
@@ -125,7 +125,7 @@
"You hit [src] with [I]!", null, COMBAT_MESSAGE_RANGE)
//only witnesses close by and the victim see a hit message.
log_combat(user, src, "attacked", I)
- take_damage(I.force, I.damtype, "melee", 1)
+ take_damage(I.force, I.damtype, MELEE, 1)
/mob/living/attacked_by(obj/item/I, mob/living/user)
send_item_attack_message(I, user)
diff --git a/code/_onclick/other_mobs.dm b/code/_onclick/other_mobs.dm
index 5a8777ec30c..cecd5e92c5f 100644
--- a/code/_onclick/other_mobs.dm
+++ b/code/_onclick/other_mobs.dm
@@ -138,7 +138,7 @@
if(ishuman(ML))
var/mob/living/carbon/human/H = ML
affecting = H.get_bodypart(ran_zone(dam_zone))
- var/armor = ML.run_armor_check(affecting, "melee")
+ var/armor = ML.run_armor_check(affecting, MELEE)
if(prob(75))
ML.apply_damage(rand(1,3), BRUTE, affecting, armor)
ML.visible_message("[name] bites [ML]!", \
diff --git a/code/controllers/subsystem/fire_burning.dm b/code/controllers/subsystem/fire_burning.dm
index 7f73f379ccb..d976baec33d 100644
--- a/code/controllers/subsystem/fire_burning.dm
+++ b/code/controllers/subsystem/fire_burning.dm
@@ -30,7 +30,7 @@ SUBSYSTEM_DEF(fire_burning)
if(O.resistance_flags & ON_FIRE) //in case an object is extinguished while still in currentrun
if(!(O.resistance_flags & FIRE_PROOF))
- O.take_damage(20, BURN, "fire", 0)
+ O.take_damage(20, BURN, FIRE, 0)
else
O.extinguish()
diff --git a/code/datums/armor.dm b/code/datums/armor.dm
index e317a05de2b..595153486f7 100644
--- a/code/datums/armor.dm
+++ b/code/datums/armor.dm
@@ -56,7 +56,7 @@
return vars[rating]
/datum/armor/proc/getList()
- return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic, "wound" = wound)
+ return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, RAD = rad, FIRE = fire, ACID = acid, MAGIC = magic, WOUND = wound)
/datum/armor/proc/attachArmor(datum/armor/AA)
return getArmor(melee+AA.melee, bullet+AA.bullet, laser+AA.laser, energy+AA.energy, bomb+AA.bomb, bio+AA.bio, rad+AA.rad, fire+AA.fire, acid+AA.acid, magic+AA.magic, wound+AA.wound)
diff --git a/code/datums/components/armor_plate.dm b/code/datums/components/armor_plate.dm
index 1baa1d92c0d..25a886a3c92 100644
--- a/code/datums/components/armor_plate.dm
+++ b/code/datums/components/armor_plate.dm
@@ -2,7 +2,7 @@
var/amount = 0
var/maxamount = 3
var/upgrade_item = /obj/item/stack/sheet/animalhide/goliath_hide
- var/datum/armor/added_armor = list("melee" = 10)
+ var/datum/armor/added_armor = list(MELEE = 10)
var/upgrade_name
/datum/component/armor_plate/Initialize(_maxamount,obj/item/_upgrade_item,datum/armor/_added_armor)
diff --git a/code/datums/components/embedded.dm b/code/datums/components/embedded.dm
index c12d764eb36..baa6968fdeb 100644
--- a/code/datums/components/embedded.dm
+++ b/code/datums/components/embedded.dm
@@ -98,7 +98,7 @@
SEND_SIGNAL(victim, COMSIG_ADD_MOOD_EVENT, "embedded", /datum/mood_event/embedded)
if(damage > 0)
- var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",I.armour_penetration)
+ var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",I.armour_penetration)
limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness())
/datum/component/embedded/Destroy()
diff --git a/code/datums/diseases/_MobProcs.dm b/code/datums/diseases/_MobProcs.dm
index 7f47d01701b..5a0445c51e4 100644
--- a/code/datums/diseases/_MobProcs.dm
+++ b/code/datums/diseases/_MobProcs.dm
@@ -145,7 +145,7 @@
return !is_mouth_covered()
/mob/living/carbon/CanSpreadAirborneDisease()
- return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating("bio") >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating("bio") >= 25)))
+ return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating(BIO) >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating(BIO) >= 25)))
/mob/living/proc/set_shocked()
flags_1 |= SHOCKED_1
diff --git a/code/datums/elements/embed.dm b/code/datums/elements/embed.dm
index 5777bf8acf4..760ac7f5fee 100644
--- a/code/datums/elements/embed.dm
+++ b/code/datums/elements/embed.dm
@@ -76,7 +76,7 @@
var/actual_chance = embed_chance
if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign
- var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
+ var/armor = max(victim.run_armor_check(hit_zone, BULLET, silent=TRUE), victim.run_armor_check(hit_zone, BOMB, silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved
if(armor) // we only care about armor penetration if there's actually armor to penetrate
var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen
diff --git a/code/datums/martial/boxing.dm b/code/datums/martial/boxing.dm
index fb7a6293922..d351a1f8aee 100644
--- a/code/datums/martial/boxing.dm
+++ b/code/datums/martial/boxing.dm
@@ -27,7 +27,7 @@
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
- var/armor_block = D.run_armor_check(affecting, "melee")
+ var/armor_block = D.run_armor_check(affecting, MELEE)
playsound(D.loc, A.dna.species.attack_sound, 25, TRUE, -1)
diff --git a/code/datums/martial/krav_maga.dm b/code/datums/martial/krav_maga.dm
index 17f329fa028..3e989d30b67 100644
--- a/code/datums/martial/krav_maga.dm
+++ b/code/datums/martial/krav_maga.dm
@@ -90,7 +90,7 @@
if(D.stat || D.IsParalyzed())
return 0
var/obj/item/bodypart/affecting = D.get_bodypart(BODY_ZONE_CHEST)
- var/armor_block = D.run_armor_check(affecting, "melee")
+ var/armor_block = D.run_armor_check(affecting, MELEE)
D.visible_message("[A] leg sweeps [D]!", \
"Your legs are sweeped by [A]!", "You hear a sickening sound of flesh hitting flesh!", null, A)
to_chat(A, "You leg sweep [D]!")
@@ -133,7 +133,7 @@
return 1
log_combat(A, D, "punched")
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
- var/armor_block = D.run_armor_check(affecting, "melee")
+ var/armor_block = D.run_armor_check(affecting, MELEE)
var/picked_hit_type = pick("punch", "kick")
var/bonus_damage = 0
if(!(D.mobility_flags & MOBILITY_STAND))
@@ -156,7 +156,7 @@
if(check_streak(A,D))
return 1
var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected))
- var/armor_block = D.run_armor_check(affecting, "melee")
+ var/armor_block = D.run_armor_check(affecting, MELEE)
if((D.mobility_flags & MOBILITY_STAND))
D.visible_message("[A] reprimands [D]!", \
"You're slapped by [A]!", "You hear a sickening sound of flesh hitting flesh!", COMBAT_MESSAGE_RANGE, A)
@@ -223,4 +223,4 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
diff --git a/code/datums/materials/_material.dm b/code/datums/materials/_material.dm
index 61d3e92ee2d..28e77953a36 100644
--- a/code/datums/materials/_material.dm
+++ b/code/datums/materials/_material.dm
@@ -23,7 +23,7 @@ Simple datum which is instanced once per type and is used for every object of sa
///This is the amount of value per 1 unit of the material
var/value_per_unit = 0
///Armor modifiers, multiplies an items normal armor vars by these amounts.
- var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
+ var/armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
///How beautiful is this material per unit
var/beauty_modifier = 0
///Can be used to override the sound items make, lets add some SLOSHing.
diff --git a/code/datums/materials/basemats.dm b/code/datums/materials/basemats.dm
index 77cfe7b8329..ef79c9f9cad 100644
--- a/code/datums/materials/basemats.dm
+++ b/code/datums/materials/basemats.dm
@@ -23,7 +23,7 @@
shard_type = /obj/item/shard
value_per_unit = 0.0025
beauty_modifier = 0.05
- armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2)
+ armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, LASER = 0, ENERGY = 1, BOMB = 0, BIO = 0.2, RAD = 0.2, FIRE = 1, ACID = 0.2)
/datum/material/glass/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5, sharpness = TRUE) //cronch
@@ -58,7 +58,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/gold
value_per_unit = 0.0625
beauty_modifier = 0.15
- armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1)
+ armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1.1)
/datum/material/gold/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(10, BRUTE, BODY_ZONE_HEAD, wound_bonus = 5)
@@ -74,7 +74,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
alpha = 132
value_per_unit = 0.25
beauty_modifier = 0.3
- armor_modifiers = list("melee" = 1.3, "bullet" = 1.3, "laser" = 0.6, "energy" = 1, "bomb" = 1.2, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1)
+ armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, RAD = 1, FIRE = 1, ACID = 1)
/datum/material/diamond/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
@@ -89,7 +89,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/uranium
value_per_unit = 0.05
beauty_modifier = 0.3 //It shines so beautiful
- armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1)
+ armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 1, ACID = 1)
/datum/material/uranium/on_applied(atom/source, amount, material_flags)
. = ..()
@@ -114,7 +114,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
shard_type = /obj/item/shard/plasma
value_per_unit = 0.1
beauty_modifier = 0.15
- armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5)
+ armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, LASER = 0, ENERGY = 1.2, BOMB = 0, BIO = 1.2, RAD = 1, FIRE = 0, ACID = 0.5)
/datum/material/plasma/on_applied(atom/source, amount, material_flags)
. = ..()
@@ -157,7 +157,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/bananium
value_per_unit = 0.5
beauty_modifier = 0.5
- armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away.
+ armor_modifiers = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 0, RAD = 0, FIRE = 10, ACID = 0) //Clowns cant be blown away.
/datum/material/bananium/on_applied(atom/source, amount, material_flags)
. = ..()
@@ -184,7 +184,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/titanium
value_per_unit = 0.0625
beauty_modifier = 0.05
- armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1)
+ armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1)
/datum/material/titanium/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
@@ -199,7 +199,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/runite
value_per_unit = 0.3
beauty_modifier = 0.5
- armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
+ armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle.
/datum/material/runite/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
@@ -215,7 +215,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
value_per_unit = 0.0125
beauty_modifier = -0.01
- armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1)
+ armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1.1, ACID = 1)
/datum/material/plastic/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.adjust_disgust(17)
@@ -238,7 +238,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE)
value_per_unit = 0.01
beauty_modifier = 0.1
- armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3)
+ armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, RAD = 0, FIRE = 0, ACID = 0.3)
/datum/material/wood/on_applied_obj(obj/source, amount, material_flags)
. = ..()
@@ -271,7 +271,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/adamantine
value_per_unit = 0.25
beauty_modifier = 0.4
- armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1)
+ armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, RAD = 1, FIRE = 2.5, ACID = 1)
/datum/material/adamantine/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(20, BRUTE, BODY_ZONE_HEAD, wound_bonus = 10)
@@ -286,7 +286,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
sheet_type = /obj/item/stack/sheet/mineral/mythril
value_per_unit = 0.75
strength_modifier = 1.2
- armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.5, "energy" = 1.5, "bomb" = 1.5, "bio" = 1.5, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
+ armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.5, ENERGY = 1.5, BOMB = 1.5, BIO = 1.5, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.5
/datum/material/mythril/on_applied_obj(atom/source, amount, material_flags)
@@ -341,7 +341,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
value_per_unit = 0.35
beauty_modifier = 0.35
strength_modifier = 1.2
- armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 0.7, "bio" = 1, "rad" = 1, "fire" = 1.3, "acid" = 1)
+ armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 0.7, BIO = 1, RAD = 1, FIRE = 1.3, ACID = 1)
/datum/material/metalhydrogen/on_accidental_mat_consumption(mob/living/carbon/M, obj/item/S)
M.apply_damage(15, BRUTE, BODY_ZONE_HEAD, wound_bonus = 7)
@@ -357,7 +357,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
value_per_unit = 0.001
strength_modifier = 0.5
integrity_modifier = 0.1
- armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 1.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
+ armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.25
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
@@ -374,7 +374,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/sandstone
value_per_unit = 0.0025
- armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 1.25, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
+ armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "brick"
@@ -386,7 +386,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/snow
value_per_unit = 0.0025
- armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0.25, "acid" = 1.5)
+ armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0.25, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "sand"
@@ -402,7 +402,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/runed_metal
value_per_unit = 0.75
- armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
+ armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = -0.15
texture_layer_icon_state = "runed"
@@ -418,7 +418,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/tile/bronze
value_per_unit = 0.025
- armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
+ armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = 0.2
/datum/material/paper
@@ -428,7 +428,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/paperframes
value_per_unit = 0.0025
- armor_modifiers = list("melee" = 0.1, "bullet" = 0.1, "laser" = 0.1, "energy" = 0.1, "bomb" = 0.1, "bio" = 0.1, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
+ armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, RAD = 1.5, FIRE = 0, ACID = 1.5)
beauty_modifier = 0.3
turf_sound_override = FOOTSTEP_SAND
texture_layer_icon_state = "paper"
@@ -453,7 +453,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/cardboard
value_per_unit = 0.003
- armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0, "acid" = 1.5)
+ armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0, ACID = 1.5)
beauty_modifier = -0.1
/datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags)
@@ -476,7 +476,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/bone
value_per_unit = 0.05
- armor_modifiers = list("melee" = 1.2, "bullet" = 0.75, "laser" = 0.75, "energy" = 1.2, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5)
+ armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5)
beauty_modifier = -0.2
/datum/material/bamboo
@@ -486,7 +486,7 @@ Unless you know what you're doing, only use the first three numbers. They're in
categories = list(MAT_CATEGORY_RIGID = TRUE)
sheet_type = /obj/item/stack/sheet/mineral/bamboo
value_per_unit = 0.0025
- armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 0.5, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.51, "rad" = 1.5, "fire" = 0.5, "acid" = 1.5)
+ armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, RAD = 1.5, FIRE = 0.5, ACID = 1.5)
beauty_modifier = 0.2
turf_sound_override = FOOTSTEP_WOOD
texture_layer_icon_state = "bamboo"
diff --git a/code/datums/materials/meat.dm b/code/datums/materials/meat.dm
index 9456f397286..14a99d52428 100644
--- a/code/datums/materials/meat.dm
+++ b/code/datums/materials/meat.dm
@@ -8,7 +8,7 @@
value_per_unit = 0.05
beauty_modifier = -0.3
strength_modifier = 0.7
- armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
+ armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
item_sound_override = 'sound/effects/meatslap.ogg'
turf_sound_override = FOOTSTEP_MEAT
texture_layer_icon_state = "meat"
diff --git a/code/datums/materials/pizza.dm b/code/datums/materials/pizza.dm
index 2a9542234f8..013538614fc 100644
--- a/code/datums/materials/pizza.dm
+++ b/code/datums/materials/pizza.dm
@@ -7,7 +7,7 @@
value_per_unit = 0.05
beauty_modifier = 0.1
strength_modifier = 0.7
- armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1)
+ armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1)
item_sound_override = 'sound/effects/meatslap.ogg'
turf_sound_override = FOOTSTEP_MEAT
texture_layer_icon_state = "pizza"
diff --git a/code/datums/weather/weather_types/acid_rain.dm b/code/datums/weather/weather_types/acid_rain.dm
index a1ec4871d5b..36e6b117128 100644
--- a/code/datums/weather/weather_types/acid_rain.dm
+++ b/code/datums/weather/weather_types/acid_rain.dm
@@ -21,12 +21,12 @@
protect_indoors = TRUE
target_trait = ZTRAIT_ACIDRAIN
- immunity_type = "acid" // temp
+ immunity_type = ACID // temp
barometer_predictable = TRUE
/datum/weather/acid_rain/weather_act(mob/living/L)
- var/resist = L.getarmor(null, "acid")
+ var/resist = L.getarmor(null, ACID)
if(prob(max(0,100-resist)))
L.acid_act(20,20)
diff --git a/code/datums/weather/weather_types/radiation_storm.dm b/code/datums/weather/weather_types/radiation_storm.dm
index 84259fc7ab0..cea2c8d8166 100644
--- a/code/datums/weather/weather_types/radiation_storm.dm
+++ b/code/datums/weather/weather_types/radiation_storm.dm
@@ -21,7 +21,7 @@
/area/ai_monitored/turret_protected/ai, /area/storage/emergency/starboard, /area/storage/emergency/port, /area/shuttle, /area/security/prison/safe, /area/security/prison/toilet)
target_trait = ZTRAIT_STATION
- immunity_type = "rad"
+ immunity_type = RAD
/datum/weather/rad_storm/telegraph()
..()
@@ -29,7 +29,7 @@
/datum/weather/rad_storm/weather_act(mob/living/L)
- var/resist = L.getarmor(null, "rad")
+ var/resist = L.getarmor(null, RAD)
if(prob(40))
if(ishuman(L))
var/mob/living/carbon/human/H = L
diff --git a/code/game/atoms.dm b/code/game/atoms.dm
index 069e8905e63..e4480c4e6a8 100644
--- a/code/game/atoms.dm
+++ b/code/game/atoms.dm
@@ -288,7 +288,7 @@
var/a_incidence_s = abs(incidence_s)
if(a_incidence_s > 90 && a_incidence_s < 270)
return FALSE
- if((P.flag in list("bullet", "bomb")) && P.ricochet_incidence_leeway)
+ if((P.flag in list(BULLET, BOMB)) && P.ricochet_incidence_leeway)
if((a_incidence_s < 90 && a_incidence_s < 90 - P.ricochet_incidence_leeway) || (a_incidence_s > 270 && a_incidence_s -270 > P.ricochet_incidence_leeway))
return
var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s)
diff --git a/code/game/gamemodes/clown_ops/clown_weapons.dm b/code/game/gamemodes/clown_ops/clown_weapons.dm
index 0119724e71a..a7798e99e3e 100644
--- a/code/game/gamemodes/clown_ops/clown_weapons.dm
+++ b/code/game/gamemodes/clown_ops/clown_weapons.dm
@@ -17,7 +17,7 @@
desc = "advanced clown shoes that protect the wearer and render them nearly immune to slipping on their own peels. They also squeak at 100% capacity."
clothing_flags = NOSLIP
slowdown = SHOES_SLOWDOWN
- armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
strip_delay = 70
resistance_flags = NONE
permeability_coefficient = 0.05
@@ -28,7 +28,7 @@
name = "mk-honk combat shoes"
desc = "The culmination of years of clown combat research, these shoes leave a trail of chaos in their wake. They will slowly recharge themselves over time, or can be manually charged with bananium."
slowdown = SHOES_SLOWDOWN
- armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
strip_delay = 70
resistance_flags = NONE
permeability_coefficient = 0.05
@@ -266,7 +266,7 @@
icon_state = "darkhonker"
max_integrity = 300
deflect_chance = 15
- armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 50, ENERGY = 35, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 35000
operation_req_access = list(ACCESS_SYNDICATE)
internals_req_access = list(ACCESS_SYNDICATE)
diff --git a/code/game/machinery/_machinery.dm b/code/game/machinery/_machinery.dm
index edd4db7931a..580780c799c 100644
--- a/code/game/machinery/_machinery.dm
+++ b/code/game/machinery/_machinery.dm
@@ -131,7 +131,7 @@ Class Procs:
/obj/machinery/Initialize()
if(!armor)
- armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
. = ..()
GLOB.machines += src
@@ -355,7 +355,7 @@ Class Procs:
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user.visible_message("[user.name] smashes against \the [src.name] with its paws.", null, null, COMBAT_MESSAGE_RANGE)
- take_damage(4, BRUTE, "melee", 1)
+ take_damage(4, BRUTE, MELEE, 1)
/obj/machinery/attack_hulk(mob/living/carbon/user)
. = ..()
@@ -603,7 +603,7 @@ Class Procs:
if(prob(85) && (zap_flags & ZAP_MACHINE_EXPLOSIVE) && !(resistance_flags & INDESTRUCTIBLE))
explosion(src, 1, 2, 4, flame_range = 2, adminlog = FALSE, smoke = FALSE)
else if(zap_flags & ZAP_OBJ_DAMAGE)
- take_damage(power * 0.0005, BURN, "energy")
+ take_damage(power * 0.0005, BURN, ENERGY)
if(prob(40))
emp_act(EMP_LIGHT)
power -= power * 0.0005
@@ -625,7 +625,7 @@ Class Procs:
AM.pixel_y = -8 + (round( . / 3)*8)
/obj/machinery/rust_heretic_act()
- take_damage(500, BRUTE, "melee", 1)
+ take_damage(500, BRUTE, MELEE, 1)
/**
* Generate a name devices
diff --git a/code/game/machinery/ai_slipper.dm b/code/game/machinery/ai_slipper.dm
index 43fafb819ee..847a2e62ee4 100644
--- a/code/game/machinery/ai_slipper.dm
+++ b/code/game/machinery/ai_slipper.dm
@@ -6,7 +6,7 @@
layer = PROJECTILE_HIT_THRESHHOLD_LAYER
plane = FLOOR_PLANE
max_integrity = 200
- armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
+ armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/uses = 20
var/cooldown = 0
diff --git a/code/game/machinery/buttons.dm b/code/game/machinery/buttons.dm
index a336e62e74c..1d395df72fe 100644
--- a/code/game/machinery/buttons.dm
+++ b/code/game/machinery/buttons.dm
@@ -10,7 +10,7 @@
var/device_type = null
var/id = null
var/initialized_button = 0
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 70)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 70)
use_power = IDLE_POWER_USE
idle_power_usage = 2
resistance_flags = LAVA_PROOF | FIRE_PROOF
diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm
index 8f590d77a4e..a0f46ade81c 100644
--- a/code/game/machinery/camera/camera.dm
+++ b/code/game/machinery/camera/camera.dm
@@ -13,7 +13,7 @@
layer = WALL_OBJ_LAYER
resistance_flags = FIRE_PROOF
damage_deflection = 12
- armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 50)
max_integrity = 100
integrity_failure = 0.5
var/default_camera_icon = "camera" //the camera's base icon used by update_icon - icon_state is primarily used for mapping display purposes.
diff --git a/code/game/machinery/computer/_computer.dm b/code/game/machinery/computer/_computer.dm
index d9e7125c772..569e8fc6bbc 100644
--- a/code/game/machinery/computer/_computer.dm
+++ b/code/game/machinery/computer/_computer.dm
@@ -8,7 +8,7 @@
active_power_usage = 300
max_integrity = 200
integrity_failure = 0.5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 20)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 20)
var/brightness_on = 1
var/icon_keyboard = "generic_key"
var/icon_screen = "generic"
@@ -84,10 +84,10 @@
switch(severity)
if(1)
if(prob(50))
- obj_break("energy")
+ obj_break(ENERGY)
if(2)
if(prob(10))
- obj_break("energy")
+ obj_break(ENERGY)
/obj/machinery/computer/deconstruct(disassembled = TRUE, mob/user)
on_deconstruction()
diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm
index 62daed119ab..23213318ce0 100644
--- a/code/game/machinery/deployable.dm
+++ b/code/game/machinery/deployable.dm
@@ -121,7 +121,7 @@
anchored = FALSE
max_integrity = 180
proj_pass_rate = 20
- armor = list("melee" = 10, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 0)
+ armor = list(MELEE = 10, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 10, ACID = 0)
var/deploy_time = 40
var/deploy_message = TRUE
diff --git a/code/game/machinery/doors/airlock.dm b/code/game/machinery/doors/airlock.dm
index d4f755dbe46..82c1dde57a4 100644
--- a/code/game/machinery/doors/airlock.dm
+++ b/code/game/machinery/doors/airlock.dm
@@ -1242,7 +1242,7 @@
add_hiddenprint(user)
/obj/machinery/door/airlock/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
- if((damage_amount >= obj_integrity) && (damage_flag == "bomb"))
+ if((damage_amount >= obj_integrity) && (damage_flag == BOMB))
flags_1 |= NODECONSTRUCT_1 //If an explosive took us out, don't drop the assembly
. = ..()
if(obj_integrity < (0.75 * max_integrity))
diff --git a/code/game/machinery/doors/airlock_types.dm b/code/game/machinery/doors/airlock_types.dm
index dc69366d657..09307a846fa 100644
--- a/code/game/machinery/doors/airlock_types.dm
+++ b/code/game/machinery/doors/airlock_types.dm
@@ -541,7 +541,7 @@
desc = "An airlock hastily corrupted by blood magic, it is unusually brittle in this state."
normal_integrity = 150
damage_deflection = 5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
//////////////////////////////////
/*
diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm
index 8df39c79fac..08aa0696e3f 100644
--- a/code/game/machinery/doors/door.dm
+++ b/code/game/machinery/doors/door.dm
@@ -10,7 +10,7 @@
layer = OPEN_DOOR_LAYER
power_channel = AREA_USAGE_ENVIRON
max_integrity = 350
- armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 70)
CanAtmosPass = ATMOS_PASS_DENSITY
flags_1 = PREVENT_CLICK_UNDER_1
ricochet_chance_mod = 0.8
diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm
index 12641698ea0..ec360993e29 100644
--- a/code/game/machinery/doors/firedoor.dm
+++ b/code/game/machinery/doors/firedoor.dm
@@ -19,7 +19,7 @@
layer = BELOW_OPEN_DOOR_LAYER
closingLayer = CLOSED_FIREDOOR_LAYER
assemblytype = /obj/structure/firelock_frame
- armor = list("melee" = 10, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 70)
+ armor = list(MELEE = 10, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 30, BIO = 100, RAD = 100, FIRE = 95, ACID = 70)
interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_REQUIRES_SILICON | INTERACT_MACHINE_OPEN
var/nextstate = null
var/boltslocked = TRUE
diff --git a/code/game/machinery/doors/passworddoor.dm b/code/game/machinery/doors/passworddoor.dm
index 4fce4555886..225ee10bd71 100644
--- a/code/game/machinery/doors/passworddoor.dm
+++ b/code/game/machinery/doors/passworddoor.dm
@@ -6,7 +6,7 @@
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
damage_deflection = 70
var/password = "Swordfish"
diff --git a/code/game/machinery/doors/poddoor.dm b/code/game/machinery/doors/poddoor.dm
index c58112460eb..762289f1ca4 100644
--- a/code/game/machinery/doors/poddoor.dm
+++ b/code/game/machinery/doors/poddoor.dm
@@ -11,7 +11,7 @@
heat_proof = TRUE
safe = FALSE
max_integrity = 600
- armor = list("melee" = 50, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
+ armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
damage_deflection = 70
poddoor = TRUE
diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm
index 92faffcbb72..bc364f13a0c 100644
--- a/code/game/machinery/doors/windowdoor.dm
+++ b/code/game/machinery/doors/windowdoor.dm
@@ -9,7 +9,7 @@
var/base_state = "left"
max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file
integrity_failure = 0
- armor = list("melee" = 20, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 70, "acid" = 100)
+ armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 70, ACID = 100)
visible = FALSE
flags_1 = ON_BORDER_1
opacity = FALSE
diff --git a/code/game/machinery/electrolyzer.dm b/code/game/machinery/electrolyzer.dm
index 98900cfb68c..ababba60d17 100644
--- a/code/game/machinery/electrolyzer.dm
+++ b/code/game/machinery/electrolyzer.dm
@@ -10,7 +10,7 @@
name = "space electrolyzer"
desc = "Thanks to the fast and dynamic response of our electrolyzers, on-site hydrogen production is guaranteed. Warranty void if used by clowns"
max_integrity = 250
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 10)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 10)
circuit = /obj/item/circuitboard/machine/electrolyzer
/// We don't use area power, we always use the cell
use_power = NO_POWER_USE
diff --git a/code/game/machinery/firealarm.dm b/code/game/machinery/firealarm.dm
index 6cc8755720e..13af99cb335 100644
--- a/code/game/machinery/firealarm.dm
+++ b/code/game/machinery/firealarm.dm
@@ -19,7 +19,7 @@
icon_state = "fire0"
max_integrity = 250
integrity_failure = 0.4
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
use_power = IDLE_POWER_USE
idle_power_usage = 2
active_power_usage = 6
diff --git a/code/game/machinery/hologram.dm b/code/game/machinery/hologram.dm
index e86c3f85cf9..31114666c57 100644
--- a/code/game/machinery/hologram.dm
+++ b/code/game/machinery/hologram.dm
@@ -39,7 +39,7 @@ Possible to do for anyone motivated enough:
idle_power_usage = 5
active_power_usage = 100
max_integrity = 300
- armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
+ armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
circuit = /obj/item/circuitboard/machine/holopad
/// List of living mobs that use the holopad
var/list/masters
diff --git a/code/game/machinery/igniter.dm b/code/game/machinery/igniter.dm
index 8121cae2ea2..52cebec9165 100644
--- a/code/game/machinery/igniter.dm
+++ b/code/game/machinery/igniter.dm
@@ -8,7 +8,7 @@
idle_power_usage = 2
active_power_usage = 4
max_integrity = 300
- armor = list("melee" = 50, "bullet" = 30, "laser" = 70, "energy" = 50, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
+ armor = list(MELEE = 50, BULLET = 30, LASER = 70, ENERGY = 50, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
var/id = null
var/on = FALSE
diff --git a/code/game/machinery/navbeacon.dm b/code/game/machinery/navbeacon.dm
index a58aed26816..dbbfd9c821b 100644
--- a/code/game/machinery/navbeacon.dm
+++ b/code/game/machinery/navbeacon.dm
@@ -9,7 +9,7 @@
desc = "A radio beacon used for bot navigation and crew wayfinding."
layer = LOW_OBJ_LAYER
max_integrity = 500
- armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 70, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 70, BULLET = 70, LASER = 70, ENERGY = 70, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
var/open = FALSE // true if cover is open
var/locked = TRUE // true if controls are locked
diff --git a/code/game/machinery/newscaster.dm b/code/game/machinery/newscaster.dm
index cff766b7cb3..fea03c25954 100644
--- a/code/game/machinery/newscaster.dm
+++ b/code/game/machinery/newscaster.dm
@@ -186,7 +186,7 @@ GLOBAL_LIST_EMPTY(allCasters)
verb_say = "beeps"
verb_ask = "beeps"
verb_exclaim = "beeps"
- armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
max_integrity = 200
integrity_failure = 0.25
var/screen = 0
@@ -768,7 +768,7 @@ GLOBAL_LIST_EMPTY(allCasters)
if(user.a_intent != INTENT_HARM)
to_chat(user, "The newscaster controls are far too complicated for your tiny brain!")
else
- take_damage(5, BRUTE, "melee")
+ take_damage(5, BRUTE, MELEE)
/obj/machinery/newscaster/proc/AttachPhoto(mob/user)
var/obj/item/photo/photo = user.is_holding_item_of_type(/obj/item/photo)
diff --git a/code/game/machinery/porta_turret/portable_turret.dm b/code/game/machinery/porta_turret/portable_turret.dm
index d69da534de9..02e8cdb52d9 100644
--- a/code/game/machinery/porta_turret/portable_turret.dm
+++ b/code/game/machinery/porta_turret/portable_turret.dm
@@ -28,7 +28,7 @@
power_channel = AREA_USAGE_EQUIP //drains power from the EQUIPMENT channel
max_integrity = 160 //the turret's health
integrity_failure = 0.5
- armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 50, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
base_icon_state = "standard"
/// Scan range of the turret for locating targets
var/scan_range = 7
@@ -739,7 +739,7 @@
lethal_projectile = /obj/projectile/bullet/p50/penetrator/shuttle
lethal_projectile_sound = 'sound/weapons/gun/smg/shot.ogg'
stun_projectile_sound = 'sound/weapons/gun/smg/shot.ogg'
- armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 80, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 50, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 80, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/obj/machinery/porta_turret/syndicate/shuttle/target(atom/movable/target)
if(target)
diff --git a/code/game/machinery/requests_console.dm b/code/game/machinery/requests_console.dm
index 8ee9c3337b2..fa635e6d16a 100644
--- a/code/game/machinery/requests_console.dm
+++ b/code/game/machinery/requests_console.dm
@@ -67,7 +67,7 @@ GLOBAL_LIST_EMPTY(req_console_ckey_departments)
var/emergency //If an emergency has been called by this device. Acts as both a cooldown and lets the responder know where it the emergency was triggered from
var/receive_ore_updates = FALSE //If ore redemption machines will send an update when it receives new ores.
max_integrity = 300
- armor = list("melee" = 70, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 70, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/obj/machinery/requests_console/update_icon_state()
if(machine_stat & NOPOWER)
diff --git a/code/game/machinery/roulette_machine.dm b/code/game/machinery/roulette_machine.dm
index a15eb33a5a4..e7c3f2d9d10 100644
--- a/code/game/machinery/roulette_machine.dm
+++ b/code/game/machinery/roulette_machine.dm
@@ -29,7 +29,7 @@
idle_power_usage = 10
active_power_usage = 100
max_integrity = 500
- armor = list("melee" = 45, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 10, "bio" = 30, "rad" = 30, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 45, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 10, BIO = 30, RAD = 30, FIRE = 30, ACID = 30)
var/static/list/numbers = list("0" = "green", "1" = "red", "3" = "red", "5" = "red", "7" = "red", "9" = "red", "12" = "red", "14" = "red", "16" = "red",\
"18" = "red", "19" = "red", "21" = "red", "23" = "red", "25" = "red", "27" = "red", "30" = "red", "32" = "red", "34" = "red", "36" = "red",\
"2" = "black", "4" = "black", "6" = "black", "8" = "black", "10" = "black", "11" = "black", "13" = "black", "15" = "black", "17" = "black", "20" = "black",\
diff --git a/code/game/machinery/shieldgen.dm b/code/game/machinery/shieldgen.dm
index 5c4767150ee..a6109198188 100644
--- a/code/game/machinery/shieldgen.dm
+++ b/code/game/machinery/shieldgen.dm
@@ -29,7 +29,7 @@
if(1)
qdel(src)
if(2)
- take_damage(50, BRUTE, "energy", 0)
+ take_damage(50, BRUTE, ENERGY, 0)
/obj/structure/emergency_shield/play_attack_sound(damage, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
diff --git a/code/game/machinery/spaceheater.dm b/code/game/machinery/spaceheater.dm
index 58c210d472d..73d379324a9 100644
--- a/code/game/machinery/spaceheater.dm
+++ b/code/game/machinery/spaceheater.dm
@@ -11,7 +11,7 @@
name = "space heater"
desc = "Made by Space Amish using traditional space techniques, this heater/cooler is guaranteed not to set the station on fire. Warranty void if used in engines."
max_integrity = 250
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 10)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 10)
circuit = /obj/item/circuitboard/machine/space_heater
/// We don't use area power, we always use the cell
use_power = NO_POWER_USE
diff --git a/code/game/machinery/telecomms/machines/message_server.dm b/code/game/machinery/telecomms/machines/message_server.dm
index ed4258dce1f..64afb911955 100644
--- a/code/game/machinery/telecomms/machines/message_server.dm
+++ b/code/game/machinery/telecomms/machines/message_server.dm
@@ -14,7 +14,7 @@
use_power = IDLE_POWER_USE
idle_power_usage = 10
active_power_usage = 100
- armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
var/obj/item/stored
/obj/machinery/blackbox_recorder/Initialize()
diff --git a/code/game/mecha/combat/combat.dm b/code/game/mecha/combat/combat.dm
index 2e26096eacf..d0e8a62cc65 100644
--- a/code/game/mecha/combat/combat.dm
+++ b/code/game/mecha/combat/combat.dm
@@ -2,7 +2,7 @@
force = 30
internals_req_access = list(ACCESS_MECH_SCIENCE, ACCESS_MECH_SECURITY)
internal_damage_threshold = 50
- armor = list("melee" = 30, "bullet" = 30, "laser" = 15, "energy" = 20, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 15, ENERGY = 20, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
mouse_pointer = 'icons/effects/mouse_pointers/mecha_mouse.dmi'
destruction_sleep_duration = 40
exit_delay = 40
diff --git a/code/game/mecha/combat/durand.dm b/code/game/mecha/combat/durand.dm
index 33f09b11f02..1e40ba99bc0 100644
--- a/code/game/mecha/combat/durand.dm
+++ b/code/game/mecha/combat/durand.dm
@@ -6,7 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 400
deflect_chance = 20
- armor = list("melee" = 40, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 35, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 50, FIRE = 100, ACID = 100)
max_temperature = 30000
infra_luminosity = 8
force = 40
diff --git a/code/game/mecha/combat/five_stars.dm b/code/game/mecha/combat/five_stars.dm
index c0be45b0a2a..82a961e1806 100644
--- a/code/game/mecha/combat/five_stars.dm
+++ b/code/game/mecha/combat/five_stars.dm
@@ -3,7 +3,7 @@
name = "\improper Tank"
icon = 'icons/mecha/mecha_96x96.dmi'
icon_state = "five_stars"
- armor = list("melee" = 100, "bullet" = 50, "laser" = 35, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 100, BULLET = 50, LASER = 35, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
exit_delay = 40
step_in = 4
dir_in = 1 //Facing North.
diff --git a/code/game/mecha/combat/gygax.dm b/code/game/mecha/combat/gygax.dm
index 5774716fca7..b9ea3287ae4 100644
--- a/code/game/mecha/combat/gygax.dm
+++ b/code/game/mecha/combat/gygax.dm
@@ -6,7 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 250
deflect_chance = 5
- armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
leg_overload_coeff = 80
infra_luminosity = 6
@@ -27,7 +27,7 @@
icon_state = "darkgygax"
max_integrity = 300
deflect_chance = 20
- armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" =20, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 50, ENERGY = 35, BOMB = 20, BIO = 0, RAD =20, FIRE = 100, ACID = 100)
max_temperature = 35000
leg_overload_coeff = 70
force = 30
diff --git a/code/game/mecha/combat/honker.dm b/code/game/mecha/combat/honker.dm
index 3f6715b4c2a..f2fa0e6c569 100644
--- a/code/game/mecha/combat/honker.dm
+++ b/code/game/mecha/combat/honker.dm
@@ -6,7 +6,7 @@
max_integrity = 140
deflect_chance = 60
internal_damage_threshold = 60
- armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
infra_luminosity = 5
operation_req_access = list(ACCESS_THEATRE)
diff --git a/code/game/mecha/combat/marauder.dm b/code/game/mecha/combat/marauder.dm
index d1d4bfc1ea4..d89573a843c 100644
--- a/code/game/mecha/combat/marauder.dm
+++ b/code/game/mecha/combat/marauder.dm
@@ -5,7 +5,7 @@
step_in = 5
max_integrity = 500
deflect_chance = 25
- armor = list("melee" = 50, "bullet" = 55, "laser" = 40, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 60, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 50, BULLET = 55, LASER = 40, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 60, FIRE = 100, ACID = 100)
max_temperature = 60000
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
infra_luminosity = 3
diff --git a/code/game/mecha/combat/phazon.dm b/code/game/mecha/combat/phazon.dm
index 95b60eba68d..84c24c80839 100644
--- a/code/game/mecha/combat/phazon.dm
+++ b/code/game/mecha/combat/phazon.dm
@@ -7,7 +7,7 @@
step_energy_drain = 3
max_integrity = 200
deflect_chance = 30
- armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 50, FIRE = 100, ACID = 100)
max_temperature = 25000
infra_luminosity = 3
wreckage = /obj/structure/mecha_wreckage/phazon
diff --git a/code/game/mecha/combat/reticence.dm b/code/game/mecha/combat/reticence.dm
index 0d11859352d..b5411991f65 100644
--- a/code/game/mecha/combat/reticence.dm
+++ b/code/game/mecha/combat/reticence.dm
@@ -6,7 +6,7 @@
dir_in = 1 //Facing North.
max_integrity = 100
deflect_chance = 3
- armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_temperature = 15000
wreckage = /obj/structure/mecha_wreckage/reticence
operation_req_access = list(ACCESS_THEATRE)
diff --git a/code/game/mecha/equipment/tools/mining_tools.dm b/code/game/mecha/equipment/tools/mining_tools.dm
index 274ccbbc9b8..941ca65d72e 100644
--- a/code/game/mecha/equipment/tools/mining_tools.dm
+++ b/code/game/mecha/equipment/tools/mining_tools.dm
@@ -123,7 +123,7 @@
else
//drill makes a hole
var/obj/item/bodypart/target_part = target.get_bodypart(ran_zone(BODY_ZONE_CHEST))
- target.apply_damage(10, BRUTE, BODY_ZONE_CHEST, target.run_armor_check(target_part, "melee"))
+ target.apply_damage(10, BRUTE, BODY_ZONE_CHEST, target.run_armor_check(target_part, MELEE))
//blood splatters
var/splatter_dir = get_dir(chassis, target)
diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm
index b68e92f0312..378c8905c4e 100644
--- a/code/game/mecha/mecha.dm
+++ b/code/game/mecha/mecha.dm
@@ -23,7 +23,7 @@
var/overload_step_energy_drain_min = 100
max_integrity = 300 //max_integrity is base health
var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act.
- armor = list("melee" = 20, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
var/list/facing_modifiers = list(MECHA_FRONT_ARMOUR = 1.5, MECHA_SIDE_ARMOUR = 1, MECHA_BACK_ARMOUR = 0.5)
var/equipment_disabled = 0 //disabled due to EMP
/// Keeps track of the mech's cell
diff --git a/code/game/mecha/mecha_actions.dm b/code/game/mecha/mecha_actions.dm
index d3d48197dd6..376b8857083 100644
--- a/code/game/mecha/mecha_actions.dm
+++ b/code/game/mecha/mecha_actions.dm
@@ -229,14 +229,14 @@
return
var/new_damtype
switch(chassis.damtype)
- if("tox")
- new_damtype = "brute"
+ if(TOX)
+ new_damtype = BRUTE
chassis.occupant_message("Your exosuit's hands form into fists.")
- if("brute")
- new_damtype = "fire"
+ if(BRUTE)
+ new_damtype = BURN
chassis.occupant_message("A torch tip extends from your exosuit's hand, glowing red.")
- if("fire")
- new_damtype = "tox"
+ if(BURN)
+ new_damtype = TOX
chassis.occupant_message("A bone-chillingly thick plasteel needle protracts from the exosuit's palm.")
chassis.damtype = new_damtype
button_icon_state = "mech_damtype_[new_damtype]"
diff --git a/code/game/mecha/mecha_defense.dm b/code/game/mecha/mecha_defense.dm
index e4ff3707ff8..142647c45a5 100644
--- a/code/game/mecha/mecha_defense.dm
+++ b/code/game/mecha/mecha_defense.dm
@@ -11,9 +11,9 @@
if(. && obj_integrity > 0)
spark_system.start()
switch(damage_flag)
- if("fire")
+ if(FIRE)
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL))
- if("melee")
+ if(MELEE)
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
else
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT))
@@ -27,13 +27,13 @@
return 0
var/booster_deflection_modifier = 1
var/booster_damage_modifier = 1
- if(damage_flag == "bullet" || damage_flag == "laser" || damage_flag == "energy")
+ if(damage_flag == BULLET || damage_flag == LASER || damage_flag == ENERGY)
for(var/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/B in equipment)
if(B.projectile_react())
booster_deflection_modifier = B.deflect_coeff
booster_damage_modifier = B.damage_coeff
break
- else if(damage_flag == "melee")
+ else if(damage_flag == MELEE)
for(var/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/B in equipment)
if(B.attack_react())
booster_deflection_modifier *= B.deflect_coeff
@@ -67,7 +67,7 @@
/obj/mecha/attack_alien(mob/living/user)
log_message("Attack by alien. Attacker - [user].", LOG_MECHA, color="red")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
- attack_generic(user, 15, BRUTE, "melee", 0)
+ attack_generic(user, 15, BRUTE, MELEE, 0)
/obj/mecha/attack_animal(mob/living/simple_animal/user)
log_message("Attack by simple animal. Attacker - [user].", LOG_MECHA, color="red")
@@ -84,7 +84,7 @@
animal_damage = user.obj_damage
animal_damage = min(animal_damage, 20*user.environment_smash)
log_combat(user, src, "attacked")
- attack_generic(user, animal_damage, user.melee_damage_type, "melee", play_soundeffect)
+ attack_generic(user, animal_damage, user.melee_damage_type, MELEE, play_soundeffect)
return 1
@@ -99,7 +99,7 @@
/obj/mecha/blob_act(obj/structure/blob/B)
log_message("Attack by blob. Attacker - [B].", LOG_MECHA, color="red")
- take_damage(30, BRUTE, "melee", 0, get_dir(src, B))
+ take_damage(30, BRUTE, MELEE, 0, get_dir(src, B))
/obj/mecha/attack_tk()
return
@@ -157,7 +157,7 @@
return
if(get_charge())
use_power((cell.charge/3)/(severity*2))
- take_damage(30 / severity, BURN, "energy", 1)
+ take_damage(30 / severity, BURN, ENERGY, 1)
log_message("EMP detected", LOG_MECHA, color="red")
if(istype(src, /obj/mecha/combat))
diff --git a/code/game/mecha/working/clarke.dm b/code/game/mecha/working/clarke.dm
index ad97d9f6ce5..07ae1e62d3e 100644
--- a/code/game/mecha/working/clarke.dm
+++ b/code/game/mecha/working/clarke.dm
@@ -10,7 +10,7 @@
lights_power = 7
deflect_chance = 10
step_energy_drain = 15 //slightly higher energy drain since you movin those wheels FAST
- armor = list("melee" = 20, "bullet" = 10, "laser" = 20, "energy" = 10, "bomb" = 60, "bio" = 0, "rad" = 70, "fire" = 100, "acid" = 100) //low armor to compensate for fire protection and speed
+ armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 10, BOMB = 60, BIO = 0, RAD = 70, FIRE = 100, ACID = 100) //low armor to compensate for fire protection and speed
max_equip = 7
wreckage = /obj/structure/mecha_wreckage/clarke
enter_delay = 40
diff --git a/code/game/mecha/working/ripley.dm b/code/game/mecha/working/ripley.dm
index 0c119375cdf..3dc9531adae 100644
--- a/code/game/mecha/working/ripley.dm
+++ b/code/game/mecha/working/ripley.dm
@@ -12,7 +12,7 @@
max_integrity = 200
lights_power = 7
deflect_chance = 15
- armor = list("melee" = 40, "bullet" = 20, "laser" = 10, "energy" = 20, "bomb" = 40, "bio" = 0, "rad" = 20, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 20, LASER = 10, ENERGY = 20, BOMB = 40, BIO = 0, RAD = 20, FIRE = 100, ACID = 100)
max_equip = 6
wreckage = /obj/structure/mecha_wreckage/ripley
internals_req_access = list(ACCESS_MECH_ENGINE, ACCESS_MECH_SCIENCE, ACCESS_MECH_MINING)
@@ -45,7 +45,7 @@
/obj/mecha/working/ripley/Initialize()
. = ..()
- AddComponent(/datum/component/armor_plate,3,/obj/item/stack/sheet/animalhide/goliath_hide,list("melee" = 10, "bullet" = 5, "laser" = 5))
+ AddComponent(/datum/component/armor_plate,3,/obj/item/stack/sheet/animalhide/goliath_hide,list(MELEE = 10, BULLET = 5, LASER = 5))
/obj/mecha/working/ripley/Destroy()
@@ -64,7 +64,7 @@
step_in = 4
max_temperature = 30000
max_integrity = 250
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 60, "bio" = 0, "rad" = 70, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 60, BIO = 0, RAD = 70, FIRE = 100, ACID = 100)
wreckage = /obj/structure/mecha_wreckage/ripley/mkii
enclosed = TRUE
enter_delay = 40
diff --git a/code/game/objects/effects/spiders.dm b/code/game/objects/effects/spiders.dm
index cc968a6a6b0..d8c06b97e71 100644
--- a/code/game/objects/effects/spiders.dm
+++ b/code/game/objects/effects/spiders.dm
@@ -15,7 +15,7 @@
/obj/structure/spider/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
- if(damage_flag == "melee")
+ if(damage_flag == MELEE)
switch(damage_type)
if(BURN)
damage_amount *= 2
diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm
index 6ebad07f714..8da739a78ce 100644
--- a/code/game/objects/items.dm
+++ b/code/game/objects/items.dm
@@ -204,9 +204,9 @@ GLOBAL_VAR_INIT(embedpocalypse, FALSE) // if true, all items will be able to emb
item_flags |= FORCE_STRING_OVERRIDE
if(!hitsound)
- if(damtype == "fire")
+ if(damtype == BURN)
hitsound = 'sound/items/welder.ogg'
- if(damtype == "brute")
+ if(damtype == BRUTE)
hitsound = "swing_hit"
/obj/item/Destroy()
diff --git a/code/game/objects/items/RCD.dm b/code/game/objects/items/RCD.dm
index 2903c8f8410..9d8d9b48634 100644
--- a/code/game/objects/items/RCD.dm
+++ b/code/game/objects/items/RCD.dm
@@ -24,7 +24,7 @@ RLD
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/iron=100000)
req_access_txt = "11"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/matter = 0
diff --git a/code/game/objects/items/RPD.dm b/code/game/objects/items/RPD.dm
index e07a083f39a..c91f7557eb2 100644
--- a/code/game/objects/items/RPD.dm
+++ b/code/game/objects/items/RPD.dm
@@ -189,7 +189,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list(
w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BELT
custom_materials = list(/datum/material/iron=75000, /datum/material/glass=37500)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
var/datum/effect_system/spark_spread/spark_system
var/working = 0
diff --git a/code/game/objects/items/RSF.dm b/code/game/objects/items/RSF.dm
index be1817c3bfc..f861d142f03 100644
--- a/code/game/objects/items/RSF.dm
+++ b/code/game/objects/items/RSF.dm
@@ -18,7 +18,7 @@ RSF
density = FALSE
anchored = FALSE
item_flags = NOBLUDGEON
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
///The current matter count
var/matter = 0
///The max amount of matter in the device
diff --git a/code/game/objects/items/cards_ids.dm b/code/game/objects/items/cards_ids.dm
index 5a56d234227..0014d9768a0 100644
--- a/code/game/objects/items/cards_ids.dm
+++ b/code/game/objects/items/cards_ids.dm
@@ -69,7 +69,7 @@
lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi'
slot_flags = ITEM_SLOT_ID
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/id_type_name = "identification card"
var/mining_points = 0 //For redeeming at mining equipment vendors
diff --git a/code/game/objects/items/cigs_lighters.dm b/code/game/objects/items/cigs_lighters.dm
index 5f667718794..79482b3563e 100644
--- a/code/game/objects/items/cigs_lighters.dm
+++ b/code/game/objects/items/cigs_lighters.dm
@@ -42,7 +42,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
playsound(src, 'sound/items/match_strike.ogg', 15, TRUE)
lit = TRUE
icon_state = "match_lit"
- damtype = "fire"
+ damtype = BURN
force = 3
hitsound = 'sound/items/welder.ogg'
inhand_icon_state = "cigon"
@@ -57,7 +57,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
if(lit)
lit = FALSE
burnt = TRUE
- damtype = "brute"
+ damtype = BRUTE
force = initial(force)
icon_state = "match_burnt"
inhand_icon_state = "cigoff"
@@ -189,7 +189,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
attack_verb_continuous = list("burns", "sings")
attack_verb_simple = list("burn", "sing")
hitsound = 'sound/items/welder.ogg'
- damtype = "fire"
+ damtype = BURN
force = 4
if(reagents.get_reagent_amount(/datum/reagent/toxin/plasma)) // the plasma explodes when exposed to fire
var/datum/effect_system/reagents_explosion/e = new()
@@ -676,7 +676,7 @@ CIGARETTE PACKETS ARE IN FANCY.DM
lit = new_lit
if(lit)
force = 5
- damtype = "fire"
+ damtype = BURN
hitsound = 'sound/items/welder.ogg'
attack_verb_continuous = list("burns", "sings")
attack_verb_simple = list("burn", "sing")
diff --git a/code/game/objects/items/crab17.dm b/code/game/objects/items/crab17.dm
index ea601b0be24..94a199ec2d7 100644
--- a/code/game/objects/items/crab17.dm
+++ b/code/game/objects/items/crab17.dm
@@ -36,7 +36,7 @@
icon = 'icons/obj/money_machine.dmi'
icon_state = "bogdanoff"
layer = LARGE_MOB_LAYER
- armor = list("melee" = 80, "bullet" = 30, "laser" = 30, "energy" = 60, "bomb" = 90, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
+ armor = list(MELEE = 80, BULLET = 30, LASER = 30, ENERGY = 60, BOMB = 90, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
density = TRUE
pixel_z = -8
max_integrity = 5000
diff --git a/code/game/objects/items/defib.dm b/code/game/objects/items/defib.dm
index b79b0d7f021..971e06e1162 100644
--- a/code/game/objects/items/defib.dm
+++ b/code/game/objects/items/defib.dm
@@ -14,7 +14,7 @@
throwforce = 6
w_class = WEIGHT_CLASS_BULKY
actions_types = list(/datum/action/item_action/toggle_paddles)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/obj/item/shockpaddles/paddle_type = /obj/item/shockpaddles
var/on = FALSE //if the paddles are equipped (1) or on the defib (0)
diff --git a/code/game/objects/items/devices/PDA/PDA.dm b/code/game/objects/items/devices/PDA/PDA.dm
index d5570274ce2..2825af993c5 100644
--- a/code/game/objects/items/devices/PDA/PDA.dm
+++ b/code/game/objects/items/devices/PDA/PDA.dm
@@ -24,7 +24,7 @@ GLOBAL_LIST_EMPTY(PDAs)
w_class = WEIGHT_CLASS_TINY
slot_flags = ITEM_SLOT_ID | ITEM_SLOT_BELT
actions_types = list(/datum/action/item_action/toggle_light)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
light_system = MOVABLE_LIGHT
light_range = 2.3
diff --git a/code/game/objects/items/devices/flashlight.dm b/code/game/objects/items/devices/flashlight.dm
index c6c043e6a1f..828ddfbd648 100644
--- a/code/game/objects/items/devices/flashlight.dm
+++ b/code/game/objects/items/devices/flashlight.dm
@@ -325,7 +325,7 @@
if(.)
user.visible_message("[user] lights \the [src].", "You light \the [src]!")
force = on_damage
- damtype = "fire"
+ damtype = BURN
START_PROCESSING(SSobj, src)
/obj/item/flashlight/flare/get_temperature()
diff --git a/code/game/objects/items/devices/forcefieldprojector.dm b/code/game/objects/items/devices/forcefieldprojector.dm
index 817af86fa4a..e245e7da11e 100644
--- a/code/game/objects/items/devices/forcefieldprojector.dm
+++ b/code/game/objects/items/devices/forcefieldprojector.dm
@@ -88,7 +88,7 @@
mouse_opacity = MOUSE_OPACITY_OPAQUE
resistance_flags = INDESTRUCTIBLE
CanAtmosPass = ATMOS_PASS_DENSITY
- armor = list("melee" = 0, "bullet" = 25, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
var/obj/item/forcefield_projector/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
diff --git a/code/game/objects/items/dualsaber.dm b/code/game/objects/items/dualsaber.dm
index f738f868b17..6df92f87367 100644
--- a/code/game/objects/items/dualsaber.dm
+++ b/code/game/objects/items/dualsaber.dm
@@ -24,7 +24,7 @@
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
block_chance = 75
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
wound_bonus = -110
bare_wound_bonus = 20
diff --git a/code/game/objects/items/fireaxe.dm b/code/game/objects/items/fireaxe.dm
index 897aa287a5d..bfdb86757b9 100644
--- a/code/game/objects/items/fireaxe.dm
+++ b/code/game/objects/items/fireaxe.dm
@@ -16,7 +16,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
wound_bonus = -15
bare_wound_bonus = 20
diff --git a/code/game/objects/items/grenades/festive.dm b/code/game/objects/items/grenades/festive.dm
index 1d7ce969ffe..b69445c9af0 100644
--- a/code/game/objects/items/grenades/festive.dm
+++ b/code/game/objects/items/grenades/festive.dm
@@ -33,7 +33,7 @@
attack_verb_continuous = list("burns")
attack_verb_simple = list("burn")
set_light(l_range = 2, l_power = 2)
- damtype = "fire"
+ damtype = BURN
START_PROCESSING(SSobj, src)
playsound(src, 'sound/effects/fuse.ogg', 20, TRUE)
update_icon()
diff --git a/code/game/objects/items/grenades/smokebomb.dm b/code/game/objects/items/grenades/smokebomb.dm
index b26728bb1ef..98cd7502e45 100644
--- a/code/game/objects/items/grenades/smokebomb.dm
+++ b/code/game/objects/items/grenades/smokebomb.dm
@@ -29,5 +29,5 @@
qdel(smoke) //And deleted again. Sad really.
for(var/obj/structure/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
- B.take_damage(damage, BURN, "melee", 0)
+ B.take_damage(damage, BURN, MELEE, 0)
qdel(src)
diff --git a/code/game/objects/items/handcuffs.dm b/code/game/objects/items/handcuffs.dm
index 8c13104e486..d317655de4f 100644
--- a/code/game/objects/items/handcuffs.dm
+++ b/code/game/objects/items/handcuffs.dm
@@ -37,7 +37,7 @@
throw_range = 5
custom_materials = list(/datum/material/iron=500)
breakouttime = 1 MINUTES
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/cuffsound = 'sound/weapons/handcuffs.ogg'
var/trashtype = null //for disposable cuffs
diff --git a/code/game/objects/items/holy_weapons.dm b/code/game/objects/items/holy_weapons.dm
index 48de0189a5b..7670723de5d 100644
--- a/code/game/objects/items/holy_weapons.dm
+++ b/code/game/objects/items/holy_weapons.dm
@@ -5,7 +5,7 @@
desc = "Deus Vult."
icon_state = "knight_templar"
inhand_icon_state = "knight_templar"
- armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
diff --git a/code/game/objects/items/kitchen.dm b/code/game/objects/items/kitchen.dm
index 2fa0586ee95..7502e6ee182 100644
--- a/code/game/objects/items/kitchen.dm
+++ b/code/game/objects/items/kitchen.dm
@@ -29,7 +29,7 @@
attack_verb_continuous = list("attacks", "stabs", "pokes")
attack_verb_simple = list("attack", "stab", "poke")
hitsound = 'sound/weapons/bladeslice.ogg'
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
item_flags = EYE_STAB
sharpness = SHARP_POINTY
var/datum/reagent/forkload //used to eat omelette
@@ -88,7 +88,7 @@
attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
sharpness = SHARP_EDGED
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
item_flags = EYE_STAB
var/bayonet = FALSE //Can this be attached to a gun?
custom_price = 250
@@ -236,7 +236,7 @@
throwforce = 12
attack_verb_continuous = list("shanks", "shivs")
attack_verb_simple = list("shank", "shiv")
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
custom_materials = list(/datum/material/glass=400)
/obj/item/kitchen/knife/shiv/carrot
diff --git a/code/game/objects/items/melee/energy.dm b/code/game/objects/items/melee/energy.dm
index bd527f9cc53..60b22c2e036 100644
--- a/code/game/objects/items/melee/energy.dm
+++ b/code/game/objects/items/melee/energy.dm
@@ -3,7 +3,7 @@
hitsound_on = 'sound/weapons/blade1.ogg'
heat = 3500
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
light_system = MOVABLE_LIGHT
light_range = 3
diff --git a/code/game/objects/items/pitchfork.dm b/code/game/objects/items/pitchfork.dm
index d5210d336f5..24922bb6363 100644
--- a/code/game/objects/items/pitchfork.dm
+++ b/code/game/objects/items/pitchfork.dm
@@ -12,7 +12,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
var/wielded = FALSE // track wielded status on item
diff --git a/code/game/objects/items/pneumaticCannon.dm b/code/game/objects/items/pneumaticCannon.dm
index 73ad10867e5..477b25e5944 100644
--- a/code/game/objects/items/pneumaticCannon.dm
+++ b/code/game/objects/items/pneumaticCannon.dm
@@ -14,7 +14,7 @@
inhand_icon_state = "bulldog"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/tank/internals/tank = null //The gas tank that is drawn from to fire things
diff --git a/code/game/objects/items/powerfist.dm b/code/game/objects/items/powerfist.dm
index 3a427b6dc07..bfe8af29a33 100644
--- a/code/game/objects/items/powerfist.dm
+++ b/code/game/objects/items/powerfist.dm
@@ -12,7 +12,7 @@
throwforce = 10
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 40)
resistance_flags = FIRE_PROOF
var/click_delay = 1.5
var/fisto_setting = 1
diff --git a/code/game/objects/items/puzzle_pieces.dm b/code/game/objects/items/puzzle_pieces.dm
index 1698084c99c..03bf0a2a16b 100644
--- a/code/game/objects/items/puzzle_pieces.dm
+++ b/code/game/objects/items/puzzle_pieces.dm
@@ -39,7 +39,7 @@
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
damage_deflection = 70
/// Make sure that the key has the same puzzle_id as the keycard door!
diff --git a/code/game/objects/items/religion.dm b/code/game/objects/items/religion.dm
index 0148e6127fb..04b6f567121 100644
--- a/code/game/objects/items/religion.dm
+++ b/code/game/objects/items/religion.dm
@@ -273,7 +273,7 @@
w_class = WEIGHT_CLASS_BULKY
slowdown = 2.0 //gotta pretend we're balanced.
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
/obj/item/clothing/suit/armor/plate/crusader/red
icon_state = "crusader-red"
@@ -287,7 +287,7 @@
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
/obj/item/clothing/head/helmet/plate/crusader/blue
icon_state = "crusader-blue"
@@ -301,7 +301,7 @@
desc = "A religious-looking hat."
worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi'
flags_1 = 0
- armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 70, "bio" = 50, "rad" = 50, "fire" = 60, "acid" = 60) //religion protects you from disease and radiation, honk.
+ armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 70, BIO = 50, RAD = 50, FIRE = 60, ACID = 60) //religion protects you from disease and radiation, honk.
worn_x_dimension = 64
worn_y_dimension = 64
@@ -361,7 +361,7 @@
desc = "Metal boots, they look heavy."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //does this even do anything on boots?
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) //does this even do anything on boots?
clothing_flags = NOSLIP
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
diff --git a/code/game/objects/items/shields.dm b/code/game/objects/items/shields.dm
index 2540c3ce25d..426154fdf28 100644
--- a/code/game/objects/items/shields.dm
+++ b/code/game/objects/items/shields.dm
@@ -2,7 +2,7 @@
name = "shield"
icon = 'icons/obj/shields.dmi'
block_chance = 50
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
var/transparent = FALSE // makes beam projectiles pass through the shield
/obj/item/shield/proc/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK)
@@ -95,7 +95,7 @@
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: \"Romanes venio domus\". It appears to be a bit flimsy."
block_chance = 0
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
max_integrity = 30
/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
diff --git a/code/game/objects/items/singularityhammer.dm b/code/game/objects/items/singularityhammer.dm
index 89b5cef072d..fa25a2426fc 100644
--- a/code/game/objects/items/singularityhammer.dm
+++ b/code/game/objects/items/singularityhammer.dm
@@ -10,7 +10,7 @@
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
///Is it able to pull shit right now?
diff --git a/code/game/objects/items/spear.dm b/code/game/objects/items/spear.dm
index d1f7af4f74d..2cace2fba4d 100644
--- a/code/game/objects/items/spear.dm
+++ b/code/game/objects/items/spear.dm
@@ -18,7 +18,7 @@
attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
sharpness = SHARP_EDGED // i know the whole point of spears is that they're pointy, but edged is more devastating at the moment so
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/war_cry = "AAAAARGH!!!"
var/icon_prefix = "spearglass"
wound_bonus = -15
diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm
index 0fe67bf75c3..4462cc2c177 100644
--- a/code/game/objects/items/stacks/sheets/glass.dm
+++ b/code/game/objects/items/stacks/sheets/glass.dm
@@ -21,7 +21,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
icon_state = "sheet-glass"
inhand_icon_state = "sheet-glass"
custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
grind_results = list(/datum/reagent/silicon = 20)
@@ -87,7 +87,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
icon_state = "sheet-pglass"
inhand_icon_state = "sheet-pglass"
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plasmaglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10)
@@ -138,7 +138,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
icon_state = "sheet-rglass"
inhand_icon_state = "sheet-rglass"
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/iron = 10)
@@ -185,7 +185,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
icon_state = "sheet-prglass"
inhand_icon_state = "sheet-prglass"
custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT, /datum/material/iron = MINERAL_MATERIAL_AMOUNT * 0.5)
- armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
material_flags = MATERIAL_NO_EFFECTS
merge_type = /obj/item/stack/sheet/plasmarglass
@@ -209,7 +209,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list(
icon_state = "sheet-titaniumglass"
inhand_icon_state = "sheet-titaniumglass"
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/titaniumglass
@@ -229,7 +229,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
icon_state = "sheet-plastitaniumglass"
inhand_icon_state = "sheet-plastitaniumglass"
custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
material_flags = MATERIAL_NO_EFFECTS
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plastitaniumglass
@@ -254,7 +254,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
attack_verb_simple = list("stab", "slash", "slice", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
resistance_flags = ACID_PROOF
- armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100)
+ armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
max_integrity = 40
sharpness = SHARP_EDGED
var/icon_prefix
diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm
index 195b9979912..17e69a1388b 100644
--- a/code/game/objects/items/stacks/sheets/sheet_types.dm
+++ b/code/game/objects/items/stacks/sheets/sheet_types.dm
@@ -161,7 +161,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \
custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT)
throwforce = 10
flags_1 = CONDUCT_1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
resistance_flags = FIRE_PROOF
merge_type = /obj/item/stack/sheet/plasteel
grind_results = list(/datum/reagent/iron = 20, /datum/reagent/toxin/plasma = 20)
@@ -232,7 +232,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
icon = 'icons/obj/stack_objects.dmi'
custom_materials = list(/datum/material/wood=MINERAL_MATERIAL_AMOUNT)
sheettype = "wood"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/wood
novariants = TRUE
@@ -265,7 +265,7 @@ GLOBAL_LIST_INIT(bamboo_recipes, list ( \
icon = 'icons/obj/stack_objects.dmi'
custom_materials = list(/datum/material/bamboo = MINERAL_MATERIAL_AMOUNT)
throwforce = 15
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/bamboo
grind_results = list(/datum/reagent/cellulose = 10)
diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm
index 1c4b243c2ee..170c6a4da0b 100644
--- a/code/game/objects/items/stacks/tiles/tile_types.dm
+++ b/code/game/objects/items/stacks/tiles/tile_types.dm
@@ -337,7 +337,7 @@
flags_1 = CONDUCT_1
turf_type = /turf/open/floor/plasteel
mineralType = "metal"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
matter_amount = 1
diff --git a/code/game/objects/items/storage/backpack.dm b/code/game/objects/items/storage/backpack.dm
index d982db80652..13875334132 100644
--- a/code/game/objects/items/storage/backpack.dm
+++ b/code/game/objects/items/storage/backpack.dm
@@ -56,7 +56,7 @@
inhand_icon_state = "holdingpack"
resistance_flags = FIRE_PROOF
item_flags = NO_MAT_REDEMPTION
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
component_type = /datum/component/storage/concrete/bluespace/bag_of_holding
/obj/item/storage/backpack/holding/ComponentInitialize()
diff --git a/code/game/objects/items/stunbaton.dm b/code/game/objects/items/stunbaton.dm
index a1106e46c3e..198db746213 100644
--- a/code/game/objects/items/stunbaton.dm
+++ b/code/game/objects/items/stunbaton.dm
@@ -14,7 +14,7 @@
w_class = WEIGHT_CLASS_NORMAL
slot_flags = ITEM_SLOT_BELT
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
throwforce = 7
var/throw_stun_chance = 35
diff --git a/code/game/objects/items/tanks/tanks.dm b/code/game/objects/items/tanks/tanks.dm
index 5e4eed85bda..91d822a035d 100644
--- a/code/game/objects/items/tanks/tanks.dm
+++ b/code/game/objects/items/tanks/tanks.dm
@@ -14,7 +14,7 @@
throw_range = 4
custom_materials = list(/datum/material/iron = 500)
actions_types = list(/datum/action/item_action/set_internals)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 80, ACID = 30)
var/datum/gas_mixture/air_contents = null
var/distribute_pressure = ONE_ATMOSPHERE
var/integrity = 3
diff --git a/code/game/objects/items/tanks/watertank.dm b/code/game/objects/items/tanks/watertank.dm
index b234940427c..4cfc6cc5bd7 100644
--- a/code/game/objects/items/tanks/watertank.dm
+++ b/code/game/objects/items/tanks/watertank.dm
@@ -12,7 +12,7 @@
slowdown = 1
actions_types = list(/datum/action/item_action/toggle_mister)
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
var/obj/item/noz
diff --git a/code/game/objects/items/teleportation.dm b/code/game/objects/items/teleportation.dm
index 86eb37ea4e8..4fa35c86fe1 100644
--- a/code/game/objects/items/teleportation.dm
+++ b/code/game/objects/items/teleportation.dm
@@ -111,7 +111,7 @@
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron=10000)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/list/active_portal_pairs
var/max_portal_pairs = 3
diff --git a/code/game/objects/items/theft_tools.dm b/code/game/objects/items/theft_tools.dm
index 10db710af42..18fc7d217db 100644
--- a/code/game/objects/items/theft_tools.dm
+++ b/code/game/objects/items/theft_tools.dm
@@ -225,7 +225,7 @@
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "supermatter_scalpel"
toolspeed = 0.5
- damtype = "fire"
+ damtype = BURN
usesound = 'sound/weapons/bladeslice.ogg'
var/usesLeft
@@ -239,7 +239,7 @@
icon = 'icons/obj/nuke_tools.dmi'
icon_state = "supermatter_tongs"
toolspeed = 0.75
- damtype = "fire"
+ damtype = BURN
var/obj/item/nuke_core/supermatter_sliver/sliver
/obj/item/hemostat/supermatter/Destroy()
diff --git a/code/game/objects/items/tools/crowbar.dm b/code/game/objects/items/tools/crowbar.dm
index b1b59074752..4c8e9b19d59 100644
--- a/code/game/objects/items/tools/crowbar.dm
+++ b/code/game/objects/items/tools/crowbar.dm
@@ -19,7 +19,7 @@
attack_verb_simple = list("attack", "bash", "batter", "bludgeon", "whack")
tool_behaviour = TOOL_CROWBAR
toolspeed = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/force_opens = FALSE
/obj/item/crowbar/suicide_act(mob/user)
diff --git a/code/game/objects/items/tools/screwdriver.dm b/code/game/objects/items/tools/screwdriver.dm
index 6b467476940..ccad69e5798 100644
--- a/code/game/objects/items/tools/screwdriver.dm
+++ b/code/game/objects/items/tools/screwdriver.dm
@@ -21,7 +21,7 @@
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
tool_behaviour = TOOL_SCREWDRIVER
toolspeed = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
drop_sound = 'sound/items/handling/screwdriver_drop.ogg'
pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg'
item_flags = EYE_STAB
diff --git a/code/game/objects/items/tools/weldingtool.dm b/code/game/objects/items/tools/weldingtool.dm
index 93c31d6bf17..d9b6d1d7922 100644
--- a/code/game/objects/items/tools/weldingtool.dm
+++ b/code/game/objects/items/tools/weldingtool.dm
@@ -24,7 +24,7 @@
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
heat = 3800
tool_behaviour = TOOL_WELDER
@@ -74,7 +74,7 @@
switch(welding)
if(0)
force = 3
- damtype = "brute"
+ damtype = BRUTE
update_icon()
if(!can_off_process)
STOP_PROCESSING(SSobj, src)
@@ -82,7 +82,7 @@
//Welders left on now use up fuel, but lets not have them run out quite that fast
if(1)
force = 15
- damtype = "fire"
+ damtype = BURN
++burned_fuel_for
if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL)
use(1)
@@ -227,7 +227,7 @@
to_chat(user, "You switch [src] on.")
playsound(loc, acti_sound, 50, TRUE)
force = 15
- damtype = "fire"
+ damtype = BURN
hitsound = 'sound/items/welder.ogg'
update_icon()
START_PROCESSING(SSobj, src)
@@ -244,7 +244,7 @@
set_welding(FALSE)
force = 3
- damtype = "brute"
+ damtype = BRUTE
hitsound = "swing_hit"
update_icon()
diff --git a/code/game/objects/items/tools/wirecutters.dm b/code/game/objects/items/tools/wirecutters.dm
index 7117339d670..91701e9fafb 100644
--- a/code/game/objects/items/tools/wirecutters.dm
+++ b/code/game/objects/items/tools/wirecutters.dm
@@ -22,7 +22,7 @@
tool_behaviour = TOOL_WIRECUTTER
toolspeed = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
var/random_color = TRUE
var/static/list/wirecutter_colors = list(
"blue" = "#1861d5",
diff --git a/code/game/objects/items/tools/wrench.dm b/code/game/objects/items/tools/wrench.dm
index c491479caa3..4235dbd61cf 100644
--- a/code/game/objects/items/tools/wrench.dm
+++ b/code/game/objects/items/tools/wrench.dm
@@ -19,7 +19,7 @@
attack_verb_simple = list("bash", "batter", "bludgeon", "whack")
tool_behaviour = TOOL_WRENCH
toolspeed = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
/obj/item/wrench/suicide_act(mob/user)
user.visible_message("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!")
diff --git a/code/game/objects/items/vending_items.dm b/code/game/objects/items/vending_items.dm
index 9a89e03a037..fabbe8200fc 100644
--- a/code/game/objects/items/vending_items.dm
+++ b/code/game/objects/items/vending_items.dm
@@ -17,7 +17,7 @@
throw_speed = 1
throw_range = 7
w_class = WEIGHT_CLASS_BULKY
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 30)
// Built automatically from the corresponding vending machine.
// If null, considered to be full. Otherwise, is list(/typepath = amount).
diff --git a/code/game/objects/items/weaponry.dm b/code/game/objects/items/weaponry.dm
index 0a557f3703e..0f60485e4f1 100644
--- a/code/game/objects/items/weaponry.dm
+++ b/code/game/objects/items/weaponry.dm
@@ -12,7 +12,7 @@
attack_verb_continuous = list("bans")
attack_verb_simple = list("ban")
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
/obj/item/banhammer/suicide_act(mob/user)
@@ -70,7 +70,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
block_chance = 50
sharpness = SHARP_EDGED
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/obj/item/claymore/Initialize()
@@ -226,7 +226,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
block_chance = 50
sharpness = SHARP_EDGED
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/obj/item/katana/suicide_act(mob/user)
diff --git a/code/game/objects/obj_defense.dm b/code/game/objects/obj_defense.dm
index 752273c3b79..0b97f241df8 100644
--- a/code/game/objects/obj_defense.dm
+++ b/code/game/objects/obj_defense.dm
@@ -22,7 +22,7 @@
///returns the damage value of the attack after processing the obj's various armor protections
/obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration = 0)
- if(damage_flag == "melee" && damage_amount < damage_deflection)
+ if(damage_flag == MELEE && damage_amount < damage_deflection)
return 0
switch(damage_type)
if(BRUTE)
@@ -49,7 +49,7 @@
/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
..()
- take_damage(AM.throwforce, BRUTE, "melee", 1, get_dir(src, AM))
+ take_damage(AM.throwforce, BRUTE, MELEE, 1, get_dir(src, AM))
/obj/ex_act(severity, target)
if(resistance_flags & INDESTRUCTIBLE)
@@ -58,15 +58,15 @@
if(QDELETED(src))
return
if(target == src)
- take_damage(INFINITY, BRUTE, "bomb", 0)
+ take_damage(INFINITY, BRUTE, BOMB, 0)
return
switch(severity)
if(1)
- take_damage(INFINITY, BRUTE, "bomb", 0)
+ take_damage(INFINITY, BRUTE, BOMB, 0)
if(2)
- take_damage(rand(100, 250), BRUTE, "bomb", 0)
+ take_damage(rand(100, 250), BRUTE, BOMB, 0)
if(3)
- take_damage(rand(10, 90), BRUTE, "bomb", 0)
+ take_damage(rand(10, 90), BRUTE, BOMB, 0)
/obj/bullet_act(obj/projectile/P)
. = ..()
@@ -87,7 +87,7 @@
playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
else
playsound(src, 'sound/effects/bang.ogg', 50, TRUE)
- take_damage(hulk_damage(), BRUTE, "melee", 0, get_dir(src, user))
+ take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
return TRUE
/obj/blob_act(obj/structure/blob/B)
@@ -95,7 +95,7 @@
var/turf/T = loc
if(T.intact && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
return
- take_damage(400, BRUTE, "melee", 0, get_dir(src, B))
+ take_damage(400, BRUTE, MELEE, 0, get_dir(src, B))
/obj/proc/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, armor_penetration = 0) //used by attack_alien, attack_animal, and attack_slime
user.do_attack_animation(src)
@@ -103,7 +103,7 @@
return take_damage(damage_amount, damage_type, damage_flag, sound_effect, get_dir(src, user), armor_penetration)
/obj/attack_alien(mob/living/carbon/alien/humanoid/user)
- if(attack_generic(user, 60, BRUTE, "melee", 0))
+ if(attack_generic(user, 60, BRUTE, MELEE, 0))
playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
/obj/attack_animal(mob/living/simple_animal/M)
@@ -115,9 +115,9 @@
if(M.environment_smash)
play_soundeffect = FALSE
if(M.obj_damage)
- . = attack_generic(M, M.obj_damage, M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration)
+ . = attack_generic(M, M.obj_damage, M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration)
else
- . = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration)
+ . = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration)
if(. && !play_soundeffect)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
@@ -135,7 +135,7 @@
/obj/attack_slime(mob/living/simple_animal/slime/user)
if(!user.is_adult)
return
- attack_generic(user, rand(10, 15), BRUTE, "melee", 1)
+ attack_generic(user, rand(10, 15), BRUTE, MELEE, 1)
/obj/mech_melee_attack(obj/mecha/M)
M.do_attack_animation(src)
@@ -156,7 +156,7 @@
else
return 0
M.visible_message("[M.name] hits [src]!", "You hit [src]!", null, COMBAT_MESSAGE_RANGE)
- return take_damage(M.force*3, mech_damtype, "melee", play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
+ return take_damage(M.force*3, mech_damtype, MELEE, play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
/obj/singularity_act()
SSexplosions.high_mov_atom += src
@@ -187,7 +187,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
if(!(resistance_flags & ACID_PROOF))
if(prob(33))
playsound(loc, 'sound/items/welder.ogg', 150, TRUE)
- take_damage(min(1 + round(sqrt(acid_level)*0.3), 300), BURN, "acid", 0)
+ take_damage(min(1 + round(sqrt(acid_level)*0.3), 300), BURN, ACID, 0)
acid_level = max(acid_level - (5 + 3*round(sqrt(acid_level))), 0)
if(!acid_level)
@@ -207,7 +207,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
if(T.intact && HAS_TRAIT(src, TRAIT_T_RAY_VISIBLE))
return
if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
- take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, "fire", 0)
+ take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0)
if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF))
resistance_flags |= ON_FIRE
SSfire_burning.processing[src] = src
@@ -258,9 +258,9 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
///what happens when the obj's integrity reaches zero.
/obj/proc/obj_destruction(damage_flag)
- if(damage_flag == "acid")
+ if(damage_flag == ACID)
acid_melt()
- else if(damage_flag == "fire")
+ else if(damage_flag == FIRE)
burn()
else
deconstruct(FALSE)
diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm
index 262684e4e9a..920f463d247 100644
--- a/code/game/objects/objs.dm
+++ b/code/game/objects/objs.dm
@@ -232,15 +232,15 @@
if (islist(result))
if (result["button"] != 2) // If the user pressed the cancel button
// text2num conveniently returns a null on invalid values
- armor = armor.setRating(melee = text2num(result["values"]["melee"]),\
- bullet = text2num(result["values"]["bullet"]),\
- laser = text2num(result["values"]["laser"]),\
- energy = text2num(result["values"]["energy"]),\
- bomb = text2num(result["values"]["bomb"]),\
- bio = text2num(result["values"]["bio"]),\
- rad = text2num(result["values"]["rad"]),\
- fire = text2num(result["values"]["fire"]),\
- acid = text2num(result["values"]["acid"]))
+ armor = armor.setRating(melee = text2num(result["values"][MELEE]),\
+ bullet = text2num(result["values"][BULLET]),\
+ laser = text2num(result["values"][LASER]),\
+ energy = text2num(result["values"][ENERGY]),\
+ bomb = text2num(result["values"][BOMB]),\
+ bio = text2num(result["values"][BIO]),\
+ rad = text2num(result["values"][RAD]),\
+ fire = text2num(result["values"][FIRE]),\
+ acid = text2num(result["values"][ACID]))
log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]")
message_admins("[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]")
if(href_list[VV_HK_MASS_DEL_TYPE])
diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm
index f077f261d98..cb2bfc273ba 100644
--- a/code/game/objects/structures.dm
+++ b/code/game/objects/structures.dm
@@ -16,7 +16,7 @@
/obj/structure/Initialize()
if (!armor)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
. = ..()
if(smoothing_flags)
QUEUE_SMOOTH(src)
@@ -131,4 +131,4 @@
return "It's falling apart!"
/obj/structure/rust_heretic_act()
- take_damage(500, BRUTE, "melee", 1)
+ take_damage(500, BRUTE, MELEE, 1)
diff --git a/code/game/objects/structures/aliens.dm b/code/game/objects/structures/aliens.dm
index c5b3d73d02f..90ce3eac648 100644
--- a/code/game/objects/structures/aliens.dm
+++ b/code/game/objects/structures/aliens.dm
@@ -12,7 +12,7 @@
max_integrity = 100
/obj/structure/alien/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
- if(damage_flag == "melee")
+ if(damage_flag == MELEE)
switch(damage_type)
if(BRUTE)
damage_amount *= 0.25
diff --git a/code/game/objects/structures/barsigns.dm b/code/game/objects/structures/barsigns.dm
index 5275a5d2cb6..cdc65794569 100644
--- a/code/game/objects/structures/barsigns.dm
+++ b/code/game/objects/structures/barsigns.dm
@@ -6,7 +6,7 @@
req_access = list(ACCESS_BAR)
max_integrity = 500
integrity_failure = 0.5
- armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
buildable_sign = FALSE
var/panel_open = FALSE
diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm
index 3ea469bfbb8..ae60dde1cae 100644
--- a/code/game/objects/structures/crates_lockers/closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets.dm
@@ -7,7 +7,7 @@
drag_slowdown = 1.5 // Same as a prone mob
max_integrity = 200
integrity_failure = 0.25
- armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
var/icon_door = null
var/icon_door_override = FALSE //override to have open overlay use icon different to its base's
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
index 2a12cfa870a..d3122936b71 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
@@ -4,6 +4,6 @@
locked = TRUE
icon_state = "secure"
max_integrity = 250
- armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
secure = TRUE
damage_deflection = 20
diff --git a/code/game/objects/structures/crates_lockers/crates/secure.dm b/code/game/objects/structures/crates_lockers/crates/secure.dm
index f83d99672d1..a336567abc9 100644
--- a/code/game/objects/structures/crates_lockers/crates/secure.dm
+++ b/code/game/objects/structures/crates_lockers/crates/secure.dm
@@ -5,7 +5,7 @@
secure = TRUE
locked = TRUE
max_integrity = 500
- armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
var/tamperproof = 0
damage_deflection = 25
diff --git a/code/game/objects/structures/displaycase.dm b/code/game/objects/structures/displaycase.dm
index 4305d089af3..82ee6d918f0 100644
--- a/code/game/objects/structures/displaycase.dm
+++ b/code/game/objects/structures/displaycase.dm
@@ -6,7 +6,7 @@
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
- armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
max_integrity = 200
integrity_failure = 0.25
var/obj/item/showpiece = null
diff --git a/code/game/objects/structures/fireaxe.dm b/code/game/objects/structures/fireaxe.dm
index 2410e478d55..45b73f5caea 100644
--- a/code/game/objects/structures/fireaxe.dm
+++ b/code/game/objects/structures/fireaxe.dm
@@ -5,7 +5,7 @@
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
- armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
max_integrity = 150
integrity_failure = 0.33
var/locked = TRUE
diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm
index 6cba435b139..b3fc1d503b6 100644
--- a/code/game/objects/structures/grille.dm
+++ b/code/game/objects/structures/grille.dm
@@ -7,7 +7,7 @@
anchored = TRUE
flags_1 = CONDUCT_1 | RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
pressure_resistance = 5*ONE_ATMOSPHERE
- armor = list("melee" = 50, "bullet" = 70, "laser" = 70, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
max_integrity = 50
integrity_failure = 0.4
var/rods_type = /obj/item/stack/rods
@@ -85,7 +85,7 @@
if(!.)
return
if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille
- take_damage(rand(5,10), BRUTE, "melee", 1)
+ take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_paw(mob/user)
return attack_hand(user)
@@ -107,14 +107,14 @@
user.visible_message("[user] hits [src].", null, null, COMBAT_MESSAGE_RANGE)
log_combat(user, src, "hit")
if(!shock(user, 70))
- take_damage(rand(5,10), BRUTE, "melee", 1)
+ take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_alien(mob/living/user)
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("[user] mangles [src].", null, null, COMBAT_MESSAGE_RANGE)
if(!shock(user, 70))
- take_damage(20, BRUTE, "melee", 1)
+ take_damage(20, BRUTE, MELEE, 1)
/obj/structure/grille/CanAllowThrough(atom/movable/mover, turf/target)
. = ..()
diff --git a/code/game/objects/structures/holosign.dm b/code/game/objects/structures/holosign.dm
index a3898e93bba..7946facf6a4 100644
--- a/code/game/objects/structures/holosign.dm
+++ b/code/game/objects/structures/holosign.dm
@@ -6,7 +6,7 @@
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
- armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
+ armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
var/obj/item/holosign_creator/projector
/obj/structure/holosign/New(loc, source_projector)
@@ -32,7 +32,7 @@
return
user.do_attack_animation(src, ATTACK_EFFECT_PUNCH)
user.changeNext_move(CLICK_CD_MELEE)
- take_damage(5 , BRUTE, "melee", 1)
+ take_damage(5 , BRUTE, MELEE, 1)
/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
@@ -112,11 +112,11 @@
allow_walk = FALSE
/obj/structure/holosign/barrier/cyborg/bullet_act(obj/projectile/P)
- take_damage((P.damage / 5) , BRUTE, "melee", 1) //Doesn't really matter what damage flag it is.
+ take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
if(istype(P, /obj/projectile/energy/electrode))
- take_damage(10, BRUTE, "melee", 1) //Tasers aren't harmful.
+ take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
if(istype(P, /obj/projectile/beam/disabler))
- take_damage(5, BRUTE, "melee", 1) //Disablers aren't harmful.
+ take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
return BULLET_ACT_HIT
/obj/structure/holosign/barrier/medical
@@ -173,7 +173,7 @@
var/shockcd = 0
/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/projectile/P)
- take_damage(P.damage, BRUTE, "melee", 1) //Yeah no this doesn't get projectile resistance.
+ take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
return BULLET_ACT_HIT
/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
diff --git a/code/game/objects/structures/industrial_lift.dm b/code/game/objects/structures/industrial_lift.dm
index 5c2be2188d6..676da3eb345 100644
--- a/code/game/objects/structures/industrial_lift.dm
+++ b/code/game/objects/structures/industrial_lift.dm
@@ -54,14 +54,14 @@
var/max_y = 1
var/min_x = world.maxx
var/min_y = world.maxy
-
+
for(var/p in lift_platforms)
var/obj/structure/industrial_lift/lift_platform = p
max_x = max(max_x, lift_platform.x)
max_y = max(max_y, lift_platform.y)
min_x = min(min_x, lift_platform.x)
min_y = min(min_y, lift_platform.y)
-
+
//This must be safe way to border tile to tile move of bordered platforms, that excludes platform overlapping.
if( going & WEST )
//Go along the X axis from min to max, from left to right
@@ -75,7 +75,7 @@
//Go along the Y axis from min to max, from down to up
for(var/y in min_y to max_y)
var/obj/structure/industrial_lift/lift_platform = locate(/obj/structure/industrial_lift, locate(x, y, z))
- lift_platform.travel(going)
+ lift_platform.travel(going)
else
//Go along the X axis from max to min, from right to left
for(var/x in max_x to min_x step -1)
@@ -88,7 +88,7 @@
//Go along the Y axis from min to max, from down to up
for(var/y in min_y to max_y)
var/obj/structure/industrial_lift/lift_platform = locate(/obj/structure/industrial_lift, locate(x, y, z))
- lift_platform.travel(going)
+ lift_platform.travel(going)
///Check destination turfs
/datum/lift_master/proc/Check_lift_move(check_dir)
@@ -105,7 +105,7 @@
icon_state = "catwalk"
density = FALSE
anchored = TRUE
- armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE
@@ -203,7 +203,7 @@
use(user)
if("Cancel")
return
-
+
add_fingerprint(user)
/obj/structure/industrial_lift/proc/check_menu(mob/user)
diff --git a/code/game/objects/structures/lattice.dm b/code/game/objects/structures/lattice.dm
index 61cf97b406d..b0f731e4df9 100644
--- a/code/game/objects/structures/lattice.dm
+++ b/code/game/objects/structures/lattice.dm
@@ -5,7 +5,7 @@
icon_state = "lattice"
density = FALSE
anchored = TRUE
- armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE
diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm
index 56c46d7b60b..a399427fe10 100644
--- a/code/game/objects/structures/mineral_doors.dm
+++ b/code/game/objects/structures/mineral_doors.dm
@@ -11,7 +11,7 @@
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
max_integrity = 200
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
CanAtmosPass = ATMOS_PASS_DENSITY
flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_MEDIUM_INSULATION
diff --git a/code/game/objects/structures/plaques/_plaques.dm b/code/game/objects/structures/plaques/_plaques.dm
index 347ea016a3c..9f083c1d0af 100644
--- a/code/game/objects/structures/plaques/_plaques.dm
+++ b/code/game/objects/structures/plaques/_plaques.dm
@@ -9,7 +9,7 @@
layer = SIGN_LAYER
custom_materials = list(/datum/material/gold = 2000)
max_integrity = 200 //Twice as durable as regular signs.
- armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again. Static plaques are already engraved.
var/engraved = FALSE
@@ -25,7 +25,7 @@
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/gold = 2000)
max_integrity = 200
- armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
///This points the item to make the proper structure when placed on a wall.
var/plaque_path = /obj/structure/plaque
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again.
diff --git a/code/game/objects/structures/plasticflaps.dm b/code/game/objects/structures/plasticflaps.dm
index f1c7125da5f..3e2d9db9607 100644
--- a/code/game/objects/structures/plasticflaps.dm
+++ b/code/game/objects/structures/plasticflaps.dm
@@ -4,7 +4,7 @@
gender = PLURAL
icon = 'icons/obj/stationobjs.dmi'
icon_state = "plasticflaps"
- armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
density = FALSE
anchored = TRUE
CanAtmosPass = ATMOS_PASS_NO
diff --git a/code/game/objects/structures/signs/_signs.dm b/code/game/objects/structures/signs/_signs.dm
index 02314668389..6b1d06b6893 100644
--- a/code/game/objects/structures/signs/_signs.dm
+++ b/code/game/objects/structures/signs/_signs.dm
@@ -6,7 +6,7 @@
layer = SIGN_LAYER
custom_materials = list(/datum/material/plastic = 2000)
max_integrity = 100
- armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
///Determines if a sign is unwrenchable.
var/buildable_sign = TRUE
flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
@@ -33,7 +33,7 @@
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/plastic = 2000)
- armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
resistance_flags = FLAMMABLE
max_integrity = 100
///The type of sign structure that will be created when placed on a turf, the default looks just like a sign backing item.
diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm
index 857bb8325a9..cf1d02b40b8 100644
--- a/code/game/objects/structures/tables_racks.dm
+++ b/code/game/objects/structures/tables_racks.dm
@@ -308,7 +308,7 @@
canSmoothWith = null
max_integrity = 70
resistance_flags = ACID_PROOF
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
var/list/debris = list()
/obj/structure/table/glass/Initialize()
@@ -481,7 +481,7 @@
buildstack = /obj/item/stack/sheet/plasteel
max_integrity = 200
integrity_failure = 0.25
- armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
@@ -637,7 +637,7 @@
user.changeNext_move(CLICK_CD_MELEE)
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("[user] kicks [src].", null, null, COMBAT_MESSAGE_RANGE)
- take_damage(rand(4,8), BRUTE, "melee", 1)
+ take_damage(rand(4,8), BRUTE, MELEE, 1)
/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm
index aea83373127..9d5b3b76a52 100644
--- a/code/game/objects/structures/window.dm
+++ b/code/game/objects/structures/window.dm
@@ -10,7 +10,7 @@
max_integrity = 25
can_be_unanchored = TRUE
resistance_flags = ACID_PROOF
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
CanAtmosPass = ATMOS_PASS_PROC
rad_insulation = RAD_VERY_LIGHT_INSULATION
var/ini_dir = null
@@ -364,7 +364,7 @@
icon_state = "rwindow"
reinf = TRUE
heat_resistance = 1600
- armor = list("melee" = 80, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
max_integrity = 75
explosion_block = 1
damage_deflection = 11
@@ -459,7 +459,7 @@
icon_state = "plasmawindow"
reinf = FALSE
heat_resistance = 25000
- armor = list("melee" = 80, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 45, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
+ armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
max_integrity = 200
explosion_block = 1
glass_type = /obj/item/stack/sheet/plasmaglass
@@ -492,7 +492,7 @@
icon_state = "plasmarwindow"
reinf = TRUE
heat_resistance = 50000
- armor = list("melee" = 80, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 100, "rad" = 100, "fire" = 99, "acid" = 100)
+ armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
max_integrity = 500
damage_deflection = 21
explosion_block = 2
@@ -676,7 +676,7 @@
flags_1 = PREVENT_CLICK_UNDER_1
reinf = TRUE
heat_resistance = 1600
- armor = list("melee" = 90, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
smoothing_flags = SMOOTH_CORNERS
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS)
canSmoothWith = null
@@ -705,7 +705,7 @@
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
heat_resistance = 1600
- armor = list("melee" = 95, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
smoothing_flags = SMOOTH_CORNERS
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS)
canSmoothWith = null
@@ -738,7 +738,7 @@
decon_speed = 10
CanAtmosPass = ATMOS_PASS_YES
resistance_flags = FLAMMABLE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
breaksound = 'sound/items/poster_ripped.ogg'
hitsound = 'sound/weapons/slashmiss.ogg'
var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1)
@@ -768,7 +768,7 @@
user.visible_message("[user] knocks on [src].")
playsound(src, "pageturn", 50, TRUE)
else
- take_damage(4,BRUTE,"melee", 0)
+ take_damage(4,BRUTE,MELEE, 0)
playsound(src, hitsound, 50, TRUE)
if(!QDELETED(src))
user.visible_message("[user] tears a hole in [src].")
diff --git a/code/game/shuttle_engines.dm b/code/game/shuttle_engines.dm
index 2e6c2df3233..54bfb3251c8 100644
--- a/code/game/shuttle_engines.dm
+++ b/code/game/shuttle_engines.dm
@@ -9,7 +9,7 @@
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS)
max_integrity = 500
- armor = list("melee" = 100, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70) //default + ignores melee
+ armor = list(MELEE = 100, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70) //default + ignores melee
CanAtmosPass = ATMOS_PASS_DENSITY
/obj/structure/shuttle/engine
diff --git a/code/modules/antagonists/abductor/equipment/abduction_gear.dm b/code/modules/antagonists/abductor/equipment/abduction_gear.dm
index 4d141de98ec..f373bf939bb 100644
--- a/code/modules/antagonists/abductor/equipment/abduction_gear.dm
+++ b/code/modules/antagonists/abductor/equipment/abduction_gear.dm
@@ -13,7 +13,7 @@
icon_state = "vest_stealth"
inhand_icon_state = "armor"
blood_overlay_type = "armor"
- armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 25, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
+ armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 25, BOMB = 15, BIO = 15, RAD = 15, FIRE = 70, ACID = 70)
actions_types = list(/datum/action/item_action/hands_free/activate)
allowed = list(
/obj/item/abductor,
@@ -26,8 +26,8 @@
var/stealth_active = 0
var/combat_cooldown = 10
var/datum/icon_snapshot/disguise
- var/stealth_armor = list("melee" = 15, "bullet" = 15, "laser" = 15, "energy" = 25, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
- var/combat_armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 90, "acid" = 90)
+ var/stealth_armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 25, BOMB = 15, BIO = 15, RAD = 15, FIRE = 70, ACID = 70)
+ var/combat_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, RAD = 50, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/abductor/vest/Initialize()
. = ..()
diff --git a/code/modules/antagonists/blob/blobstrains/blazing_oil.dm b/code/modules/antagonists/blob/blobstrains/blazing_oil.dm
index 67002c78030..88d8f5f71ff 100644
--- a/code/modules/antagonists/blob/blobstrains/blazing_oil.dm
+++ b/code/modules/antagonists/blob/blobstrains/blazing_oil.dm
@@ -14,15 +14,15 @@
reagent = /datum/reagent/blob/blazing_oil
/datum/blobstrain/reagent/blazing_oil/extinguish_reaction(obj/structure/blob/B)
- B.take_damage(1.5, BURN, "energy")
+ B.take_damage(1.5, BURN, ENERGY)
/datum/blobstrain/reagent/blazing_oil/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
- if(damage_type == BURN && damage_flag != "energy")
+ if(damage_type == BURN && damage_flag != ENERGY)
for(var/turf/open/T in range(1, B))
var/obj/structure/blob/C = locate() in T
if(!(C && C.overmind && C.overmind.blobstrain.type == B.overmind.blobstrain.type) && prob(80))
new /obj/effect/hotspot(T)
- if(damage_flag == "fire")
+ if(damage_flag == FIRE)
return 0
return ..()
diff --git a/code/modules/antagonists/blob/blobstrains/distributed_neurons.dm b/code/modules/antagonists/blob/blobstrains/distributed_neurons.dm
index 829d87f8a3b..3581a5e8501 100644
--- a/code/modules/antagonists/blob/blobstrains/distributed_neurons.dm
+++ b/code/modules/antagonists/blob/blobstrains/distributed_neurons.dm
@@ -12,7 +12,7 @@
reagent = /datum/reagent/blob/distributed_neurons
/datum/blobstrain/reagent/distributed_neurons/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
- if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage <= 20 && B.obj_integrity - damage <= 0 && prob(15)) //if the cause isn't fire or a bomb, the damage is less than 21, we're going to die from that damage, 15% chance of a shitty spore.
+ if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && damage <= 20 && B.obj_integrity - damage <= 0 && prob(15)) //if the cause isn't fire or a bomb, the damage is less than 21, we're going to die from that damage, 15% chance of a shitty spore.
B.visible_message("A spore floats free of the blob!")
var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(B.loc)
BS.overmind = B.overmind
diff --git a/code/modules/antagonists/blob/blobstrains/electromagnetic_web.dm b/code/modules/antagonists/blob/blobstrains/electromagnetic_web.dm
index c49c10fac89..6d61732b147 100644
--- a/code/modules/antagonists/blob/blobstrains/electromagnetic_web.dm
+++ b/code/modules/antagonists/blob/blobstrains/electromagnetic_web.dm
@@ -21,7 +21,7 @@
return damage * 1.25 //a laser will do 25 damage, which will kill any normal blob
/datum/blobstrain/reagent/electromagnetic_web/death_reaction(obj/structure/blob/B, damage_flag)
- if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser")
+ if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER)
empulse(B.loc, 1, 3) //less than screen range, so you can stand out of range to avoid it
/datum/reagent/blob/electromagnetic_web
diff --git a/code/modules/antagonists/blob/blobstrains/energized_jelly.dm b/code/modules/antagonists/blob/blobstrains/energized_jelly.dm
index dfd761ed052..7ac8c0c823c 100644
--- a/code/modules/antagonists/blob/blobstrains/energized_jelly.dm
+++ b/code/modules/antagonists/blob/blobstrains/energized_jelly.dm
@@ -10,7 +10,7 @@
reagent = /datum/reagent/blob/energized_jelly
/datum/blobstrain/reagent/energized_jelly/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
- if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && B.obj_integrity - damage <= 0 && prob(10))
+ if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && B.obj_integrity - damage <= 0 && prob(10))
do_sparks(rand(2, 4), FALSE, B)
return ..()
@@ -19,7 +19,7 @@
/datum/blobstrain/reagent/energized_jelly/emp_reaction(obj/structure/blob/B, severity)
var/damage = rand(30, 50) - severity * rand(10, 15)
- B.take_damage(damage, BURN, "energy")
+ B.take_damage(damage, BURN, ENERGY)
/datum/reagent/blob/energized_jelly
name = "Energized Jelly"
diff --git a/code/modules/antagonists/blob/blobstrains/explosive_lattice.dm b/code/modules/antagonists/blob/blobstrains/explosive_lattice.dm
index 4b59b796885..174205d76d9 100644
--- a/code/modules/antagonists/blob/blobstrains/explosive_lattice.dm
+++ b/code/modules/antagonists/blob/blobstrains/explosive_lattice.dm
@@ -12,9 +12,9 @@
reagent = /datum/reagent/blob/explosive_lattice
/datum/blobstrain/reagent/explosive_lattice/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
- if(damage_flag == "bomb")
+ if(damage_flag == BOMB)
return 0
- else if(damage_flag != "melee" && damage_flag != "bullet" && damage_flag != "laser")
+ else if(damage_flag != MELEE && damage_flag != BULLET && damage_flag != LASER)
return damage * 1.5
return ..()
diff --git a/code/modules/antagonists/blob/blobstrains/pressurized_slime.dm b/code/modules/antagonists/blob/blobstrains/pressurized_slime.dm
index 05220e464de..bd193959e9f 100644
--- a/code/modules/antagonists/blob/blobstrains/pressurized_slime.dm
+++ b/code/modules/antagonists/blob/blobstrains/pressurized_slime.dm
@@ -13,12 +13,12 @@
reagent = /datum/reagent/blob/pressurized_slime
/datum/blobstrain/reagent/pressurized_slime/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
- if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") || damage_type != BURN)
+ if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) || damage_type != BURN)
extinguisharea(B, damage)
return ..()
/datum/blobstrain/reagent/pressurized_slime/death_reaction(obj/structure/blob/B, damage_flag)
- if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser")
+ if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER)
B.visible_message("The blob ruptures, spraying the area with liquid!")
extinguisharea(B, 50)
diff --git a/code/modules/antagonists/blob/blobstrains/reactive_spines.dm b/code/modules/antagonists/blob/blobstrains/reactive_spines.dm
index 345d767e0e4..5079519283c 100644
--- a/code/modules/antagonists/blob/blobstrains/reactive_spines.dm
+++ b/code/modules/antagonists/blob/blobstrains/reactive_spines.dm
@@ -13,7 +13,7 @@
/datum/blobstrain/reagent/reactive_spines/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
if(damage && ((damage_type == BRUTE) || (damage_type == BURN)) && B.obj_integrity - damage > 0) //is there any damage, is it burn or brute, and will we be alive
- if(damage_flag == "melee")
+ if(damage_flag == MELEE)
B.visible_message("The blob retaliates, lashing out!")
for(var/atom/A in range(1, B))
A.blob_act(B)
diff --git a/code/modules/antagonists/blob/blobstrains/shifting_fragments.dm b/code/modules/antagonists/blob/blobstrains/shifting_fragments.dm
index c4e23d4554e..2fbe5b6e901 100644
--- a/code/modules/antagonists/blob/blobstrains/shifting_fragments.dm
+++ b/code/modules/antagonists/blob/blobstrains/shifting_fragments.dm
@@ -15,7 +15,7 @@
B.forceMove(T)
/datum/blobstrain/reagent/shifting_fragments/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
- if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage > 0 && B.obj_integrity - damage > 0 && prob(60-damage))
+ if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && damage > 0 && B.obj_integrity - damage > 0 && prob(60-damage))
var/list/blobstopick = list()
for(var/obj/structure/blob/OB in orange(1, B))
if((istype(OB, /obj/structure/blob/normal) || (istype(OB, /obj/structure/blob/shield) && prob(25))) && OB.overmind && OB.overmind.blobstrain.type == B.overmind.blobstrain.type)
diff --git a/code/modules/antagonists/blob/blobstrains/synchronous_mesh.dm b/code/modules/antagonists/blob/blobstrains/synchronous_mesh.dm
index 682ef30ad42..f9d558e3a8c 100644
--- a/code/modules/antagonists/blob/blobstrains/synchronous_mesh.dm
+++ b/code/modules/antagonists/blob/blobstrains/synchronous_mesh.dm
@@ -12,7 +12,7 @@
reagent = /datum/reagent/blob/synchronous_mesh
/datum/blobstrain/reagent/synchronous_mesh/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag)
- if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") //the cause isn't fire or bombs, so split the damage
+ if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) //the cause isn't fire or bombs, so split the damage
var/damagesplit = 1 //maximum split is 9, reducing the damage each blob takes to 11% but doing that damage to 9 blobs
for(var/obj/structure/blob/C in orange(1, B))
if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && C.overmind.blobstrain.type == B.overmind.blobstrain.type) //if it doesn't have the same chemical or is a core or node, don't split damage to it
diff --git a/code/modules/antagonists/blob/structures/_blob.dm b/code/modules/antagonists/blob/structures/_blob.dm
index 724b4136510..324af94f142 100644
--- a/code/modules/antagonists/blob/structures/_blob.dm
+++ b/code/modules/antagonists/blob/structures/_blob.dm
@@ -11,7 +11,7 @@
CanAtmosPass = ATMOS_PASS_PROC
var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
max_integrity = 30
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
var/health_regen = 2 //how much health this blob regens when pulsed
var/pulse_timestamp = 0 //we got pulsed when?
var/heal_timestamp = 0 //we got healed when?
@@ -210,9 +210,9 @@
/obj/structure/blob/zap_act(power, zap_flags)
if(overmind)
if(overmind.blobstrain.tesla_reaction(src, power))
- take_damage(power * 0.0025, BURN, "energy")
+ take_damage(power * 0.0025, BURN, ENERGY)
else
- take_damage(power * 0.0025, BURN, "energy")
+ take_damage(power * 0.0025, BURN, ENERGY)
power -= power * 0.0025 //You don't get to do it for free
return ..() //You don't get to do it for free
diff --git a/code/modules/antagonists/blob/structures/core.dm b/code/modules/antagonists/blob/structures/core.dm
index 0dc9d8b43df..28226e9f58a 100644
--- a/code/modules/antagonists/blob/structures/core.dm
+++ b/code/modules/antagonists/blob/structures/core.dm
@@ -4,7 +4,7 @@
icon_state = "blank_blob"
desc = "A huge, pulsating yellow mass."
max_integrity = 400
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 90)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 90)
explosion_block = 6
point_return = -1
health_regen = 0 //we regen in Life() instead of when pulsed
@@ -44,7 +44,7 @@
/obj/structure/blob/core/ex_act(severity, target)
var/damage = 50 - 10 * severity //remember, the core takes half brute damage, so this is 20/15/10 damage based on severity
- take_damage(damage, BRUTE, "bomb", 0)
+ take_damage(damage, BRUTE, BOMB, 0)
/obj/structure/blob/core/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir, overmind_reagent_trigger = 1)
. = ..()
diff --git a/code/modules/antagonists/blob/structures/node.dm b/code/modules/antagonists/blob/structures/node.dm
index 8a8645c1518..456b2d8bcf0 100644
--- a/code/modules/antagonists/blob/structures/node.dm
+++ b/code/modules/antagonists/blob/structures/node.dm
@@ -4,7 +4,7 @@
icon_state = "blank_blob"
desc = "A large, pulsating yellow mass."
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 65, "acid" = 90)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 65, ACID = 90)
health_regen = 3
point_return = 25
resistance_flags = LAVA_PROOF
diff --git a/code/modules/antagonists/blob/structures/shield.dm b/code/modules/antagonists/blob/structures/shield.dm
index bd0e8c62c68..91f9b2d080b 100644
--- a/code/modules/antagonists/blob/structures/shield.dm
+++ b/code/modules/antagonists/blob/structures/shield.dm
@@ -9,7 +9,7 @@
explosion_block = 3
point_return = 4
atmosblock = TRUE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/obj/structure/blob/shield/scannerreport()
if(atmosblock)
diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm
index 0955519f688..b69a2a5b286 100644
--- a/code/modules/antagonists/changeling/powers/mutations.dm
+++ b/code/modules/antagonists/changeling/powers/mutations.dm
@@ -478,7 +478,7 @@
item_flags = DROPDEL
clothing_flags = STOPSPRESSUREDAMAGE //Not THICKMATERIAL because it's organic tissue, so if somebody tries to inject something into it, it still ends up in your blood. (also balance but muh fluff)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/oxygen)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) //No armor at all.
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) //No armor at all.
actions_types = list()
cell = null
@@ -505,7 +505,7 @@
desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front."
item_flags = DROPDEL
clothing_flags = STOPSPRESSUREDAMAGE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/head/helmet/space/changeling/Initialize()
@@ -536,7 +536,7 @@
icon_state = "lingarmor"
item_flags = DROPDEL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
- armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 4, RAD = 0, FIRE = 90, ACID = 90)
flags_inv = HIDEJUMPSUIT
cold_protection = 0
heat_protection = 0
@@ -552,7 +552,7 @@
desc = "A tough, hard covering of black chitin with transparent chitin in front."
icon_state = "lingarmorhelmet"
item_flags = DROPDEL
- armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 4, RAD = 0, FIRE = 90, ACID = 90)
flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE
/obj/item/clothing/head/helmet/changeling/Initialize()
diff --git a/code/modules/antagonists/cult/cult_items.dm b/code/modules/antagonists/cult/cult_items.dm
index 9fba4c6a3dd..17382d0e888 100644
--- a/code/modules/antagonists/cult/cult_items.dm
+++ b/code/modules/antagonists/cult/cult_items.dm
@@ -275,7 +275,7 @@
desc = "A torn, dust-caked hood. Strange letters line the inside."
flags_inv = HIDEFACE|HIDEHAIR|HIDEEARS
flags_cover = HEADCOVERSEYES
- armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 40, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 40, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -288,7 +288,7 @@
inhand_icon_state = "cultrobes"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
- armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 40, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 40, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
flags_inv = HIDEJUMPSUIT
cold_protection = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
@@ -324,7 +324,7 @@
inhand_icon_state = "magus"
desc = "A helm worn by the followers of Nar'Sie."
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEARS|HIDEEYES
- armor = list("melee" = 50, "bullet" = 30, "laser" = 50,"energy" = 50, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
+ armor = list(MELEE = 50, BULLET = 30, LASER = 50,ENERGY = 50, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/suit/magusred
@@ -334,7 +334,7 @@
inhand_icon_state = "magusred"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
- armor = list("melee" = 50, "bullet" = 30, "laser" = 50,"energy" = 50, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
+ armor = list(MELEE = 50, BULLET = 30, LASER = 50,ENERGY = 50, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/head/helmet/space/hardsuit/cult
@@ -342,7 +342,7 @@
desc = "A heavily-armored helmet worn by warriors of the Nar'Sien cult. It can withstand hard vacuum."
icon_state = "cult_helmet"
inhand_icon_state = "cult_helmet"
- armor = list("melee" = 70, "bullet" = 50, "laser" = 30,"energy" = 40, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
+ armor = list(MELEE = 70, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 40, ACID = 75)
light_system = NO_LIGHT_SUPPORT
light_range = 0
actions_types = list()
@@ -354,7 +354,7 @@
desc = "A heavily-armored exosuit worn by warriors of the Nar'Sien cult. It can withstand hard vacuum."
w_class = WEIGHT_CLASS_BULKY
allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals/)
- armor = list("melee" = 70, "bullet" = 50, "laser" = 30,"energy" = 40, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
+ armor = list(MELEE = 70, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 40, ACID = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/cult
/obj/item/sharpener/cult
@@ -375,7 +375,7 @@
icon_state = "cult_armor"
inhand_icon_state = "cult_armor"
w_class = WEIGHT_CLASS_BULKY
- armor = list("melee" = 50, "bullet" = 40, "laser" = 50,"energy" = 50, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 50, "acid" = 60)
+ armor = list(MELEE = 50, BULLET = 40, LASER = 50,ENERGY = 50, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 60)
var/current_charges = 3
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/cult_shield
@@ -383,7 +383,7 @@
name = "empowered cultist helmet"
desc = "Empowered helmet which creates a powerful shield around the user."
icon_state = "cult_hoodalt"
- armor = list("melee" = 50, "bullet" = 40, "laser" = 50,"energy" = 50, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 50, "acid" = 60)
+ armor = list(MELEE = 50, BULLET = 40, LASER = 50,ENERGY = 50, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 60)
/obj/item/clothing/suit/hooded/cultrobes/cult_shield/equipped(mob/living/user, slot)
..()
@@ -414,14 +414,14 @@
name = "flagellant's robes"
desc = "Blood-soaked robes infused with dark magic; allows the user to move at inhuman speeds, but at the cost of increased damage."
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
- armor = list("melee" = -45, "bullet" = -45, "laser" = -45,"energy" = -55, "bomb" = -45, "bio" = -45, "rad" = -45, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = -45, BULLET = -45, LASER = -45,ENERGY = -55, BOMB = -45, BIO = -45, RAD = -45, FIRE = 0, ACID = 0)
slowdown = -0.6
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/berserkerhood
/obj/item/clothing/head/hooded/cult_hoodie/berserkerhood
name = "flagellant's hood"
desc = "Blood-soaked hood infused with dark magic."
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/hooded/cultrobes/berserker/equipped(mob/living/user, slot)
..()
diff --git a/code/modules/antagonists/eldritch_cult/eldritch_items.dm b/code/modules/antagonists/eldritch_cult/eldritch_items.dm
index ab79948c994..5065094282f 100644
--- a/code/modules/antagonists/eldritch_cult/eldritch_items.dm
+++ b/code/modules/antagonists/eldritch_cult/eldritch_items.dm
@@ -128,7 +128,7 @@
allowed = list(/obj/item/melee/sickly_blade, /obj/item/forbidden_book)
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/eldritch
// slightly better than normal cult robes
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50,"energy" = 50, "bomb" = 35, "bio" = 20, "rad" = 0, "fire" = 20, "acid" = 20)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50,ENERGY = 50, BOMB = 35, BIO = 20, RAD = 0, FIRE = 20, ACID = 20)
/obj/item/reagent_containers/glass/beaker/eldritch
name = "flask of eldritch essence"
diff --git a/code/modules/antagonists/eldritch_cult/eldritch_magic.dm b/code/modules/antagonists/eldritch_cult/eldritch_magic.dm
index b6a26ee33cd..22b1b4a8b16 100644
--- a/code/modules/antagonists/eldritch_cult/eldritch_magic.dm
+++ b/code/modules/antagonists/eldritch_cult/eldritch_magic.dm
@@ -357,7 +357,7 @@
if(M in hit_list)
continue
hit_list += M
- M.take_damage(45, BURN, "melee", 1)
+ M.take_damage(45, BURN, MELEE, 1)
sleep(1.5)
/obj/effect/proc_holder/spell/targeted/shapeshift/eldritch
diff --git a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm
index 135212b7b1d..3ffd18b10cd 100644
--- a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm
+++ b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm
@@ -613,7 +613,7 @@ This is here to make the tiles around the station mininuke change when it's arme
icon_state = "nucleardisk"
persistence_replacement = /obj/item/disk/nuclear/fake
max_integrity = 250
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/fake = FALSE
var/turf/lastlocation
diff --git a/code/modules/atmospherics/machinery/airalarm.dm b/code/modules/atmospherics/machinery/airalarm.dm
index 24396a6392a..b1a3c907116 100644
--- a/code/modules/atmospherics/machinery/airalarm.dm
+++ b/code/modules/atmospherics/machinery/airalarm.dm
@@ -69,7 +69,7 @@
req_access = list(ACCESS_ATMOSPHERICS)
max_integrity = 250
integrity_failure = 0.33
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
resistance_flags = FIRE_PROOF
var/danger_level = 0
diff --git a/code/modules/atmospherics/machinery/atmosmachinery.dm b/code/modules/atmospherics/machinery/atmosmachinery.dm
index a4df94dfb1b..6bb848106cc 100644
--- a/code/modules/atmospherics/machinery/atmosmachinery.dm
+++ b/code/modules/atmospherics/machinery/atmosmachinery.dm
@@ -55,7 +55,7 @@
normalize_cardinal_directions()
nodes = new(device_type)
if (!armor)
- armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
..()
if(process)
SSair.atmos_machinery += src
diff --git a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
index bf173439731..b0e04976a97 100644
--- a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
+++ b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
@@ -8,7 +8,7 @@
icon_state = "pod-off"
density = TRUE
max_integrity = 350
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 30, ACID = 30)
layer = ABOVE_WINDOW_LAYER
state_open = FALSE
circuit = /obj/item/circuitboard/machine/cryo_tube
diff --git a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm
index 9713f189f59..0433208cb3e 100644
--- a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm
+++ b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm
@@ -7,7 +7,7 @@
density = TRUE
max_integrity = 300
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 30)
layer = OBJ_LAYER
circuit = /obj/item/circuitboard/machine/thermomachine
diff --git a/code/modules/atmospherics/machinery/other/meter.dm b/code/modules/atmospherics/machinery/other/meter.dm
index 8fae543f27d..17687f5f5d6 100644
--- a/code/modules/atmospherics/machinery/other/meter.dm
+++ b/code/modules/atmospherics/machinery/other/meter.dm
@@ -9,7 +9,7 @@
idle_power_usage = 2
active_power_usage = 4
max_integrity = 150
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 40, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 40, ACID = 0)
var/frequency = 0
var/atom/target
var/id_tag
diff --git a/code/modules/atmospherics/machinery/portable/canister.dm b/code/modules/atmospherics/machinery/portable/canister.dm
index 5ba9ce6a862..0b0711390c4 100644
--- a/code/modules/atmospherics/machinery/portable/canister.dm
+++ b/code/modules/atmospherics/machinery/portable/canister.dm
@@ -12,7 +12,7 @@
density = TRUE
base_icon_state = "yellow" //Used to make dealing with breaking the canister less hellish.
volume = 1000
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 50)
max_integrity = 250
integrity_failure = 0.4
pressure_resistance = 7 * ONE_ATMOSPHERE
diff --git a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
index be59d2308f3..5990f65b123 100644
--- a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
+++ b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
@@ -3,7 +3,7 @@
icon = 'icons/obj/atmos.dmi'
use_power = NO_POWER_USE
max_integrity = 250
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 60, ACID = 30)
anchored = FALSE
var/datum/gas_mixture/air_contents
diff --git a/code/modules/awaymissions/mission_code/snowdin.dm b/code/modules/awaymissions/mission_code/snowdin.dm
index 23f2b907516..4335be4aa2d 100644
--- a/code/modules/awaymissions/mission_code/snowdin.dm
+++ b/code/modules/awaymissions/mission_code/snowdin.dm
@@ -559,7 +559,7 @@
/obj/item/clothing/under/syndicate/coldres
name = "insulated tactical turtleneck"
desc = "A nondescript and slightly suspicious-looking turtleneck with digital camouflage cargo pants. The interior has been padded with special insulation for both warmth and protection."
- armor = list("melee" = 20, "bullet" = 10, "laser" = 0,"energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 0,ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 25, ACID = 25)
cold_protection = CHEST|GROIN|ARMS|LEGS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
diff --git a/code/modules/cargo/supplypod.dm b/code/modules/cargo/supplypod.dm
index c2c75c380be..139a0975a96 100644
--- a/code/modules/cargo/supplypod.dm
+++ b/code/modules/cargo/supplypod.dm
@@ -13,7 +13,7 @@
allow_dense = TRUE
delivery_icon = null
can_weld_shut = FALSE
- armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 100, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
anchored = TRUE //So it cant slide around after landing
anchorable = FALSE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
diff --git a/code/modules/clothing/chameleon.dm b/code/modules/clothing/chameleon.dm
index a204a0f014f..e008dbc0c4c 100644
--- a/code/modules/clothing/chameleon.dm
+++ b/code/modules/clothing/chameleon.dm
@@ -303,7 +303,7 @@
random_sensor = FALSE
resistance_flags = NONE
can_adjust = FALSE
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -332,7 +332,7 @@
inhand_icon_state = "armor"
blood_overlay_type = "armor"
resistance_flags = NONE
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -360,7 +360,7 @@
icon_state = "meson"
inhand_icon_state = "meson"
resistance_flags = NONE
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -389,7 +389,7 @@
inhand_icon_state = "ygloves"
resistance_flags = NONE
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -417,7 +417,7 @@
icon_state = "greysoft"
resistance_flags = NONE
- armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -442,7 +442,7 @@
/obj/item/clothing/head/chameleon/drone
// The camohat, I mean, holographic hat projection, is part of the
// drone itself.
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
// which means it offers no protection, it's just air and light
/obj/item/clothing/head/chameleon/drone/Initialize()
@@ -460,7 +460,7 @@
icon_state = "gas_alt"
inhand_icon_state = "gas_alt"
resistance_flags = NONE
- armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
clothing_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR
gas_transfer_coefficient = 0.01
@@ -496,7 +496,7 @@
/obj/item/clothing/mask/chameleon/drone
//Same as the drone chameleon hat, undroppable and no protection
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
// Can drones use the voice changer part? Let's not find out.
voice_change = 0
@@ -518,7 +518,7 @@
desc = "A pair of black shoes."
permeability_coefficient = 0.05
resistance_flags = NONE
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -659,7 +659,7 @@
desc = "A neosilk clip-on tie."
icon_state = "blacktie"
resistance_flags = NONE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
/obj/item/clothing/neck/chameleon
var/datum/action/item_action/chameleon/change/chameleon_action
diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm
index 1bc2d0c23b5..ef9301085f6 100644
--- a/code/modules/clothing/clothing.dm
+++ b/code/modules/clothing/clothing.dm
@@ -181,7 +181,7 @@
body_parts_covered &= ~i
if(body_parts_covered == NONE) // if there are no more parts to break then the whole thing is kaput
- obj_destruction((damage_type == BRUTE ? "melee" : "laser")) // melee/laser is good enough since this only procs from direct attacks anyway and not from fire/bombs
+ obj_destruction((damage_type == BRUTE ? MELEE : LASER)) // melee/laser is good enough since this only procs from direct attacks anyway and not from fire/bombs
return
switch(zones_disabled)
@@ -436,12 +436,12 @@ BLIND // can't see anything
return 0
/obj/item/clothing/obj_destruction(damage_flag)
- if(damage_flag == "bomb")
+ if(damage_flag == BOMB)
var/turf/T = get_turf(src)
//so the shred survives potential turf change from the explosion.
addtimer(CALLBACK_NEW(/obj/effect/decal/cleanable/shreds, list(T, name)), 1)
deconstruct(FALSE)
- else if(!(damage_flag in list("acid", "fire")))
+ else if(!(damage_flag in list(ACID, FIRE)))
body_parts_covered = NONE
slot_flags = NONE
update_clothes_damaged_state(CLOTHING_SHREDDED)
diff --git a/code/modules/clothing/glasses/_glasses.dm b/code/modules/clothing/glasses/_glasses.dm
index 4c48646969e..c955023c9c3 100644
--- a/code/modules/clothing/glasses/_glasses.dm
+++ b/code/modules/clothing/glasses/_glasses.dm
@@ -100,7 +100,7 @@
actions_types = list(/datum/action/item_action/toggle_research_scanner)
glass_colour_type = /datum/client_colour/glass_colour/purple
resistance_flags = ACID_PROOF
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
/obj/item/clothing/glasses/science/item_action_slot_check(slot)
if(slot == ITEM_SLOT_EYES)
diff --git a/code/modules/clothing/gloves/color.dm b/code/modules/clothing/gloves/color.dm
index 49957b6b3e8..dcd0288ab2b 100644
--- a/code/modules/clothing/gloves/color.dm
+++ b/code/modules/clothing/gloves/color.dm
@@ -175,7 +175,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 50)
/obj/item/clothing/gloves/color/latex
name = "latex gloves"
diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm
index 92ec2067de7..ffbf74fe636 100644
--- a/code/modules/clothing/gloves/miscellaneous.dm
+++ b/code/modules/clothing/gloves/miscellaneous.dm
@@ -23,7 +23,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 30)
/obj/item/clothing/gloves/combat
name = "combat gloves"
@@ -38,7 +38,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
/obj/item/clothing/gloves/bracer
name = "bone bracers"
@@ -53,7 +53,7 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
- armor = list("melee" = 15, "bullet" = 25, "laser" = 15, "energy" = 15, "bomb" = 20, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 15, BULLET = 25, LASER = 15, ENERGY = 15, BOMB = 20, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/gloves/rapid
name = "Gloves of the North Star"
@@ -78,7 +78,7 @@
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
permeability_coefficient = 0.05
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
/obj/item/clothing/gloves/color/plasmaman/black
name = "black envirogloves"
@@ -128,7 +128,7 @@
icon_state = "botanyplasma"
inhand_icon_state = "botanyplasma"
permeability_coefficient = 0.05
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
/obj/item/clothing/gloves/color/plasmaman/prototype
name = "prototype envirogloves"
diff --git a/code/modules/clothing/head/beanie.dm b/code/modules/clothing/head/beanie.dm
index ddea5ae71fb..3f8013595ba 100644
--- a/code/modules/clothing/head/beanie.dm
+++ b/code/modules/clothing/head/beanie.dm
@@ -75,7 +75,7 @@
name = "durathread beanie"
desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beaniedurathread"
- armor = list("melee" = 15, "bullet" = 5, "laser" = 15, "energy" = 25, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 5)
+ armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 25, BOMB = 10, BIO = 0, RAD = 0, FIRE = 30, ACID = 5)
/obj/item/clothing/head/beanie/waldo
name = "red striped bobble hat"
diff --git a/code/modules/clothing/head/hardhat.dm b/code/modules/clothing/head/hardhat.dm
index 1c273db2fa4..8d86aefae16 100644
--- a/code/modules/clothing/head/hardhat.dm
+++ b/code/modules/clothing/head/hardhat.dm
@@ -3,7 +3,7 @@
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
icon_state = "hardhat0_yellow"
inhand_icon_state = "hardhat0_yellow"
- armor = list("melee" = 15, "bullet" = 5, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50, "wound" = 10) // surprisingly robust against head trauma
+ armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 10, RAD = 20, FIRE = 100, ACID = 50, WOUND = 10) // surprisingly robust against head trauma
flags_inv = 0
actions_types = list(/datum/action/item_action/toggle_helmet_light)
clothing_flags = SNUG_FIT
diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm
index 0cf712c5de1..0fa5e1df61a 100644
--- a/code/modules/clothing/head/helmet.dm
+++ b/code/modules/clothing/head/helmet.dm
@@ -3,7 +3,7 @@
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmet"
inhand_icon_state = "helmet"
- armor = list("melee" = 35, "bullet" = 30, "laser" = 30,"energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -93,7 +93,7 @@
desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "helmetalt"
inhand_icon_state = "helmetalt"
- armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 5)
+ armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 5)
can_flashlight = TRUE
dog_fashion = null
@@ -117,7 +117,7 @@
toggle_message = "You pull the visor down on"
alt_toggle_message = "You push the visor up on"
can_toggle = 1
- armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80, "wound" = 15)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80, WOUND = 15)
flags_inv = HIDEEARS|HIDEFACE
strip_delay = 80
actions_types = list(/datum/action/item_action/toggle)
@@ -172,7 +172,7 @@
desc = "An extremely robust, space-worthy helmet in a nefarious red and black stripe pattern."
icon_state = "swatsyndie"
inhand_icon_state = "swatsyndie"
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 40, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 15)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 50, BIO = 90, RAD = 20, FIRE = 100, ACID = 100, WOUND = 15)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -210,7 +210,7 @@
flags_inv = HIDEEARS|HIDEHAIR
icon_state = "thunderdome"
inhand_icon_state = "thunderdome"
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -223,7 +223,7 @@
desc = "An ancient helmet made of bronze and leather."
flags_inv = HIDEEARS|HIDEHAIR
flags_cover = HEADCOVERSEYES
- armor = list("melee" = 25, "bullet" = 0, "laser" = 25, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50, "wound" = 5)
+ armor = list(MELEE = 25, BULLET = 0, LASER = 25, ENERGY = 10, BOMB = 10, BIO = 0, RAD = 0, FIRE = 100, ACID = 50, WOUND = 5)
resistance_flags = FIRE_PROOF
icon_state = "roman"
inhand_icon_state = "roman"
@@ -232,7 +232,7 @@
/obj/item/clothing/head/helmet/roman/fake
desc = "An ancient helmet made of plastic and leather."
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/head/helmet/roman/legionnaire
name = "\improper Roman legionnaire helmet"
@@ -242,7 +242,7 @@
/obj/item/clothing/head/helmet/roman/legionnaire/fake
desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it."
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
@@ -259,7 +259,7 @@
icon_state = "redtaghelm"
flags_cover = HEADCOVERSEYES
inhand_icon_state = "redtaghelm"
- armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
+ armor = list(MELEE = 15, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
// Offer about the same protection as a hardhat.
dog_fashion = null
@@ -269,7 +269,7 @@
icon_state = "bluetaghelm"
flags_cover = HEADCOVERSEYES
inhand_icon_state = "bluetaghelm"
- armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
+ armor = list(MELEE = 15, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
// Offer about the same protection as a hardhat.
dog_fashion = null
@@ -278,7 +278,7 @@
desc = "A classic metal helmet."
icon_state = "knight_green"
inhand_icon_state = "knight_green"
- armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80) // no wound armor cause getting domed in a bucket head sounds like concussion city
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80) // no wound armor cause getting domed in a bucket head sounds like concussion city
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
@@ -307,7 +307,7 @@
desc = "A classic medieval helmet, if you hold it upside down you could see that it's actually a bucket."
icon_state = "knight_greyscale"
inhand_icon_state = "knight_greyscale"
- armor = list("melee" = 35, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 40, ACID = 40)
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
/obj/item/clothing/head/helmet/skull
@@ -315,7 +315,7 @@
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
- armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
icon_state = "skull"
inhand_icon_state = "skull"
strip_delay = 100
@@ -326,7 +326,7 @@
icon_state = "durathread"
inhand_icon_state = "durathread"
resistance_flags = FLAMMABLE
- armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 40, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 50, "wound" = 5)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 40, BOMB = 15, BIO = 0, RAD = 0, FIRE = 40, ACID = 50, WOUND = 5)
strip_delay = 60
/obj/item/clothing/head/helmet/rus_helmet
@@ -334,7 +334,7 @@
desc = "It can hold a bottle of vodka."
icon_state = "rus_helmet"
inhand_icon_state = "rus_helmet"
- armor = list("melee" = 25, "bullet" = 30, "laser" = 0, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 20, "fire" = 20, "acid" = 50, "wound" = 5)
+ armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 10, BOMB = 10, BIO = 0, RAD = 20, FIRE = 20, ACID = 50, WOUND = 5)
pocket_storage_component_path = /datum/component/storage/concrete/pockets/helmet
/obj/item/clothing/head/helmet/rus_ushanka
@@ -345,14 +345,14 @@
body_parts_covered = HEAD
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
- armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 30, "bomb" = 20, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 50, "wound" = 5)
+ armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 50, RAD = 20, FIRE = -10, ACID = 50, WOUND = 5)
/obj/item/clothing/head/helmet/infiltrator
name = "infiltrator helmet"
desc = "The galaxy isn't big enough for the two of us."
icon_state = "infiltrator"
inhand_icon_state = "infiltrator"
- armor = list("melee" = 40, "bullet" = 40, "laser" = 30, "energy" = 40, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
flash_protect = FLASH_PROTECTION_WELDER
flags_inv = HIDEHAIR|HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm
index b1775c2d200..21b4609a479 100644
--- a/code/modules/clothing/head/jobs.dm
+++ b/code/modules/clothing/head/jobs.dm
@@ -46,7 +46,7 @@
icon_state = "captain"
inhand_icon_state = "that"
flags_inv = 0
- armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 5)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 5)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
@@ -64,7 +64,7 @@
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
- armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
dog_fashion = /datum/dog_fashion/head/hop
//Chaplain
@@ -84,7 +84,7 @@
/obj/item/clothing/head/fedora/det_hat
name = "detective's fedora"
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
- armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50, "wound" = 5)
+ armor = list(MELEE = 25, BULLET = 5, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 50, WOUND = 5)
icon_state = "detective"
var/candy_cooldown = 0
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/fedora/detective
@@ -148,7 +148,7 @@
name = "durathread beret"
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
- armor = list("melee" = 15, "bullet" = 5, "laser" = 15, "energy" = 25, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 5, "wound" = 4)
+ armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 25, BOMB = 10, BIO = 0, RAD = 0, FIRE = 30, ACID = 5, WOUND = 4)
//Security
@@ -156,7 +156,7 @@
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
- armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60, "wound" = 10)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 10, RAD = 0, FIRE = 50, ACID = 60, WOUND = 10)
strip_delay = 80
dynamic_hair_suffix = ""
@@ -177,7 +177,7 @@
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 60, "wound" = 6)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 30, ACID = 60, WOUND = 6)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
@@ -253,7 +253,7 @@
name = "security beret"
desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection."
icon_state = "beret_badge"
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50, "wound" = 4)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 50, WOUND = 4)
strip_delay = 60
dog_fashion = null
@@ -266,7 +266,7 @@
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
icon_state = "wardenberet"
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50, "wound" = 6)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 30, ACID = 50, WOUND = 6)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyofficer
diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm
index ec806f0e39f..80d1f96910b 100644
--- a/code/modules/clothing/head/misc.dm
+++ b/code/modules/clothing/head/misc.dm
@@ -6,7 +6,7 @@
desc = "It's good to be emperor."
inhand_icon_state = "that"
flags_inv = 0
- armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
strip_delay = 80
/obj/item/clothing/head/spacepolice
@@ -276,7 +276,7 @@
icon_state = "cowboy"
worn_icon_state = "hunter"
inhand_icon_state = "hunter"
- armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/cone
@@ -339,7 +339,7 @@
name = "crown"
desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown"
- armor = list("melee" = 15, "bullet" = 0, "laser" = 0,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50, "wound" = 5)
+ armor = list(MELEE = 15, BULLET = 0, LASER = 0,ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50, WOUND = 5)
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = ""
@@ -467,7 +467,7 @@
desc = "A cap for a party ooordinator, stylish!."
icon_state = "capcap"
inhand_icon_state = "that"
- armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
/obj/item/clothing/head/jackbros
name = "frosty hat"
diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm
index a7453001697..76714b4b90a 100644
--- a/code/modules/clothing/head/misc_special.dm
+++ b/code/modules/clothing/head/misc_special.dm
@@ -22,7 +22,7 @@
custom_materials = list(/datum/material/iron=1750, /datum/material/glass=400)
flash_protect = FLASH_PROTECTION_WELDER
tint = 2
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 60)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 60)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
actions_types = list(/datum/action/item_action/toggle)
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
@@ -51,7 +51,7 @@
var/throwforce_on = 15
var/damtype_on = BURN
flags_inv = HIDEEARS|HIDEHAIR
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
light_range = 2 //luminosity when on
flags_cover = HEADCOVERSEYES
heat = 999
@@ -149,7 +149,7 @@
hat_type = "pumpkin"
clothing_flags = SNUG_FIT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
light_range = 2 //luminosity when on
flags_cover = HEADCOVERSEYES
@@ -185,7 +185,7 @@
inhand_icon_state = "hardhat0_reindeer"
hat_type = "reindeer"
flags_inv = 0
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
light_range = 1 //luminosity when on
dynamic_hair_suffix = ""
@@ -300,14 +300,14 @@
icon_state = "clockwork_helmet_old"
clothing_flags = SNUG_FIT
flags_inv = HIDEEARS|HIDEHAIR
- armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = -15, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
+ armor = list(MELEE = 5, BULLET = 0, LASER = -5, ENERGY = -15, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
/obj/item/clothing/head/foilhat
name = "tinfoil hat"
desc = "Thought control rays, psychotronic scanning. Don't mind that, I'm protected cause I made this hat."
icon_state = "foilhat"
inhand_icon_state = "foilhat"
- armor = list("melee" = 0, "bullet" = 0, "laser" = -5,"energy" = -15, "bomb" = 0, "bio" = 0, "rad" = -5, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = -5,ENERGY = -15, BOMB = 0, BIO = 0, RAD = -5, FIRE = 0, ACID = 0)
equip_delay_other = 140
clothing_flags = ANTI_TINFOIL_MANEUVER
var/datum/brain_trauma/mild/phobia/conspiracies/paranoia
diff --git a/code/modules/clothing/head/soft_caps.dm b/code/modules/clothing/head/soft_caps.dm
index 9c5b993291d..cfc90174c0b 100644
--- a/code/modules/clothing/head/soft_caps.dm
+++ b/code/modules/clothing/head/soft_caps.dm
@@ -119,7 +119,7 @@
desc = "It's a robust baseball hat in tasteful red colour."
icon_state = "secsoft"
soft_type = "sec"
- armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
+ armor = list(MELEE = 30, BULLET = 25, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 50)
strip_delay = 60
dog_fashion = null
diff --git a/code/modules/clothing/masks/boxing.dm b/code/modules/clothing/masks/boxing.dm
index d4ffd989ed6..1559f382498 100644
--- a/code/modules/clothing/masks/boxing.dm
+++ b/code/modules/clothing/masks/boxing.dm
@@ -20,7 +20,7 @@
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
visor_flags_inv = HIDEFACE|HIDEFACIALHAIR
w_class = WEIGHT_CLASS_SMALL
- armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 100, "acid" = 40)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 0, BIO = 0, RAD = 10, FIRE = 100, ACID = 40)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/voice_unknown = FALSE ///This makes it so that your name shows up as unknown when wearing the mask.
diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm
index deaf2d88c35..c2f6506809f 100644
--- a/code/modules/clothing/masks/gasmask.dm
+++ b/code/modules/clothing/masks/gasmask.dm
@@ -16,7 +16,7 @@
desc = "Improved gas mask utilized by atmospheric technicians. Still not very good at blocking gas flow, but it's flameproof!"
icon_state = "gas_atmos"
inhand_icon_state = "gas_atmos"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 20, "acid" = 10)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 10)
w_class = WEIGHT_CLASS_SMALL
gas_transfer_coefficient = 0.001 //cargo cult time, this var does nothing but just in case someone actually makes it do something
permeability_coefficient = 0.001
@@ -38,7 +38,7 @@
flash_protect = FLASH_PROTECTION_WELDER
custom_materials = list(/datum/material/iron=4000, /datum/material/glass=2000)
tint = 2
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 55)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 55)
actions_types = list(/datum/action/item_action/toggle)
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = MASKCOVERSEYES
@@ -63,7 +63,7 @@
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
inhand_icon_state = "gas_mask"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 2,"energy" = 2, "bomb" = 0, "bio" = 75, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 2,ENERGY = 2, BOMB = 0, BIO = 75, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/mask/gas/syndicate
name = "syndicate mask"
diff --git a/code/modules/clothing/masks/miscellaneous.dm b/code/modules/clothing/masks/miscellaneous.dm
index 8468c0e23f6..fc201782330 100644
--- a/code/modules/clothing/masks/miscellaneous.dm
+++ b/code/modules/clothing/masks/miscellaneous.dm
@@ -28,7 +28,7 @@
visor_flags_cover = MASKCOVERSMOUTH
gas_transfer_coefficient = 0.9
permeability_coefficient = 0.01
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 25, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 25, RAD = 0, FIRE = 0, ACID = 0)
actions_types = list(/datum/action/item_action/adjust)
/obj/item/clothing/mask/surgical/attack_self(mob/user)
diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm
index e58392b515a..4da9c709f50 100644
--- a/code/modules/clothing/shoes/miscellaneous.dm
+++ b/code/modules/clothing/shoes/miscellaneous.dm
@@ -12,7 +12,7 @@
inhand_icon_state = "jackboots"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
- armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
strip_delay = 40
resistance_flags = NONE
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
@@ -41,7 +41,7 @@
desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01
clothing_flags = NOSLIP
- armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 90, "acid" = 50)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 30, RAD = 30, FIRE = 90, ACID = 50)
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain wooden sandals."
@@ -74,7 +74,7 @@
strip_delay = 30
equip_delay_other = 50
resistance_flags = NONE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 75)
can_be_bloody = FALSE
custom_price = 600
can_be_tied = FALSE
@@ -442,7 +442,7 @@
name = "lizard skin boots"
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
icon_state = "lizardboots_green"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 0) //lizards like to stay warm
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 0) //lizards like to stay warm
/obj/item/clothing/shoes/cowboy/lizard/masterwork
name = "\improper Hugs-The-Feet lizard skin boots"
diff --git a/code/modules/clothing/spacesuits/_spacesuits.dm b/code/modules/clothing/spacesuits/_spacesuits.dm
index 7b32283cbbb..945c4b9baff 100644
--- a/code/modules/clothing/spacesuits/_spacesuits.dm
+++ b/code/modules/clothing/spacesuits/_spacesuits.dm
@@ -9,7 +9,7 @@
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT
inhand_icon_state = "spaceold"
permeability_coefficient = 0.01
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 50, FIRE = 80, ACID = 70)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""
@@ -36,7 +36,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
slowdown = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 50, FIRE = 80, ACID = 70)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT_OFF
diff --git a/code/modules/clothing/spacesuits/chronosuit.dm b/code/modules/clothing/spacesuits/chronosuit.dm
index ed8e03add8a..97e33e668bf 100644
--- a/code/modules/clothing/spacesuits/chronosuit.dm
+++ b/code/modules/clothing/spacesuits/chronosuit.dm
@@ -4,7 +4,7 @@
icon_state = "chronohelmet"
inhand_icon_state = "chronohelmet"
slowdown = 1
- armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, RAD = 90, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/obj/item/clothing/suit/space/chronos/suit
@@ -24,7 +24,7 @@
icon_state = "chronosuit"
inhand_icon_state = "chronosuit"
actions_types = list(/datum/action/item_action/toggle_spacesuit, /datum/action/item_action/toggle)
- armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 1000)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, RAD = 90, FIRE = 100, ACID = 1000)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/list/chronosafe_items = list(/obj/item/chrono_eraser, /obj/item/gun/energy/chrono_gun)
var/obj/item/clothing/head/helmet/space/chronos/helmet
diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm
index 503f3960787..06767a52591 100644
--- a/code/modules/clothing/spacesuits/hardsuit.dm
+++ b/code/modules/clothing/spacesuits/hardsuit.dm
@@ -8,7 +8,7 @@
icon_state = "hardsuit0-engineering"
inhand_icon_state = "eng_helm"
max_integrity = 300
- armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75)
light_system = MOVABLE_LIGHT
light_range = 4
light_power = 1
@@ -101,7 +101,7 @@
icon_state = "hardsuit-engineering"
inhand_icon_state = "eng_hardsuit"
max_integrity = 300
- armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75, "wound" = 10)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75, WOUND = 10)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser)
siemens_coefficient = 0
var/obj/item/clothing/head/helmet/space/hardsuit/helmet
@@ -206,7 +206,7 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
inhand_icon_state = "eng_helm"
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75, "wound" = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 100, ACID = 75, WOUND = 10)
hardsuit_type = "engineering"
resistance_flags = FIRE_PROOF
@@ -215,7 +215,7 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
inhand_icon_state = "eng_hardsuit"
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75, "wound" = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 100, ACID = 75, WOUND = 10)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
resistance_flags = FIRE_PROOF
@@ -226,7 +226,7 @@
icon_state = "hardsuit0-atmospherics"
inhand_icon_state = "atmo_helm"
hardsuit_type = "atmospherics"
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75, "wound" = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75, WOUND = 10)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -235,7 +235,7 @@
desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding."
icon_state = "hardsuit-atmospherics"
inhand_icon_state = "atmo_hardsuit"
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75, "wound" = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75, WOUND = 10)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
@@ -248,7 +248,7 @@
icon_state = "hardsuit0-white"
inhand_icon_state = "ce_helm"
hardsuit_type = "white"
- armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90, "wound" = 10)
+ armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90, WOUND = 10)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -257,7 +257,7 @@
name = "advanced hardsuit"
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
inhand_icon_state = "ce_hardsuit"
- armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90, "wound" = 10)
+ armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90, WOUND = 10)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
@@ -274,7 +274,7 @@
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
heat_protection = HEAD
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75, "wound" = 15)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15)
light_range = 7
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
@@ -289,7 +289,7 @@
inhand_icon_state = "mining_hardsuit"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75, "wound" = 15)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -306,7 +306,7 @@
icon_state = "hardsuit1-syndi"
inhand_icon_state = "syndie_helm"
hardsuit_type = "syndi"
- armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 40, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90, "wound" = 25)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, RAD = 50, FIRE = 50, ACID = 90, WOUND = 25)
on = TRUE
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
@@ -385,7 +385,7 @@
inhand_icon_state = "syndie_hardsuit"
hardsuit_type = "syndi"
w_class = WEIGHT_CLASS_NORMAL
- armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 40, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90, "wound" = 25)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, RAD = 50, FIRE = 50, ACID = 90, WOUND = 25)
allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi
jetpack = /obj/item/tank/jetpack/suit
@@ -398,7 +398,7 @@
alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit0-syndielite"
hardsuit_type = "syndielite"
- armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 60, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100, "wound" = 25)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 60, BOMB = 55, BIO = 100, RAD = 70, FIRE = 100, ACID = 100, WOUND = 25)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -416,7 +416,7 @@
icon_state = "hardsuit0-syndielite"
hardsuit_type = "syndielite"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
- armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 60, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100, "wound" = 25)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 60, BOMB = 55, BIO = 100, RAD = 70, FIRE = 100, ACID = 100, WOUND = 25)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -455,7 +455,7 @@
inhand_icon_state = "wiz_helm"
hardsuit_type = "wiz"
resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles!
- armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -466,7 +466,7 @@
inhand_icon_state = "wiz_hardsuit"
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = FIRE_PROOF | ACID_PROOF
- armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
allowed = list(/obj/item/teleportation_scroll, /obj/item/tank/internals)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -486,7 +486,7 @@
inhand_icon_state = "medical_helm"
hardsuit_type = "medical"
flash_protect = FLASH_PROTECTION_NONE
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75, "wound" = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75, WOUND = 10)
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SCAN_REAGENTS | SNUG_FIT
/obj/item/clothing/suit/space/hardsuit/medical
@@ -495,7 +495,7 @@
icon_state = "hardsuit-medical"
inhand_icon_state = "medical_hardsuit"
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/healthanalyzer, /obj/item/stack/medical)
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75, "wound" = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75, WOUND = 10)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
slowdown = 0.5
@@ -507,7 +507,7 @@
hardsuit_type = "rd"
resistance_flags = ACID_PROOF | FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80, "wound" = 15)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80, WOUND = 15)
var/explosion_detection_dist = 21
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SCAN_REAGENTS | SNUG_FIT
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_research_scanner)
@@ -546,7 +546,7 @@
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure.
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector,
/obj/item/hand_tele, /obj/item/aicard)
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80, "wound" = 15)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80, WOUND = 15)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd
cell = /obj/item/stock_parts/cell/super
@@ -557,7 +557,7 @@
icon_state = "hardsuit0-sec"
inhand_icon_state = "sec_helm"
hardsuit_type = "sec"
- armor = list("melee" = 35, "bullet" = 15, "laser" = 30,"energy" = 40, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75, "wound" = 20)
+ armor = list(MELEE = 35, BULLET = 15, LASER = 30,ENERGY = 40, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75, WOUND = 20)
/obj/item/clothing/suit/space/hardsuit/security
@@ -565,7 +565,7 @@
name = "security hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
inhand_icon_state = "sec_hardsuit"
- armor = list("melee" = 35, "bullet" = 15, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75, "wound" = 20)
+ armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75, WOUND = 20)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security
/obj/item/clothing/suit/space/hardsuit/security/Initialize()
@@ -578,14 +578,14 @@
desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
icon_state = "hardsuit0-hos"
hardsuit_type = "hos"
- armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95, "wound" = 25)
+ armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 100, RAD = 50, FIRE = 95, ACID = 95, WOUND = 25)
/obj/item/clothing/suit/space/hardsuit/security/hos
icon_state = "hardsuit-hos"
name = "head of security's hardsuit"
desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
- armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95, "wound" = 25)
+ armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 100, RAD = 50, FIRE = 95, ACID = 95, WOUND = 25)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
jetpack = /obj/item/tank/jetpack/suit
cell = /obj/item/stock_parts/cell/super
@@ -596,7 +596,7 @@
icon_state = "swat2helm"
inhand_icon_state = "swat2helm"
desc = "A tactical SWAT helmet MK.II."
- armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 60, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15)
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR //we want to see the mask //this makes the hardsuit not fireproof you genius
heat_protection = HEAD
@@ -610,7 +610,7 @@
desc = "A MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat if worn with the complementary gas mask. The most advanced tactical armor available."
icon_state = "swat2"
inhand_icon_state = "swat2"
- armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 60, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15)
resistance_flags = FIRE_PROOF | ACID_PROOF
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT //this needed to be added a long fucking time ago
@@ -642,7 +642,7 @@
desc = "A special helmet designed for work in a hazardous, low-humor environment. Has radiation shielding."
icon_state = "hardsuit0-clown"
inhand_icon_state = "hardsuit0-clown"
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 60, ACID = 30)
hardsuit_type = "clown"
/obj/item/clothing/suit/space/hardsuit/clown
@@ -650,7 +650,7 @@
desc = "A special suit that protects against hazardous, low humor environments. Has radiation shielding. Only a true clown can wear it."
icon_state = "hardsuit-clown"
inhand_icon_state = "clown_hardsuit"
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 60, ACID = 30)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/clown
/obj/item/clothing/suit/space/hardsuit/clown/mob_can_equip(mob/M, slot)
@@ -668,7 +668,7 @@
desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability."
icon_state = "hardsuit0-ancient"
inhand_icon_state = "anc_helm"
- armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 15, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75)
hardsuit_type = "ancient"
resistance_flags = FIRE_PROOF
@@ -677,7 +677,7 @@
desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however."
icon_state = "hardsuit-ancient"
inhand_icon_state = "anc_hardsuit"
- armor = list("melee" = 30, "bullet" = 5, "laser" = 5, "energy" = 15, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75)
slowdown = 3
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
resistance_flags = FIRE_PROOF
@@ -724,7 +724,7 @@
icon_state = "hardsuit-hos"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
allowed = null
- armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15)
+ armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/current_charges = 3
var/max_charges = 3 //How many charges total the shielding has
@@ -788,7 +788,7 @@
hardsuit_type = "ert_medical"
// Adding TRAIT_NODROP is done when the CTF spawner equips people
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf
- armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 50, BIO = 100, RAD = 100, FIRE = 95, ACID = 95)
slowdown = 0
max_charges = 5
@@ -816,7 +816,7 @@
icon_state = "hardsuit0-ert_medical"
inhand_icon_state = "hardsuit0-ert_medical"
hardsuit_type = "ert_medical"
- armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 50, BIO = 100, RAD = 100, FIRE = 95, ACID = 95)
/obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red
@@ -843,7 +843,7 @@
icon_state = "hardsuit1-syndi"
inhand_icon_state = "syndie_hardsuit"
hardsuit_type = "syndi"
- armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 40, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
slowdown = 0
@@ -877,7 +877,7 @@
icon_state = "hardsuit1-syndi"
inhand_icon_state = "syndie_helm"
hardsuit_type = "syndi"
- armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 40, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
///SWAT version
/obj/item/clothing/suit/space/hardsuit/shielded/swat
@@ -889,7 +889,7 @@
max_charges = 4
current_charges = 4
recharge_delay = 15
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 60, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/swat
@@ -901,7 +901,7 @@
icon_state = "deathsquad"
inhand_icon_state = "deathsquad"
hardsuit_type = "syndi"
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 60, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm
index 9870568e3af..050f179c86f 100644
--- a/code/modules/clothing/spacesuits/miscellaneous.dm
+++ b/code/modules/clothing/spacesuits/miscellaneous.dm
@@ -22,7 +22,7 @@ Contains:
desc = "An advanced tactical space helmet."
icon_state = "deathsquad"
inhand_icon_state = "deathsquad"
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 60, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 20)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 20)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -37,7 +37,7 @@ Contains:
icon_state = "deathsquad"
inhand_icon_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 60, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 20)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 20)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -52,7 +52,7 @@ Contains:
icon_state = "heavy"
inhand_icon_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 40, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 15)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 50, BIO = 90, RAD = 20, FIRE = 100, ACID = 100, WOUND = 15)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -63,7 +63,7 @@ Contains:
dynamic_hair_suffix = "+generic"
dynamic_fhair_suffix = "+generic"
flags_inv = 0
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 60, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 15)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 15)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -78,7 +78,7 @@ Contains:
flags_inv = 0
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 60, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 15)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 15)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -135,7 +135,7 @@ Contains:
desc = "Yarr."
icon_state = "pirate"
inhand_icon_state = "pirate"
- armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 40, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
flags_inv = HIDEHAIR
strip_delay = 40
equip_delay_other = 20
@@ -155,7 +155,7 @@ Contains:
flags_inv = 0
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/melee/transforming/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/reagent_containers/food/drinks/bottle/rum)
slowdown = 0
- armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 40, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
@@ -166,7 +166,7 @@ Contains:
icon_state = "hardsuit0-ert_commander"
inhand_icon_state = "hardsuit0-ert_commander"
hardsuit_type = "ert_commander"
- armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 60, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
strip_delay = 130
light_range = 7
resistance_flags = FIRE_PROOF
@@ -183,7 +183,7 @@ Contains:
inhand_icon_state = "ert_command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 60, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
slowdown = 0
strip_delay = 130
resistance_flags = FIRE_PROOF
@@ -277,7 +277,7 @@ Contains:
icon_state = "space"
inhand_icon_state = "s_suit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 20, FIRE = 50, ACID = 65)
/obj/item/clothing/head/helmet/space/eva
name = "EVA helmet"
@@ -285,14 +285,14 @@ Contains:
inhand_icon_state = "space"
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
flash_protect = FLASH_PROTECTION_NONE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 20, FIRE = 50, ACID = 65)
/obj/item/clothing/head/helmet/space/freedom
name = "eagle helmet"
desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
icon_state = "griffinhat"
inhand_icon_state = "griffinhat"
- armor = list("melee" = 20, "bullet" = 40, "laser" = 30, "energy" = 40, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 20, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 100, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
@@ -303,7 +303,7 @@ Contains:
icon_state = "freedom"
inhand_icon_state = "freedom"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list("melee" = 20, "bullet" = 40, "laser" = 30,"energy" = 40, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 20, BULLET = 40, LASER = 30,ENERGY = 40, BOMB = 100, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
@@ -315,7 +315,7 @@ Contains:
desc = "Spaceworthy and it looks like a space carp's head, smells like one too."
icon_state = "carp_helm"
inhand_icon_state = "syndicate"
- armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy as a space carp
+ armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75) //As whimpy as a space carp
light_system = NO_LIGHT_SUPPORT
light_range = 0 //luminosity when on
actions_types = list()
@@ -331,7 +331,7 @@ Contains:
icon_state = "carp_suit"
inhand_icon_state = "space_suit_syndicate"
slowdown = 0 //Space carp magic, never stop believing
- armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //As whimpy whimpy whoo
+ armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75) //As whimpy whimpy whoo
allowed = list(/obj/item/tank/internals, /obj/item/pneumatic_cannon/speargun) //I'm giving you a hint here
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
@@ -408,7 +408,7 @@ Contains:
desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable."
icon_state = "syndicate-helm-orange"
inhand_icon_state = "syndicate-helm-orange"
- armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 0, ACID = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile
@@ -418,7 +418,7 @@ Contains:
icon_state = "syndicate-orange"
inhand_icon_state = "syndicate-orange"
slowdown = 2
- armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 0, ACID = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
@@ -437,7 +437,7 @@ Contains:
icon_state = "hunter"
inhand_icon_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat)
- armor = list("melee" = 60, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
strip_delay = 130
resistance_flags = FIRE_PROOF | ACID_PROOF
cell = /obj/item/stock_parts/cell/hyper
@@ -448,7 +448,7 @@ Contains:
desc = "The integrated helmet of the combat medic hardsuit, this has a bright, glowing facemask."
icon_state = "hardsuit0-combatmedic"
inhand_icon_state = "hardsuit0-combatmedic"
- armor = list("melee" = 35, "bullet" = 10, "laser" = 20, "energy" = 30, "bomb" = 5, "bio" = 100, "rad" = 50, "fire" = 65, "acid" = 75)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 20, ENERGY = 30, BOMB = 5, BIO = 100, RAD = 50, FIRE = 65, ACID = 75)
hardsuit_type = "combatmedic"
/obj/item/clothing/suit/space/hardsuit/combatmedic
@@ -457,6 +457,6 @@ Contains:
icon_state = "combatmedic"
inhand_icon_state = "combatmedic"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/combatmedic
- armor = list("melee" = 35, "bullet" = 10, "laser" = 20, "energy" = 30, "bomb" = 5, "bio" = 100, "rad" = 50, "fire" = 65, "acid" = 75)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 20, ENERGY = 30, BOMB = 5, BIO = 100, RAD = 50, FIRE = 65, ACID = 75)
allowed = list(/obj/item/gun, /obj/item/melee/baton, /obj/item/circular_saw, /obj/item/tank/internals, /obj/item/storage/box/pillbottles,\
/obj/item/storage/firstaid, /obj/item/stack/medical/gauze, /obj/item/stack/medical/suture, /obj/item/stack/medical/mesh, /obj/item/storage/bag/chemistry)
diff --git a/code/modules/clothing/spacesuits/plasmamen.dm b/code/modules/clothing/spacesuits/plasmamen.dm
index d92b6e47f43..8b2e79320d3 100644
--- a/code/modules/clothing/spacesuits/plasmamen.dm
+++ b/code/modules/clothing/spacesuits/plasmamen.dm
@@ -5,7 +5,7 @@
name = "EVA plasma envirosuit"
desc = "A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like its smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges."
allowed = list(/obj/item/gun, /obj/item/ammo_casing, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword, /obj/item/restraints/handcuffs, /obj/item/tank)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75)
resistance_flags = FIRE_PROOF
icon_state = "plasmaman_suit"
inhand_icon_state = "plasmaman_suit"
@@ -43,7 +43,7 @@
strip_delay = 80
flash_protect = FLASH_PROTECTION_WELDER
tint = 2
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75)
resistance_flags = FIRE_PROOF
light_system = MOVABLE_LIGHT
light_range = 4
@@ -139,7 +139,7 @@
desc = "A plasmaman containment helmet designed for security officers, protecting them from being flashed and burning alive, alongside other undesirables."
icon_state = "security_envirohelm"
inhand_icon_state = "security_envirohelm"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75)
/obj/item/clothing/head/helmet/space/plasmaman/security/warden
name = "warden's plasma envirosuit helmet"
@@ -152,7 +152,7 @@
desc = "A special containment helmet designed for the Head of Security. A pair of gold stripes are added to differentiate them from other members of security."
icon_state = "hos_envirohelm"
inhand_icon_state = "hos_envirohelm"
- armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 10)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 10)
/obj/item/clothing/head/helmet/space/plasmaman/prisoner
name = "prisoner's plasma envirosuit helmet"
@@ -219,21 +219,21 @@
desc = "A space-worthy helmet specially designed for engineer plasmamen, the usual purple stripes being replaced by engineering's orange."
icon_state = "engineer_envirohelm"
inhand_icon_state = "engineer_envirohelm"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 100, ACID = 75)
/obj/item/clothing/head/helmet/space/plasmaman/atmospherics
name = "atmospherics plasma envirosuit helmet"
desc = "A space-worthy helmet specially designed for atmos technician plasmamen, the usual purple stripes being replaced by engineering's blue."
icon_state = "atmos_envirohelm"
inhand_icon_state = "atmos_envirohelm"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 100, ACID = 75)
/obj/item/clothing/head/helmet/space/plasmaman/chief_engineer
name = "chief engineer's plasma envirosuit helmet"
desc = "A special containment helmet designed for the Chief Engineer. An expensive, element resistant white and green carapace design is applied to protect the plasmaman inside."
icon_state = "ce_envirohelm"
inhand_icon_state = "ce_envirohelm"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 100, ACID = 75)
/obj/item/clothing/head/helmet/space/plasmaman/cargo
name = "cargo plasma envirosuit helmet"
@@ -307,7 +307,7 @@
desc = "A special containment helmet designed for the Captain. Embarrassingly enough, it looks way too much like the Head of Personnel's design save for the gold stripes. I mean, come on. Gold stripes can fix anything."
icon_state = "captain_envirohelm"
inhand_icon_state = "captain_envirohelm"
- armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 10)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 10)
/obj/item/clothing/head/helmet/space/plasmaman/centcom_commander
name = "CentCom commander plasma envirosuit helmet"
diff --git a/code/modules/clothing/spacesuits/syndi.dm b/code/modules/clothing/spacesuits/syndi.dm
index 72b4bd9d65b..bf907fbbbc8 100644
--- a/code/modules/clothing/spacesuits/syndi.dm
+++ b/code/modules/clothing/spacesuits/syndi.dm
@@ -4,7 +4,7 @@
icon_state = "syndicate"
inhand_icon_state = "syndicate"
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
- armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 40, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85)
/obj/item/clothing/suit/space/syndicate
name = "red space suit"
@@ -13,7 +13,7 @@
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 40, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85)
cell = /obj/item/stock_parts/cell/hyper
//Green syndicate space suit
diff --git a/code/modules/clothing/suits/_suits.dm b/code/modules/clothing/suits/_suits.dm
index 54bd223b809..9aca628d3c2 100644
--- a/code/modules/clothing/suits/_suits.dm
+++ b/code/modules/clothing/suits/_suits.dm
@@ -3,7 +3,7 @@
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
slot_flags = ITEM_SLOT_OCLOTHING
diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm
index 35fb84a5745..a30c736b03d 100644
--- a/code/modules/clothing/suits/armor.dm
+++ b/code/modules/clothing/suits/armor.dm
@@ -9,7 +9,7 @@
equip_delay_other = 40
max_integrity = 250
resistance_flags = NONE
- armor = list("melee" = 35, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
/obj/item/clothing/suit/armor/Initialize()
. = ..()
@@ -49,7 +49,7 @@
icon_state = "hos"
inhand_icon_state = "greatcoat"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
- armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 10)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 70, ACID = 90, WOUND = 10)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
strip_delay = 80
@@ -95,7 +95,7 @@
icon_state = "capcarapace"
inhand_icon_state = "armor"
body_parts_covered = CHEST|GROIN
- armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90, "wound" = 10)
+ armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 90, WOUND = 10)
dog_fashion = null
resistance_flags = FIRE_PROOF
@@ -118,7 +118,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
- armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80, "wound" = 20)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80, WOUND = 20)
clothing_flags = BLOCKS_SHOVE_KNOCKDOWN
strip_delay = 80
equip_delay_other = 60
@@ -129,7 +129,7 @@
icon_state = "bonearmor"
inhand_icon_state = "bonearmor"
blood_overlay_type = "armor"
- armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
+ armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS
/obj/item/clothing/suit/armor/bulletproof
@@ -138,7 +138,7 @@
icon_state = "bulletproof"
inhand_icon_state = "armor"
blood_overlay_type = "armor"
- armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 20)
+ armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 20)
strip_delay = 70
equip_delay_other = 50
@@ -151,7 +151,7 @@
body_parts_covered = CHEST|GROIN|ARMS
cold_protection = CHEST|GROIN|ARMS
heat_protection = CHEST|GROIN|ARMS
- armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 60, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 60, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/hit_reflect_chance = 50
@@ -177,7 +177,7 @@
desc = "This vest appears to be made of of highly flexible materials that absorb impacts with ease."
icon_state = "infiltrator"
inhand_icon_state = "infiltrator"
- armor = list("melee" = 40, "bullet" = 40, "laser" = 30, "energy" = 40, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
strip_delay = 80
@@ -197,7 +197,7 @@
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/heavy
name = "heavy armor"
@@ -210,7 +210,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 3
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/tdome
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -218,7 +218,7 @@
clothing_flags = THICKMATERIAL
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/tdome/red
name = "thunderdome suit"
@@ -258,7 +258,7 @@
icon_state = "knight_greyscale"
inhand_icon_state = "knight_greyscale"
material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix
- armor = list("melee" = 35, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40, "wound" = 15)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 40, ACID = 40, WOUND = 15)
/obj/item/clothing/suit/armor/vest/durathread
name = "durathread vest"
@@ -269,14 +269,14 @@
equip_delay_other = 40
max_integrity = 200
resistance_flags = FLAMMABLE
- armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 40, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 50)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 40, BOMB = 15, BIO = 0, RAD = 0, FIRE = 40, ACID = 50)
/obj/item/clothing/suit/armor/vest/russian
name = "russian vest"
desc = "A bulletproof vest with forest camo. Good thing there's plenty of forests to hide in around here, right?"
icon_state = "rus_armor"
inhand_icon_state = "rus_armor"
- armor = list("melee" = 25, "bullet" = 30, "laser" = 0, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 20, "fire" = 20, "acid" = 50, "wound" = 10)
+ armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 10, BOMB = 10, BIO = 0, RAD = 20, FIRE = 20, ACID = 50, WOUND = 10)
/obj/item/clothing/suit/armor/vest/russian_coat
name = "russian battle coat"
@@ -286,4 +286,4 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
- armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 30, "bomb" = 20, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 50, "wound" = 10)
+ armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 50, RAD = 20, FIRE = -10, ACID = 50, WOUND = 10)
diff --git a/code/modules/clothing/suits/bio.dm b/code/modules/clothing/suits/bio.dm
index e24c1c7fed4..bc18cdc709b 100644
--- a/code/modules/clothing/suits/bio.dm
+++ b/code/modules/clothing/suits/bio.dm
@@ -5,7 +5,7 @@
desc = "A hood that protects the head and face from biological contaminants."
permeability_coefficient = 0.01
clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | SNUG_FIT
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE
resistance_flags = ACID_PROOF
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
@@ -22,7 +22,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 0.5
allowed = list(/obj/item/tank/internals, /obj/item/reagent_containers/dropper, /obj/item/flashlight/pen, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/glass/beaker)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
strip_delay = 70
equip_delay_other = 70
@@ -46,11 +46,11 @@
//Security biosuit, grey with red stripe across the chest
/obj/item/clothing/head/bio_hood/security
- armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
icon_state = "bio_security"
/obj/item/clothing/suit/bio_suit/security
- armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
icon_state = "bio_security"
/obj/item/clothing/suit/bio_suit/security/Initialize()
diff --git a/code/modules/clothing/suits/cloaks.dm b/code/modules/clothing/suits/cloaks.dm
index ff69afb9721..1910420683b 100644
--- a/code/modules/clothing/suits/cloaks.dm
+++ b/code/modules/clothing/suits/cloaks.dm
@@ -54,7 +54,7 @@
icon_state = "goliath_cloak"
desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits."
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/pickaxe, /obj/item/spear, /obj/item/organ/regenerative_core/legion, /obj/item/kitchen/knife/combat/bone, /obj/item/kitchen/knife/combat/survival)
- armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
+ armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
hoodtype = /obj/item/clothing/head/hooded/cloakhood/goliath
body_parts_covered = CHEST|GROIN|ARMS
@@ -62,7 +62,7 @@
name = "goliath cloak hood"
icon_state = "golhood"
desc = "A protective & concealing hood."
- armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
clothing_flags = SNUG_FIT
flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
transparent_protection = HIDEMASK
@@ -72,7 +72,7 @@
icon_state = "dragon"
desc = "A suit of armour fashioned from the remains of an ash drake."
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/spear)
- armor = list("melee" = 70, "bullet" = 30, "laser" = 50, "energy" = 50, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 70, BULLET = 30, LASER = 50, ENERGY = 50, BOMB = 70, BIO = 60, RAD = 50, FIRE = 100, ACID = 100)
hoodtype = /obj/item/clothing/head/hooded/cloakhood/drake
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -84,7 +84,7 @@
name = "drake helm"
icon_state = "dragon"
desc = "The skull of a dragon."
- armor = list("melee" = 70, "bullet" = 30, "laser" = 50, "energy" = 50, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 70, BULLET = 30, LASER = 50, ENERGY = 50, BOMB = 70, BIO = 60, RAD = 50, FIRE = 100, ACID = 100)
clothing_flags = SNUG_FIT
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm
index 8c15d650f5b..f3d9567fcca 100644
--- a/code/modules/clothing/suits/jobs.dm
+++ b/code/modules/clothing/suits/jobs.dm
@@ -60,7 +60,7 @@
inhand_icon_state = "det_suit"
blood_overlay_type = "coat"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
- armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
@@ -161,7 +161,7 @@
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
allowed = list(/obj/item/tank/internals, /obj/item/melee/curator_whip)
- armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
cold_protection = CHEST|ARMS
heat_protection = CHEST|ARMS
diff --git a/code/modules/clothing/suits/labcoat.dm b/code/modules/clothing/suits/labcoat.dm
index d4f4d36e046..89c31746ca3 100644
--- a/code/modules/clothing/suits/labcoat.dm
+++ b/code/modules/clothing/suits/labcoat.dm
@@ -6,7 +6,7 @@
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/soap, /obj/item/sensor_device, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 50, ACID = 50)
togglename = "buttons"
species_exception = list(/datum/species/golem)
diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm
index 5e5599c72f4..b7b6f240300 100644
--- a/code/modules/clothing/suits/miscellaneous.dm
+++ b/code/modules/clothing/suits/miscellaneous.dm
@@ -76,7 +76,7 @@
icon_state = "justice"
inhand_icon_state = "justice"
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
- armor = list("melee" = 35, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
/obj/item/clothing/suit/judgerobe
@@ -415,7 +415,7 @@
desc = "A thick jacket with a rubbery, water-resistant shell."
icon_state = "pufferjacket"
inhand_icon_state = "hostrench"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/jacket/puffer/vest
name = "puffer vest"
@@ -424,7 +424,7 @@
inhand_icon_state = "armor"
body_parts_covered = CHEST|GROIN
cold_protection = CHEST|GROIN
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 30, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 30, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/jacket/miljacket
name = "military jacket"
@@ -505,7 +505,7 @@
body_parts_covered = CHEST|GROIN
attack_verb_continuous = list("warns", "cautions", "smashes")
attack_verb_simple = list("warn", "caution", "smash")
- armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/changshan_red
name = "red changshan"
@@ -545,7 +545,7 @@
body_parts_covered = CHEST|GROIN|ARMS
cold_protection = CHEST|GROIN|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
/obj/item/clothing/head/hooded/winterhood
@@ -556,13 +556,13 @@
cold_protection = HEAD
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
flags_inv = HIDEHAIR|HIDEEARS
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/hooded/wintercoat/captain
name = "captain's winter coat"
icon_state = "coatcaptain"
inhand_icon_state = "coatcaptain"
- armor = list("melee" = 25, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
hoodtype = /obj/item/clothing/head/hooded/winterhood/captain
/obj/item/clothing/suit/hooded/wintercoat/captain/Initialize()
@@ -571,13 +571,13 @@
/obj/item/clothing/head/hooded/winterhood/captain
icon_state = "winterhood_captain"
- armor = list("melee" = 25, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
/obj/item/clothing/suit/hooded/wintercoat/security
name = "security winter coat"
icon_state = "coatsecurity"
inhand_icon_state = "coatsecurity"
- armor = list("melee" = 25, "bullet" = 15, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
hoodtype = /obj/item/clothing/head/hooded/winterhood/security
/obj/item/clothing/suit/hooded/wintercoat/security/Initialize()
@@ -586,43 +586,43 @@
/obj/item/clothing/head/hooded/winterhood/security
icon_state = "winterhood_security"
- armor = list("melee" = 25, "bullet" = 15, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
/obj/item/clothing/suit/hooded/wintercoat/medical
name = "medical winter coat"
icon_state = "coatmedical"
inhand_icon_state = "coatmedical"
allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 45)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 45)
hoodtype = /obj/item/clothing/head/hooded/winterhood/medical
/obj/item/clothing/head/hooded/winterhood/medical
icon_state = "winterhood_medical"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 45)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 45)
/obj/item/clothing/suit/hooded/wintercoat/science
name = "science winter coat"
icon_state = "coatscience"
inhand_icon_state = "coatscience"
allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
hoodtype = /obj/item/clothing/head/hooded/winterhood/science
/obj/item/clothing/head/hooded/winterhood/science
icon_state = "winterhood_science"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/hooded/wintercoat/engineering
name = "engineering winter coat"
icon_state = "coatengineer"
inhand_icon_state = "coatengineer"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 20, "fire" = 30, "acid" = 45)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 20, FIRE = 30, ACID = 45)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering
/obj/item/clothing/head/hooded/winterhood/engineering
icon_state = "winterhood_engineer"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 20, "fire" = 30, "acid" = 45)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 20, FIRE = 30, ACID = 45)
/obj/item/clothing/suit/hooded/wintercoat/engineering/atmos
name = "atmospherics winter coat"
@@ -657,18 +657,18 @@
icon_state = "coatminer"
inhand_icon_state = "coatminer"
allowed = list(/obj/item/pickaxe, /obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
hoodtype = /obj/item/clothing/head/hooded/winterhood/miner
/obj/item/clothing/head/hooded/winterhood/miner
icon_state = "winterhood_miner"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/head/hooded/ablative
name = "ablative hood"
desc = "Hood hopefully belonging to an ablative trenchcoat. Includes a visor for cool-o-vision."
icon_state = "ablativehood"
- armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 60, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 60, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
strip_delay = 30
var/hit_reflect_chance = 50
@@ -698,7 +698,7 @@
icon_state = "ablativecoat"
inhand_icon_state = "ablativecoat"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
- armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 60, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 60, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
hoodtype = /obj/item/clothing/head/hooded/ablative
strip_delay = 30
equip_delay_other = 40
@@ -726,7 +726,7 @@
desc = "A big and clanky suit made of bronze that offers no protection and looks very unfashionable. Nice."
icon = 'icons/obj/clothing/clockwork_garb.dmi'
icon_state = "clockwork_cuirass_old"
- armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = -15, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
+ armor = list(MELEE = 5, BULLET = 0, LASER = -5, ENERGY = -15, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
/obj/item/clothing/suit/ghost_sheet
name = "ghost sheet"
@@ -775,7 +775,7 @@
desc = "A jacket for a party ooordinator, stylish!."
icon_state = "capformal"
inhand_icon_state = "capspacesuit"
- armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 35, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
/obj/item/clothing/suit/hawaiian
name = "hawaiian overshirt"
diff --git a/code/modules/clothing/suits/reactive_armour.dm b/code/modules/clothing/suits/reactive_armour.dm
index 4b5d7d98ade..fcd1633b03b 100644
--- a/code/modules/clothing/suits/reactive_armour.dm
+++ b/code/modules/clothing/suits/reactive_armour.dm
@@ -33,7 +33,7 @@
icon_state = "reactiveoff"
inhand_icon_state = "reactiveoff"
blood_overlay_type = "armor"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
actions_types = list(/datum/action/item_action/toggle)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
hit_reaction_chance = 50
diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm
index b29aaeef3f4..ec860f9a838 100644
--- a/code/modules/clothing/suits/utility.dm
+++ b/code/modules/clothing/suits/utility.dm
@@ -20,7 +20,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/extinguisher, /obj/item/crowbar)
slowdown = 1
- armor = list("melee" = 15, "bullet" = 5, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 10, RAD = 20, FIRE = 100, ACID = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -57,7 +57,7 @@
desc = "Use in case of bomb."
icon_state = "bombsuit"
clothing_flags = THICKMATERIAL | SNUG_FIT
- armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 30, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
flags_inv = HIDEFACE|HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""
@@ -82,7 +82,7 @@
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 2
- armor = list("melee" = 20, "bullet" = 0, "laser" = 20,"energy" = 30, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
flags_inv = HIDEJUMPSUIT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
@@ -117,11 +117,11 @@
/obj/item/clothing/head/radiation
name = "radiation hood"
- icon_state = "rad"
+ icon_state = RAD
desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'"
clothing_flags = THICKMATERIAL | SNUG_FIT
flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, RAD = 100, FIRE = 30, ACID = 30)
strip_delay = 60
equip_delay_other = 60
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
@@ -131,7 +131,7 @@
/obj/item/clothing/suit/radiation
name = "radiation suit"
desc = "A suit that protects against radiation. The label reads, 'Made with lead. Please do not consume insulation.'"
- icon_state = "rad"
+ icon_state = RAD
inhand_icon_state = "rad_suit"
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.9
@@ -140,7 +140,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/geiger_counter)
slowdown = 1.5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, RAD = 100, FIRE = 30, ACID = 30)
strip_delay = 60
equip_delay_other = 60
flags_inv = HIDEJUMPSUIT
diff --git a/code/modules/clothing/suits/wiz_robe.dm b/code/modules/clothing/suits/wiz_robe.dm
index ee4f4a212f1..925321c8216 100644
--- a/code/modules/clothing/suits/wiz_robe.dm
+++ b/code/modules/clothing/suits/wiz_robe.dm
@@ -4,7 +4,7 @@
icon_state = "wizard"
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
permeability_coefficient = 0.01
- armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 30, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 20)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100, WOUND = 20)
strip_delay = 50
equip_delay_other = 50
clothing_flags = SNUG_FIT
@@ -35,7 +35,7 @@
icon_state = "wizard-fake"
gas_transfer_coefficient = 1
permeability_coefficient = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/blue_wizard
@@ -67,7 +67,7 @@
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = CHEST|GROIN|ARMS|LEGS
- armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 30, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 20)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100, WOUND = 20)
allowed = list(/obj/item/teleportation_scroll)
flags_inv = HIDEJUMPSUIT
strip_delay = 50
@@ -124,7 +124,7 @@
inhand_icon_state = "wizrobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/head/wizard/marisa/fake
@@ -133,7 +133,7 @@
icon_state = "marisa"
gas_transfer_coefficient = 1
permeability_coefficient = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/suit/wizrobe/marisa/fake
@@ -143,7 +143,7 @@
inhand_icon_state = "marisarobe"
gas_transfer_coefficient = 1
permeability_coefficient = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/suit/wizrobe/paper
@@ -195,7 +195,7 @@
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
- armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 30, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100)
slowdown = 0
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -206,7 +206,7 @@
inhand_icon_state = "battlemage"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
- armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 30, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100)
actions_types = null //No inbuilt light
resistance_flags = FIRE_PROOF | ACID_PROOF
diff --git a/code/modules/clothing/under/_under.dm b/code/modules/clothing/under/_under.dm
index 783f8beadb3..4a8b62cc503 100644
--- a/code/modules/clothing/under/_under.dm
+++ b/code/modules/clothing/under/_under.dm
@@ -5,7 +5,7 @@
body_parts_covered = CHEST|GROIN|LEGS|ARMS
permeability_coefficient = 0.9
slot_flags = ITEM_SLOT_ICLOTHING
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
diff --git a/code/modules/clothing/under/accessories.dm b/code/modules/clothing/under/accessories.dm
index 01c308cca3f..5561d2d9738 100755
--- a/code/modules/clothing/under/accessories.dm
+++ b/code/modules/clothing/under/accessories.dm
@@ -211,7 +211,7 @@
desc = "An eccentric medal made of plasma."
icon_state = "plasma"
medaltype = "medal-plasma"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = 0) //It's made of plasma. Of course it's flammable.
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = -10, ACID = 0) //It's made of plasma. Of course it's flammable.
custom_materials = list(/datum/material/plasma=1000)
/obj/item/clothing/accessory/medal/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
@@ -362,7 +362,7 @@
name = "bone talisman"
desc = "A hunter's talisman, some say the old gods smile on those who wear it."
icon_state = "talisman"
- armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, RAD = 5, FIRE = 0, ACID = 25)
attachment_slot = null
/obj/item/clothing/accessory/skullcodpiece
@@ -370,7 +370,7 @@
desc = "A skull shaped ornament, intended to protect the important things in life."
icon_state = "skull"
above_suit = TRUE
- armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, RAD = 5, FIRE = 0, ACID = 25)
attachment_slot = GROIN
/obj/item/clothing/accessory/skilt
@@ -379,7 +379,7 @@
icon_state = "skilt"
above_suit = TRUE
minimize_when_attached = FALSE
- armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, RAD = 5, FIRE = 0, ACID = 25)
attachment_slot = GROIN
/obj/item/clothing/accessory/allergy_dogtag
diff --git a/code/modules/clothing/under/costume.dm b/code/modules/clothing/under/costume.dm
index 5bf4ecbff9f..f13b35333be 100644
--- a/code/modules/clothing/under/costume.dm
+++ b/code/modules/clothing/under/costume.dm
@@ -249,7 +249,7 @@
inhand_icon_state = "hostanclothes"
worn_icon = 'icons/mob/clothing/under/security.dmi'
alt_covers_chest = TRUE
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
strip_delay = 50
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
diff --git a/code/modules/clothing/under/jobs/Plasmaman/command.dm b/code/modules/clothing/under/jobs/Plasmaman/command.dm
index 0cad32a6053..5a496da5bd4 100644
--- a/code/modules/clothing/under/jobs/Plasmaman/command.dm
+++ b/code/modules/clothing/under/jobs/Plasmaman/command.dm
@@ -5,7 +5,7 @@
inhand_icon_state = "captain_envirosuit"
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 15)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95, WOUND = 15)
/obj/item/clothing/under/plasmaman/head_of_personnel
name = "head of personnel's plasma envirosuit"
@@ -18,7 +18,7 @@
desc = "A plasmaman containment suit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "hos_envirosuit"
inhand_icon_state = "hos_envirosuit"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 10)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95, WOUND = 10)
sensor_mode = 3
random_sensor = FALSE
@@ -27,18 +27,18 @@
desc = "An air-tight suit designed to be used by plasmamen insane enough to achieve the rank of \"Chief Engineer\"."
icon_state = "ce_envirosuit"
inhand_icon_state = "ce_envirosuit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
/obj/item/clothing/under/plasmaman/chief_medical_officer
name = "chief medical officer's plasma envirosuit"
desc = "It's an envirosuit worn by those with the experience to be \"Chief Medical Officer\"."
icon_state = "cmo_envirosuit"
inhand_icon_state = "cmo_envirosuit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
/obj/item/clothing/under/plasmaman/research_director
name = "chief engineer's plasma envirosuit"
desc = "It's an envirosuit worn by those with the know-how to achieve the position of \"Research Director\"."
icon_state = "rd_envirosuit"
inhand_icon_state = "rd_envirosuit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
diff --git a/code/modules/clothing/under/jobs/Plasmaman/engineering.dm b/code/modules/clothing/under/jobs/Plasmaman/engineering.dm
index 982ab47baac..bfed3883525 100644
--- a/code/modules/clothing/under/jobs/Plasmaman/engineering.dm
+++ b/code/modules/clothing/under/jobs/Plasmaman/engineering.dm
@@ -3,12 +3,12 @@
desc = "An air-tight suit designed to be used by plasmamen employed as engineers, the usual purple stripes being replaced by engineer's orange. It protects the user from fire and acid damage."
icon_state = "engineer_envirosuit"
inhand_icon_state = "engineer_envirosuit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
/obj/item/clothing/under/plasmaman/atmospherics
name = "atmospherics plasma envirosuit"
desc = "An air-tight suit designed to be used by plasmamen employed as atmos technicians, the usual purple stripes being replaced by atmos's blue."
icon_state = "atmos_envirosuit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
inhand_icon_state = "atmos_envirosuit"
diff --git a/code/modules/clothing/under/jobs/Plasmaman/security.dm b/code/modules/clothing/under/jobs/Plasmaman/security.dm
index 856b98620b6..c70ddffa8e1 100644
--- a/code/modules/clothing/under/jobs/Plasmaman/security.dm
+++ b/code/modules/clothing/under/jobs/Plasmaman/security.dm
@@ -3,7 +3,7 @@
desc = "A plasmaman containment suit designed for security officers, offering a limited amount of extra protection."
icon_state = "security_envirosuit"
inhand_icon_state = "security_envirosuit"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
/obj/item/clothing/under/plasmaman/security/warden
name = "warden plasma envirosuit"
diff --git a/code/modules/clothing/under/jobs/cargo.dm b/code/modules/clothing/under/jobs/cargo.dm
index e3cd6e53725..6afc4721f37 100644
--- a/code/modules/clothing/under/jobs/cargo.dm
+++ b/code/modules/clothing/under/jobs/cargo.dm
@@ -41,7 +41,7 @@
name = "shaft miner's jumpsuit"
icon_state = "miner"
inhand_icon_state = "miner"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 0, "wound" = 10)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 0, WOUND = 10)
resistance_flags = NONE
/obj/item/clothing/under/rank/cargo/miner/lavaland
diff --git a/code/modules/clothing/under/jobs/civilian/civilian.dm b/code/modules/clothing/under/jobs/civilian/civilian.dm
index a21c82ccfff..2a65176ab42 100644
--- a/code/modules/clothing/under/jobs/civilian/civilian.dm
+++ b/code/modules/clothing/under/jobs/civilian/civilian.dm
@@ -108,7 +108,7 @@
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
icon_state = "janitor"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/civilian/janitor/skirt
name = "janitor's jumpskirt"
diff --git a/code/modules/clothing/under/jobs/command.dm b/code/modules/clothing/under/jobs/command.dm
index d21c1a66900..28192be6c72 100644
--- a/code/modules/clothing/under/jobs/command.dm
+++ b/code/modules/clothing/under/jobs/command.dm
@@ -7,7 +7,7 @@
random_sensor = FALSE
icon = 'icons/obj/clothing/under/captain.dmi'
worn_icon = 'icons/mob/clothing/under/captain.dmi'
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 15)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 15)
/obj/item/clothing/under/rank/captain/skirt
name = "captain's jumpskirt"
diff --git a/code/modules/clothing/under/jobs/engineering.dm b/code/modules/clothing/under/jobs/engineering.dm
index da5b463bf07..ad810f39969 100644
--- a/code/modules/clothing/under/jobs/engineering.dm
+++ b/code/modules/clothing/under/jobs/engineering.dm
@@ -9,7 +9,7 @@
name = "chief engineer's jumpsuit"
icon_state = "chiefengineer"
inhand_icon_state = "gy_suit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 80, ACID = 40)
resistance_flags = NONE
/obj/item/clothing/under/rank/engineering/chief_engineer/skirt
@@ -26,7 +26,7 @@
name = "atmospheric technician's jumpsuit"
icon_state = "atmos"
inhand_icon_state = "atmos_suit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 60, ACID = 20)
resistance_flags = NONE
/obj/item/clothing/under/rank/engineering/atmospheric_technician/skirt
@@ -43,7 +43,7 @@
name = "engineer's jumpsuit"
icon_state = "engine"
inhand_icon_state = "engi_suit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 60, ACID = 20)
resistance_flags = NONE
/obj/item/clothing/under/rank/engineering/engineer/hazard
diff --git a/code/modules/clothing/under/jobs/medical.dm b/code/modules/clothing/under/jobs/medical.dm
index c572f53cb19..923d0f28214 100644
--- a/code/modules/clothing/under/jobs/medical.dm
+++ b/code/modules/clothing/under/jobs/medical.dm
@@ -8,7 +8,7 @@
icon_state = "cmo"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/medical/chief_medical_officer/skirt
name = "chief medical officer's jumpskirt"
@@ -25,7 +25,7 @@
icon_state = "virology"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/medical/virologist/skirt
name = "virologist's jumpskirt"
@@ -42,7 +42,7 @@
icon_state = "nursesuit"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
body_parts_covered = CHEST|GROIN|ARMS
fitted = NO_FEMALE_UNIFORM
can_adjust = FALSE
@@ -53,7 +53,7 @@
icon_state = "medical"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/medical/doctor/blue
name = "medical scrubs"
@@ -88,7 +88,7 @@
icon_state = "chemistry"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 50, ACID = 65)
/obj/item/clothing/under/rank/medical/chemist/skirt
name = "chemist's jumpskirt"
@@ -105,7 +105,7 @@
icon_state = "paramedic"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/medical/paramedic/skirt
name = "paramedic jumpskirt"
diff --git a/code/modules/clothing/under/jobs/rnd.dm b/code/modules/clothing/under/jobs/rnd.dm
index 1a1a65489d3..977f51ac0e1 100644
--- a/code/modules/clothing/under/jobs/rnd.dm
+++ b/code/modules/clothing/under/jobs/rnd.dm
@@ -7,7 +7,7 @@
name = "research director's vest suit"
icon_state = "director"
inhand_icon_state = "lb_suit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 35)
can_adjust = FALSE
/obj/item/clothing/under/rank/rnd/research_director/skirt
@@ -24,7 +24,7 @@
name = "research director's tan suit"
icon_state = "rdwhimsy"
inhand_icon_state = "rdwhimsy"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
can_adjust = TRUE
alt_covers_chest = TRUE
@@ -42,7 +42,7 @@
name = "research director's turtleneck"
icon_state = "rdturtle"
inhand_icon_state = "p_suit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
can_adjust = TRUE
alt_covers_chest = TRUE
@@ -61,7 +61,7 @@
icon_state = "toxins"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/rnd/scientist/skirt
name = "scientist's jumpskirt"
@@ -94,7 +94,7 @@
icon_state = "genetics"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/rnd/geneticist/skirt
name = "geneticist's jumpskirt"
diff --git a/code/modules/clothing/under/jobs/security.dm b/code/modules/clothing/under/jobs/security.dm
index 6eb25601432..9a174005565 100644
--- a/code/modules/clothing/under/jobs/security.dm
+++ b/code/modules/clothing/under/jobs/security.dm
@@ -18,7 +18,7 @@
desc = "A tactical security jumpsuit for officers complete with Nanotrasen belt buckle."
icon_state = "rsecurity"
inhand_icon_state = "r_suit"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10)
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = SENSOR_COORDS
@@ -66,7 +66,7 @@
desc = "A formal security suit for officers complete with Nanotrasen belt buckle."
icon_state = "rwarden"
inhand_icon_state = "r_suit"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10)
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = 3
@@ -102,7 +102,7 @@
desc = "Someone who wears this means business."
icon_state = "detective"
inhand_icon_state = "det"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10)
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = 3
@@ -141,7 +141,7 @@
desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "rhos"
inhand_icon_state = "r_suit"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
strip_delay = 60
alt_covers_chest = TRUE
sensor_mode = 3
diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm
index b02557aa021..b9f141cd85e 100644
--- a/code/modules/clothing/under/miscellaneous.dm
+++ b/code/modules/clothing/under/miscellaneous.dm
@@ -50,7 +50,7 @@
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100,"energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100,ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -88,7 +88,7 @@
inhand_icon_state = "plasmaman"
icon = 'icons/obj/clothing/under/plasmaman.dmi'
worn_icon = 'icons/mob/clothing/under/plasmaman.dmi'
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
can_adjust = FALSE
strip_delay = 80
@@ -138,7 +138,7 @@
icon_state = "durathread"
inhand_icon_state = "durathread"
can_adjust = FALSE
- armor = list("melee" = 10, "laser" = 10, "fire" = 40, "acid" = 10, "bomb" = 5)
+ armor = list(MELEE = 10, LASER = 10, FIRE = 40, ACID = 10, BOMB = 5)
/obj/item/clothing/under/misc/bouncer
name = "bouncer uniform"
@@ -146,7 +146,7 @@
icon_state = "bouncer"
inhand_icon_state = "bouncer"
can_adjust = FALSE
- armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
/obj/item/clothing/under/misc/coordinator
name = "coordinator jumpsuit"
diff --git a/code/modules/clothing/under/syndicate.dm b/code/modules/clothing/under/syndicate.dm
index 2b9bf8bc951..1ef9b9ae7d5 100644
--- a/code/modules/clothing/under/syndicate.dm
+++ b/code/modules/clothing/under/syndicate.dm
@@ -4,7 +4,7 @@
icon_state = "syndicate"
inhand_icon_state = "bl_suit"
has_sensor = NO_SENSORS
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
alt_covers_chest = TRUE
icon = 'icons/obj/clothing/under/syndicate.dmi'
worn_icon = 'icons/mob/clothing/under/syndicate.dmi'
@@ -15,7 +15,7 @@
icon_state = "syndicate_skirt"
inhand_icon_state = "bl_suit"
has_sensor = NO_SENSORS
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
alt_covers_chest = TRUE
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -25,7 +25,7 @@
desc = "It still counts as stealth if there are no witnesses."
icon_state = "bloodred_pajamas"
inhand_icon_state = "bl_suit"
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 50, "acid" = 40)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 0, BIO = 0, RAD = 10, FIRE = 50, ACID = 40)
resistance_flags = FIRE_PROOF | ACID_PROOF
can_adjust = FALSE
@@ -34,21 +34,21 @@
desc = "Do operatives dream of nuclear sheep?"
icon_state = "bloodred_pajamas"
inhand_icon_state = "bl_suit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
/obj/item/clothing/under/syndicate/tacticool
name = "tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
inhand_icon_state = "bl_suit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
/obj/item/clothing/under/syndicate/tacticool/skirt
name = "tacticool skirtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool_skirt"
inhand_icon_state = "bl_suit"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
fitted = FEMALE_UNIFORM_TOP
can_adjust = FALSE
@@ -73,7 +73,7 @@
desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in."
icon_state = "trackpants"
can_adjust = FALSE
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
resistance_flags = NONE
/obj/item/clothing/under/syndicate/combat
@@ -87,5 +87,5 @@
desc = "Military grade tracksuits for frontline squatting."
icon_state = "rus_under"
can_adjust = FALSE
- armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
resistance_flags = NONE
diff --git a/code/modules/clothing/under/trek.dm b/code/modules/clothing/under/trek.dm
index 0f885d4419c..e652af54c8d 100644
--- a/code/modules/clothing/under/trek.dm
+++ b/code/modules/clothing/under/trek.dm
@@ -19,7 +19,7 @@
desc = "The uniform worn by engineering/security officers."
icon_state = "trek_engsec"
inhand_icon_state = "r_suit"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) //more sec than eng, but w/e.
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) //more sec than eng, but w/e.
strip_delay = 50
/obj/item/clothing/under/trek/medsci
diff --git a/code/modules/events/holiday/xmas.dm b/code/modules/events/holiday/xmas.dm
index 0842055aac4..6adf2754598 100644
--- a/code/modules/events/holiday/xmas.dm
+++ b/code/modules/events/holiday/xmas.dm
@@ -37,7 +37,7 @@
icon_state = "xmashat"
desc = "A crappy paper hat that you are REQUIRED to wear."
flags_inv = 0
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
dog_fashion = /datum/dog_fashion/head/festive
/obj/effect/spawner/xmastree
diff --git a/code/modules/events/spacevine.dm b/code/modules/events/spacevine.dm
index c1e2eb225b1..0577b38db82 100644
--- a/code/modules/events/spacevine.dm
+++ b/code/modules/events/spacevine.dm
@@ -126,7 +126,7 @@
return 1
/datum/spacevine_mutation/fire_proof/on_hit(obj/structure/spacevine/holder, mob/hitter, obj/item/I, expected_damage)
- if(I && I.damtype == "fire")
+ if(I && I.damtype == BURN)
. = 0
else
. = expected_damage
@@ -162,7 +162,7 @@
var/mob/living/carbon/C = M //If the mob is carbon then it now also exists as a "C", and not just an M.
if(istype(C)) //If the mob (M) is a carbon subtype (C) we move on to pick a more complex damage proc, with damage zones, wounds and armor mitigation.
var/obj/item/bodypart/limb = pick(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG, BODY_ZONE_HEAD, BODY_ZONE_CHEST) //Picks a random bodypart. Does not runtime even if it's missing.
- var/armor = C.run_armor_check(limb, "melee", null, null) //armor = the armor value of that randomly chosen bodypart. Nulls to not print a message, because it would still print on pierce.
+ var/armor = C.run_armor_check(limb, MELEE, null, null) //armor = the armor value of that randomly chosen bodypart. Nulls to not print a message, because it would still print on pierce.
var/datum/spacevine_mutation/thorns/T = locate() in S.mutations //Searches for the thorns mutation in the "mutations"-list inside obj/structure/spacevine, and defines T if it finds it.
if(T && (prob(40))) //If we found the thorns mutation there is now a chance to get stung instead of lashed or smashed.
C.apply_damage(50, BRUTE, def_zone = limb, wound_bonus = rand(-20,10), sharpness = SHARP_POINTY) //This one gets a bit lower damage because it ignores armor.
@@ -382,7 +382,7 @@
for(var/datum/spacevine_mutation/SM in mutations)
damage_dealt = SM.on_hit(src, user, I, damage_dealt) //on_hit now takes override damage as arg and returns new value for other mutations to permutate further
- take_damage(damage_dealt, I.damtype, "melee", 1)
+ take_damage(damage_dealt, I.damtype, MELEE, 1)
/obj/structure/spacevine/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
diff --git a/code/modules/food_and_drinks/drinks/drinks/bottle.dm b/code/modules/food_and_drinks/drinks/drinks/bottle.dm
index 33b886f4fc5..0f6f167e05c 100644
--- a/code/modules/food_and_drinks/drinks/drinks/bottle.dm
+++ b/code/modules/food_and_drinks/drinks/drinks/bottle.dm
@@ -85,7 +85,7 @@
var/mob/living/carbon/human/H = target
var/headarmor = 0 // Target's head armor
- armor_block = H.run_armor_check(affecting, "melee","","",armour_penetration) // For normal attack damage
+ armor_block = H.run_armor_check(affecting, MELEE,"","",armour_penetration) // For normal attack damage
//If they have a hat/helmet and the user is targeting their head.
if(istype(H.head, /obj/item/clothing/head) && affecting == BODY_ZONE_HEAD)
@@ -98,7 +98,7 @@
else
//Only humans can have armor, right?
- armor_block = target.run_armor_check(affecting, "melee")
+ armor_block = target.run_armor_check(affecting, MELEE)
if(affecting == BODY_ZONE_HEAD)
armor_duration = bottle_knockdown_duration + force
diff --git a/code/modules/hydroponics/grown/flowers.dm b/code/modules/hydroponics/grown/flowers.dm
index 0c91c61b1a3..f9e1f3af7fd 100644
--- a/code/modules/hydroponics/grown/flowers.dm
+++ b/code/modules/hydroponics/grown/flowers.dm
@@ -181,7 +181,7 @@
icon_state = "sunflower"
lefthand_file = 'icons/mob/inhands/weapons/plants_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/plants_righthand.dmi'
- damtype = "fire"
+ damtype = BURN
force = 0
slot_flags = ITEM_SLOT_HEAD
throwforce = 0
@@ -242,7 +242,7 @@
icon_state = "novaflower"
lefthand_file = 'icons/mob/inhands/weapons/plants_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/plants_righthand.dmi'
- damtype = "fire"
+ damtype = BURN
force = 0
slot_flags = ITEM_SLOT_HEAD
throwforce = 0
diff --git a/code/modules/hydroponics/grown/nettle.dm b/code/modules/hydroponics/grown/nettle.dm
index 79b39d8b6b7..0398770e868 100644
--- a/code/modules/hydroponics/grown/nettle.dm
+++ b/code/modules/hydroponics/grown/nettle.dm
@@ -39,7 +39,7 @@
icon_state = "nettle"
lefthand_file = 'icons/mob/inhands/weapons/plants_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/plants_righthand.dmi'
- damtype = "fire"
+ damtype = BURN
force = 15
hitsound = 'sound/weapons/bladeslice.ogg'
throwforce = 5
diff --git a/code/modules/library/lib_items.dm b/code/modules/library/lib_items.dm
index 86851189755..ffed7d17489 100644
--- a/code/modules/library/lib_items.dm
+++ b/code/modules/library/lib_items.dm
@@ -24,7 +24,7 @@
opacity = FALSE
resistance_flags = FLAMMABLE
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
var/state = BOOKCASE_UNANCHORED
/// When enabled, books_to_load number of random books will be generated for this bookcase when first interacted with.
var/load_random_books = FALSE
diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm
index 198e50de7d6..a214d653f71 100644
--- a/code/modules/mining/equipment/explorer_gear.dm
+++ b/code/modules/mining/equipment/explorer_gear.dm
@@ -10,7 +10,7 @@
heat_protection = CHEST|GROIN|LEGS|ARMS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
hoodtype = /obj/item/clothing/head/hooded/explorer
- armor = list("melee" = 30, "bullet" = 10, "laser" = 10, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
resistance_flags = FIRE_PROOF
@@ -24,7 +24,7 @@
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
- armor = list("melee" = 30, "bullet" = 10, "laser" = 10, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50, "wound" = 10)
+ armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50, WOUND = 10)
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/hooded/explorer/Initialize()
@@ -43,7 +43,7 @@
visor_flags_inv = HIDEFACIALHAIR
visor_flags_cover = MASKCOVERSMOUTH
actions_types = list(/datum/action/item_action/adjust)
- armor = list("melee" = 10, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 20, "acid" = 40, "wound" = 5)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 50, RAD = 0, FIRE = 20, ACID = 40, WOUND = 5)
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
@@ -66,7 +66,7 @@
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
slowdown = 0
- armor = list("melee" = 70, "bullet" = 40, "laser" = 10, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
/obj/item/clothing/suit/space/hostile_environment/Initialize()
@@ -91,7 +91,7 @@
w_class = WEIGHT_CLASS_NORMAL
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
clothing_flags = THICKMATERIAL // no space protection
- armor = list("melee" = 70, "bullet" = 40, "laser" = 10, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | LAVA_PROOF
/obj/item/clothing/head/helmet/space/hostile_environment/Initialize()
diff --git a/code/modules/mining/equipment/kinetic_crusher.dm b/code/modules/mining/equipment/kinetic_crusher.dm
index b904d2f5ec3..aca5e431159 100644
--- a/code/modules/mining/equipment/kinetic_crusher.dm
+++ b/code/modules/mining/equipment/kinetic_crusher.dm
@@ -132,7 +132,7 @@
C.total_damage += target_health - L.health //we did some damage, but let's not assume how much we did
new /obj/effect/temp_visual/kinetic_blast(get_turf(L))
var/backstab_dir = get_dir(user, L)
- var/def_check = L.getarmor(type = "bomb")
+ var/def_check = L.getarmor(type = BOMB)
if((user.dir & backstab_dir) && (L.dir & backstab_dir))
if(!QDELETED(C))
C.total_damage += detonation_damage + backstab_bonus //cheat a little and add the total before killing it, so certain mobs don't have much lower chances of giving an item
@@ -172,7 +172,7 @@
nodamage = TRUE
damage = 0 //We're just here to mark people. This is still a melee weapon.
damage_type = BRUTE
- flag = "bomb"
+ flag = BOMB
range = 6
log_override = TRUE
var/obj/item/kinetic_crusher/hammer_synced
diff --git a/code/modules/mining/equipment/marker_beacons.dm b/code/modules/mining/equipment/marker_beacons.dm
index 7cc482e3f4b..8288db4f6f5 100644
--- a/code/modules/mining/equipment/marker_beacons.dm
+++ b/code/modules/mining/equipment/marker_beacons.dm
@@ -72,7 +72,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, sortList(list(
icon = 'icons/obj/lighting.dmi'
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)
+ armor = list(MELEE = 50, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 25, BIO = 100, RAD = 100, FIRE = 25, ACID = 0)
max_integrity = 50
anchored = TRUE
light_range = 2
diff --git a/code/modules/mining/lavaland/necropolis_chests.dm b/code/modules/mining/lavaland/necropolis_chests.dm
index 3594c14c755..c6c93bfb488 100644
--- a/code/modules/mining/lavaland/necropolis_chests.dm
+++ b/code/modules/mining/lavaland/necropolis_chests.dm
@@ -663,7 +663,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = LAVA_PROOF | FIRE_PROOF //they are from lavaland after all
- armor = list("melee" = 15, "bullet" = 25, "laser" = 15, "energy" = 15, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) //mostly bone bracer armor
+ armor = list(MELEE = 15, BULLET = 25, LASER = 15, ENERGY = 15, BOMB = 100, BIO = 0, RAD = 0, FIRE = 100, ACID = 30) //mostly bone bracer armor
/obj/item/clothing/gloves/gauntlets/equipped(mob/user, slot)
. = ..()
diff --git a/code/modules/mob/living/carbon/damage_procs.dm b/code/modules/mob/living/carbon/damage_procs.dm
index df5067da7d0..8f9efa6f1bd 100644
--- a/code/modules/mob/living/carbon/damage_procs.dm
+++ b/code/modules/mob/living/carbon/damage_procs.dm
@@ -214,7 +214,7 @@
if(!parts.len)
return
var/obj/item/bodypart/picked = pick(parts)
- if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
+ if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? MELEE : burn ? FIRE : stamina ? BULLET : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness))
update_damage_overlays()
///Heal MANY bodyparts, in random order
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index bfe4468767d..046fb020acd 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -245,7 +245,7 @@
if(check_shields(M, damage, "the [M.name]"))
return 0
if(stat != DEAD)
- apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, "melee"))
+ apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, MELEE))
return 1
/mob/living/carbon/human/attack_alien(mob/living/carbon/alien/humanoid/M)
@@ -269,7 +269,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
- var/armor_block = run_armor_check(affecting, "melee","","",10)
+ var/armor_block = run_armor_check(affecting, MELEE,"","",10)
playsound(loc, 'sound/weapons/slice.ogg', 25, TRUE, -1)
visible_message("[M] slashes at [src]!", \
@@ -307,7 +307,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(L.zone_selected))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
- var/armor_block = run_armor_check(affecting, "melee")
+ var/armor_block = run_armor_check(affecting, MELEE)
apply_damage(damage, BRUTE, affecting, armor_block)
@@ -323,7 +323,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
- var/armor = run_armor_check(affecting, "melee", armour_penetration = M.armour_penetration)
+ var/armor = run_armor_check(affecting, MELEE, armour_penetration = M.armour_penetration)
apply_damage(damage, M.melee_damage_type, affecting, armor, wound_bonus = M.wound_bonus, bare_wound_bonus = M.bare_wound_bonus, sharpness = M.sharpness)
@@ -345,7 +345,7 @@
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
if(!affecting)
affecting = get_bodypart(BODY_ZONE_CHEST)
- var/armor_block = run_armor_check(affecting, "melee")
+ var/armor_block = run_armor_check(affecting, MELEE)
apply_damage(damage, BRUTE, affecting, armor_block, wound_bonus=wound_mod)
/mob/living/carbon/human/mech_melee_attack(obj/mecha/M)
@@ -355,24 +355,24 @@
to_chat(M.occupant, "You don't want to harm other living beings!")
return
M.do_attack_animation(src)
- if(M.damtype == "brute")
+ if(M.damtype == BRUTE)
step_away(src,M,15)
var/obj/item/bodypart/temp = get_bodypart(pick(BODY_ZONE_CHEST, BODY_ZONE_CHEST, BODY_ZONE_CHEST, BODY_ZONE_HEAD))
if(temp)
var/update = 0
var/dmg = rand(M.force/2, M.force)
switch(M.damtype)
- if("brute")
+ if(BRUTE)
if(M.force > 35) // durand and other heavy mechas
Unconscious(20)
else if(M.force > 20 && !IsKnockdown()) // lightweight mechas like gygax
Knockdown(40)
update |= temp.receive_damage(dmg, 0)
playsound(src, 'sound/weapons/punch4.ogg', 50, TRUE)
- if("fire")
+ if(BURN)
update |= temp.receive_damage(0, dmg)
playsound(src, 'sound/items/welder.ogg', 50, TRUE)
- if("tox")
+ if(TOX)
M.mech_toxin_damage(src)
else
return
@@ -397,7 +397,7 @@
return
var/brute_loss = 0
var/burn_loss = 0
- var/bomb_armor = getarmor(null, "bomb")
+ var/bomb_armor = getarmor(null, BOMB)
//200 max knockdown for EXPLODE_HEAVY
//160 max knockdown for EXPLODE_LIGHT
@@ -420,7 +420,7 @@
brute_loss = 500
var/atom/throw_target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src)))
throw_at(throw_target, 200, 4)
- damage_clothes(400 - bomb_armor, BRUTE, "bomb")
+ damage_clothes(400 - bomb_armor, BRUTE, BOMB)
if (EXPLODE_HEAVY)
brute_loss = 60
@@ -428,7 +428,7 @@
if(bomb_armor)
brute_loss = 30*(2 - round(bomb_armor*0.01, 0.05))
burn_loss = brute_loss //damage gets reduced from 120 to up to 60 combined brute+burn
- damage_clothes(200 - bomb_armor, BRUTE, "bomb")
+ damage_clothes(200 - bomb_armor, BRUTE, BOMB)
if (ears && !HAS_TRAIT_FROM(src, TRAIT_DEAF, CLOTHING_TRAIT))
ears.adjustEarDamage(30, 120)
Unconscious(20) //short amount of time for follow up attacks against elusive enemies like wizards
@@ -438,7 +438,7 @@
brute_loss = 30
if(bomb_armor)
brute_loss = 15*(2 - round(bomb_armor*0.01, 0.05))
- damage_clothes(max(50 - bomb_armor, 0), BRUTE, "bomb")
+ damage_clothes(max(50 - bomb_armor, 0), BRUTE, BOMB)
if (ears && !HAS_TRAIT_FROM(src, TRAIT_DEAF, CLOTHING_TRAIT))
ears.adjustEarDamage(15,60)
Knockdown(160 - (bomb_armor * 1.6)) //100 bomb armor will prevent knockdown altogether
@@ -450,7 +450,7 @@
var/max_limb_loss = round(4/severity) //so you don't lose four limbs at severity 3.
for(var/X in bodyparts)
var/obj/item/bodypart/BP = X
- if(prob(50/severity) && !prob(getarmor(BP, "bomb")) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST)
+ if(prob(50/severity) && !prob(getarmor(BP, BOMB)) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST)
BP.brute_dam = BP.max_damage
BP.dismember()
max_limb_loss--
@@ -464,7 +464,7 @@
show_message("The blob attacks you!")
var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG)
var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone))
- apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee"))
+ apply_damage(5, BRUTE, affecting, run_armor_check(affecting, MELEE))
///Calculates the siemens coeff based on clothing and species, can also restart hearts.
diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm
index 81e3f115b49..199ea66505d 100644
--- a/code/modules/mob/living/carbon/human/species.dm
+++ b/code/modules/mob/living/carbon/human/species.dm
@@ -1358,7 +1358,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
log_combat(user, target, "attempted to punch")
return FALSE
- var/armor_block = target.run_armor_check(affecting, "melee")
+ var/armor_block = target.run_armor_check(affecting, MELEE)
playsound(target.loc, user.dna.species.attack_sound, 25, TRUE, -1)
@@ -1459,7 +1459,7 @@ GLOBAL_LIST_EMPTY(roundstart_races)
hit_area = affecting.name
var/def_zone = affecting.body_zone
- var/armor_block = H.run_armor_check(affecting, "melee", "Your armor has protected your [hit_area]!", "Your armor has softened a hit to your [hit_area]!",I.armour_penetration)
+ var/armor_block = H.run_armor_check(affecting, MELEE, "Your armor has protected your [hit_area]!", "Your armor has softened a hit to your [hit_area]!",I.armour_penetration)
armor_block = min(90,armor_block) //cap damage reduction at 90%
var/Iwound_bonus = I.wound_bonus
diff --git a/code/modules/mob/living/carbon/human/species_types/golems.dm b/code/modules/mob/living/carbon/human/species_types/golems.dm
index b7feda530e7..339e50de207 100644
--- a/code/modules/mob/living/carbon/human/species_types/golems.dm
+++ b/code/modules/mob/living/carbon/human/species_types/golems.dm
@@ -358,7 +358,7 @@
/datum/species/golem/sand/bullet_act(obj/projectile/P, mob/living/carbon/human/H)
if(!(P.original == H && P.firer == H))
- if(P.flag == "bullet" || P.flag == "bomb")
+ if(P.flag == BULLET || P.flag == BOMB)
playsound(H, 'sound/effects/shovel_dig.ogg', 70, TRUE)
H.visible_message("The [P.name] sinks harmlessly in [H]'s sandy body!", \
"The [P.name] sinks harmlessly in [H]'s sandy body!")
@@ -390,7 +390,7 @@
/datum/species/golem/glass/bullet_act(obj/projectile/P, mob/living/carbon/human/H)
if(!(P.original == H && P.firer == H)) //self-shots don't reflect
- if(P.flag == "laser" || P.flag == "energy")
+ if(P.flag == LASER || P.flag == ENERGY)
H.visible_message("The [P.name] gets reflected by [H]'s glass skin!", \
"The [P.name] gets reflected by [H]'s glass skin!")
if(P.starting)
@@ -690,7 +690,7 @@
name = "pile of bandages"
desc = "It emits a strange aura, as if there was still life within it..."
max_integrity = 50
- armor = list("melee" = 90, "bullet" = 90, "laser" = 25, "energy" = 80, "bomb" = 50, "bio" = 100, "fire" = -50, "acid" = -50)
+ armor = list(MELEE = 90, BULLET = 90, LASER = 25, ENERGY = 80, BOMB = 50, BIO = 100, FIRE = -50, ACID = -50)
icon = 'icons/obj/items_and_weapons.dmi'
icon_state = "pile_bandages"
resistance_flags = FLAMMABLE
@@ -777,7 +777,7 @@
/datum/species/golem/bronze/bullet_act(obj/projectile/P, mob/living/carbon/human/H)
if(!(world.time > last_gong_time + gong_cooldown))
return ..()
- if(P.flag == "bullet" || P.flag == "bomb")
+ if(P.flag == BULLET || P.flag == BOMB)
gong(H)
return ..()
diff --git a/code/modules/mob/living/carbon/human/species_types/snail.dm b/code/modules/mob/living/carbon/human/species_types/snail.dm
index 0b4c9537089..3ec3de42366 100644
--- a/code/modules/mob/living/carbon/human/species_types/snail.dm
+++ b/code/modules/mob/living/carbon/human/species_types/snail.dm
@@ -51,7 +51,7 @@
inhand_icon_state = "snailshell"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
max_integrity = 200
resistance_flags = FIRE_PROOF | ACID_PROOF
diff --git a/code/modules/mob/living/carbon/monkey/monkey_defense.dm b/code/modules/mob/living/carbon/monkey/monkey_defense.dm
index 8aec683738b..e9ca82318d1 100644
--- a/code/modules/mob/living/carbon/monkey/monkey_defense.dm
+++ b/code/modules/mob/living/carbon/monkey/monkey_defense.dm
@@ -176,7 +176,7 @@
if (EXPLODE_HEAVY)
take_overall_damage(60, 60)
- damage_clothes(200, BRUTE, "bomb")
+ damage_clothes(200, BRUTE, BOMB)
if (ears && !HAS_TRAIT_FROM(src, TRAIT_DEAF, CLOTHING_TRAIT))
ears.adjustEarDamage(30, 120)
if(prob(70))
@@ -184,7 +184,7 @@
if(EXPLODE_LIGHT)
take_overall_damage(30, 0)
- damage_clothes(50, BRUTE, "bomb")
+ damage_clothes(50, BRUTE, BOMB)
if (ears && !HAS_TRAIT_FROM(src, TRAIT_DEAF, CLOTHING_TRAIT))
ears.adjustEarDamage(15,60)
if (prob(50))
diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm
index fcaf327ad83..bae1267cdd2 100644
--- a/code/modules/mob/living/living.dm
+++ b/code/modules/mob/living/living.dm
@@ -1097,7 +1097,7 @@
amount -= RAD_BACKGROUND_RADIATION // This will always be at least 1 because of how skin protection is calculated
- var/blocked = getarmor(null, "rad")
+ var/blocked = getarmor(null, RAD)
if(amount > RAD_BURN_THRESHOLD)
apply_damage(RAD_BURN_CURVE(amount), BURN, null, blocked)
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index 9dba85ca52f..b8b79587f09 100644
--- a/code/modules/mob/living/living_defense.dm
+++ b/code/modules/mob/living/living_defense.dm
@@ -1,5 +1,5 @@
-/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = null, soften_text = null, armour_penetration, penetrated_text, silent=FALSE)
+/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = null, soften_text = null, armour_penetration, penetrated_text, silent=FALSE)
var/armor = getarmor(def_zone, attack_flag)
if(armor <= 0)
@@ -89,7 +89,7 @@
"You're hit by [thrown_item]!")
if(!thrown_item.throwforce)
return
- var/armor = run_armor_check(zone, "melee", "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armour_penetration)
+ var/armor = run_armor_check(zone, MELEE, "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armour_penetration)
apply_damage(thrown_item.throwforce, thrown_item.damtype, zone, armor, sharpness = thrown_item.get_sharpness(), wound_bonus = (nosell_hit * CANT_WOUND))
if(QDELETED(src)) //Damage can delete the mob.
return
@@ -105,7 +105,7 @@
to_chat(M.occupant, "You don't want to harm other living beings!")
return
M.do_attack_animation(src)
- if(M.damtype == "brute")
+ if(M.damtype == BRUTE)
step_away(src,M,15)
switch(M.damtype)
if(BRUTE)
diff --git a/code/modules/mob/living/simple_animal/animal_defense.dm b/code/modules/mob/living/simple_animal/animal_defense.dm
index b37763b2602..292eed8cbca 100644
--- a/code/modules/mob/living/simple_animal/animal_defense.dm
+++ b/code/modules/mob/living/simple_animal/animal_defense.dm
@@ -124,7 +124,7 @@
return
return ..()
-/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = "melee")
+/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = MELEE)
var/temp_damage = damage
if(!damage_coeff[damagetype])
temp_damage = 0
@@ -149,7 +149,7 @@
..()
if(QDELETED(src))
return
- var/bomb_armor = getarmor(null, "bomb")
+ var/bomb_armor = getarmor(null, BOMB)
switch (severity)
if (EXPLODE_DEVASTATE)
if(prob(bomb_armor))
diff --git a/code/modules/mob/living/simple_animal/bot/mulebot.dm b/code/modules/mob/living/simple_animal/bot/mulebot.dm
index 800aea566fa..a2163d85a10 100644
--- a/code/modules/mob/living/simple_animal/bot/mulebot.dm
+++ b/code/modules/mob/living/simple_animal/bot/mulebot.dm
@@ -736,12 +736,12 @@
playsound(src, 'sound/effects/splat.ogg', 50, TRUE)
var/damage = rand(5,15)
- H.apply_damage(2*damage, BRUTE, BODY_ZONE_HEAD, run_armor_check(BODY_ZONE_HEAD, "melee"))
- H.apply_damage(2*damage, BRUTE, BODY_ZONE_CHEST, run_armor_check(BODY_ZONE_CHEST, "melee"))
- H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_LEG, run_armor_check(BODY_ZONE_L_LEG, "melee"))
- H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_LEG, run_armor_check(BODY_ZONE_R_LEG, "melee"))
- H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_ARM, run_armor_check(BODY_ZONE_L_ARM, "melee"))
- H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_ARM, run_armor_check(BODY_ZONE_R_ARM, "melee"))
+ H.apply_damage(2*damage, BRUTE, BODY_ZONE_HEAD, run_armor_check(BODY_ZONE_HEAD, MELEE))
+ H.apply_damage(2*damage, BRUTE, BODY_ZONE_CHEST, run_armor_check(BODY_ZONE_CHEST, MELEE))
+ H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_LEG, run_armor_check(BODY_ZONE_L_LEG, MELEE))
+ H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_LEG, run_armor_check(BODY_ZONE_R_LEG, MELEE))
+ H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_ARM, run_armor_check(BODY_ZONE_L_ARM, MELEE))
+ H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_ARM, run_armor_check(BODY_ZONE_R_ARM, MELEE))
var/turf/T = get_turf(src)
T.add_mob_blood(H)
diff --git a/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm b/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm
index 5c3e60c8377..962bed7e57c 100644
--- a/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm
+++ b/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm
@@ -37,5 +37,5 @@
icon_state = "declone"
damage = 4
damage_type = BURN
- flag = "energy"
+ flag = ENERGY
temperature = -100 // closer to the old temp loss
diff --git a/code/modules/mob/living/simple_animal/hostile/jungle/_jungle_mobs.dm b/code/modules/mob/living/simple_animal/hostile/jungle/_jungle_mobs.dm
index c2b553aad79..08e1045b3df 100644
--- a/code/modules/mob/living/simple_animal/hostile/jungle/_jungle_mobs.dm
+++ b/code/modules/mob/living/simple_animal/hostile/jungle/_jungle_mobs.dm
@@ -2,7 +2,7 @@
vision_range = 5
atmos_requirements = list("min_oxy" = 0, "max_oxy" = 0, "min_tox" = 0, "max_tox" = 0, "min_co2" = 0, "max_co2" = 0, "min_n2" = 0, "max_n2" = 0)
faction = list("jungle")
- weather_immunities = list("acid")
+ weather_immunities = list(ACID)
obj_damage = 30
environment_smash = ENVIRONMENT_SMASH_WALLS
minbodytemp = 0
diff --git a/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm b/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm
index 09113a6dc55..7e406a0f8a8 100644
--- a/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm
+++ b/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm
@@ -41,7 +41,7 @@
damage = 10
damage_type = BURN
light_range = 2
- flag = "energy"
+ flag = ENERGY
light_color = LIGHT_COLOR_YELLOW
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm
index e2202a88fa4..c6509fd990e 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm
@@ -246,7 +246,7 @@ Difficulty: Hard
to_chat(L, "[src] rends you!")
playsound(T, attack_sound, 100, TRUE, -1)
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
- L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration), wound_bonus = CANT_WOUND)
+ L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armour_penetration), wound_bonus = CANT_WOUND)
SLEEP_CHECK_DEATH(3)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness)
diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm
index afbd58c9349..ce66bb1e7f8 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm
@@ -289,7 +289,7 @@ Difficulty: Medium
if(M in hit_list)
continue
hit_list += M
- M.take_damage(45, BRUTE, "melee", 1)
+ M.take_damage(45, BRUTE, MELEE, 1)
sleep(1.5)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/swoop_attack(lava_arena = FALSE, atom/movable/manual_target, swoop_cooldown = 30)
@@ -373,7 +373,7 @@ Difficulty: Medium
L.throw_at(throwtarget, 3)
visible_message("[L] is thrown clear of [src]!")
for(var/obj/mecha/M in orange(1, src))
- M.take_damage(75, BRUTE, "melee", 1)
+ M.take_damage(75, BRUTE, MELEE, 1)
for(var/mob/M in range(7, src))
shake_camera(M, 15, 1)
@@ -445,7 +445,7 @@ Difficulty: Medium
// deals damage to mechs
for(var/obj/mecha/M in T.contents)
- M.take_damage(45, BRUTE, "melee", 1)
+ M.take_damage(45, BRUTE, MELEE, 1)
// changes turf to lava temporarily
if(!istype(T, /turf/closed) && !istype(T, /turf/open/lava))
diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm
index 28cfc7a5213..2dcf01d4ca3 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm
@@ -680,7 +680,7 @@ Difficulty: Hard
playsound(L,'sound/weapons/sear.ogg', 50, TRUE, -4)
to_chat(L, "You're struck by a [name]!")
var/limb_to_hit = L.get_bodypart(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG))
- var/armor = L.run_armor_check(limb_to_hit, "melee", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", FALSE, 50, "Your armor was penetrated by [src]!")
+ var/armor = L.run_armor_check(limb_to_hit, MELEE, "Your armor absorbs [src]!", "Your armor blocks part of [src]!", FALSE, 50, "Your armor was penetrated by [src]!")
L.apply_damage(damage, BURN, limb_to_hit, armor, wound_bonus=CANT_WOUND)
if(ishostile(L))
var/mob/living/simple_animal/hostile/H = L //mobs find and damage you...
diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm
index 8b4b0b63c19..b27ba353c3c 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm
@@ -323,7 +323,7 @@
anchored = TRUE
density = TRUE
layer = ABOVE_OBJ_LAYER
- armor = list("melee" = 0, "bullet" = 0, "laser" = 100,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 100,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
///What kind of projectile the actual damaging part should be.
var/projectile_type = /obj/projectile/beam/legion
///Time until the tracer gets shot
diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm
index 1459f03eb50..36bfd006d25 100644
--- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm
+++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm
@@ -42,7 +42,7 @@
damage = 0
damage_type = BURN
nodamage = TRUE
- flag = "energy"
+ flag = ENERGY
temperature = -50 // Cools you down! per hit!
/obj/projectile/temp/basilisk/heated
diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm
index 3c2fab846d7..43bbdb268b1 100644
--- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm
+++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm
@@ -54,7 +54,7 @@
M.gets_drilled()
if(istype(target, /obj/mecha))
var/obj/mecha/M = target
- M.take_damage(50, BRUTE, "melee", 1)
+ M.take_damage(50, BRUTE, MELEE, 1)
//Elites can't talk (normally)!
/mob/living/simple_animal/hostile/asteroid/elite/say(message, bubble_type, list/spans = list(), sanitize = TRUE, datum/language/language = null, ignore_spam = FALSE, forced = null)
@@ -90,7 +90,7 @@ While using this makes the system rely on OnFire, it still gives options for tim
/obj/structure/elite_tumor
name = "pulsing tumor"
desc = "An odd, pulsing tumor sticking out of the ground. You feel compelled to reach out and touch it..."
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE
icon = 'icons/obj/lavaland/tumor.dmi'
icon_state = "tumor"
diff --git a/code/modules/mob/living/simple_animal/hostile/space_dragon.dm b/code/modules/mob/living/simple_animal/hostile/space_dragon.dm
index 6971666b7e8..c963ed0d717 100644
--- a/code/modules/mob/living/simple_animal/hostile/space_dragon.dm
+++ b/code/modules/mob/living/simple_animal/hostile/space_dragon.dm
@@ -130,7 +130,7 @@
. = ..()
if(istype(target, /obj/mecha))
var/obj/mecha/M = target
- M.take_damage(50, BRUTE, "melee", 1)
+ M.take_damage(50, BRUTE, MELEE, 1)
/mob/living/simple_animal/hostile/space_dragon/Move()
if(!using_special)
@@ -225,7 +225,7 @@
if(M in hit_list)
continue
hit_list += M
- M.take_damage(50, BRUTE, "melee", 1)
+ M.take_damage(50, BRUTE, MELEE, 1)
/**
* Handles consuming and storing consumed things inside Space Dragon
@@ -416,7 +416,7 @@
/obj/structure/carp_rift
name = "carp rift"
desc = "A rift akin to the ones space carp use to travel long distances."
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
max_integrity = 300
icon = 'icons/obj/carp_rift.dmi'
icon_state = "carp_rift"
@@ -500,7 +500,7 @@
desc = "A rift akin to the ones space carp use to travel long distances. This one is fully charged, and is capable of bringing many carp to the station's location."
icon_state = "carp_rift_charged"
light_color = LIGHT_COLOR_YELLOW
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE
dragon.rifts_charged += 1
if(dragon.rifts_charged != 3)
diff --git a/code/modules/modular_computers/computers/item/computer.dm b/code/modules/modular_computers/computers/item/computer.dm
index 2d02d319b12..bb33a23039a 100644
--- a/code/modules/modular_computers/computers/item/computer.dm
+++ b/code/modules/modular_computers/computers/item/computer.dm
@@ -9,7 +9,7 @@
light_on = FALSE
integrity_failure = 0.5
max_integrity = 100
- armor = list("melee" = 0, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
var/enabled = 0 // Whether the computer is turned on.
var/screen_on = 1 // Whether the computer is active/opened/it's screen is on.
diff --git a/code/modules/modular_computers/computers/item/computer_damage.dm b/code/modules/modular_computers/computers/item/computer_damage.dm
index b510f8adedb..e31797cba5f 100644
--- a/code/modules/modular_computers/computers/item/computer_damage.dm
+++ b/code/modules/modular_computers/computers/item/computer_damage.dm
@@ -2,9 +2,9 @@
. = ..()
var/component_probability = min(50, max(damage_amount*0.1, 1 - obj_integrity/max_integrity))
switch(damage_flag)
- if("bullet")
+ if(BULLET)
component_probability = damage_amount * 0.5
- if("laser")
+ if(LASER)
component_probability = damage_amount * 0.66
if(component_probability)
for(var/I in all_components)
diff --git a/code/modules/ninja/suit/head.dm b/code/modules/ninja/suit/head.dm
index 707073337da..d7c61e38155 100644
--- a/code/modules/ninja/suit/head.dm
+++ b/code/modules/ninja/suit/head.dm
@@ -5,7 +5,7 @@
name = "ninja hood"
icon_state = "s-ninja"
inhand_icon_state = "s-ninja_mask"
- armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 25, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 25, FIRE = 100, ACID = 100)
strip_delay = 12
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
blockTracking = 1//Roughly the only unique thing about this helmet.
diff --git a/code/modules/ninja/suit/shoes.dm b/code/modules/ninja/suit/shoes.dm
index e83547b96ca..c006840b628 100644
--- a/code/modules/ninja/suit/shoes.dm
+++ b/code/modules/ninja/suit/shoes.dm
@@ -7,7 +7,7 @@
permeability_coefficient = 0.01
clothing_flags = NOSLIP
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
- armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 100, ACID = 100)
strip_delay = 120
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
diff --git a/code/modules/ninja/suit/suit.dm b/code/modules/ninja/suit/suit.dm
index 2d84eb25d4c..26d8f6c924d 100644
--- a/code/modules/ninja/suit/suit.dm
+++ b/code/modules/ninja/suit/suit.dm
@@ -14,7 +14,7 @@ Contents:
inhand_icon_state = "s-ninja_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/stock_parts/cell)
resistance_flags = LAVA_PROOF | ACID_PROOF
- armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 40, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 100, ACID = 100)
strip_delay = 12
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
actions_types = list(/datum/action/item_action/initialize_ninja_suit, /datum/action/item_action/ninjasmoke, /datum/action/item_action/ninjaboost, /datum/action/item_action/ninjapulse, /datum/action/item_action/ninjastar, /datum/action/item_action/ninjanet, /datum/action/item_action/ninja_sword_recall, /datum/action/item_action/ninja_stealth, /datum/action/item_action/toggle_glove)
diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm
index e64b98c426c..4702d18c80c 100644
--- a/code/modules/power/apc.dm
+++ b/code/modules/power/apc.dm
@@ -153,7 +153,7 @@
if (!req_access)
req_access = list(ACCESS_ENGINE_EQUIP)
if (!armor)
- armor = list("melee" = 20, "bullet" = 20, "laser" = 10, "energy" = 100, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
+ armor = list(MELEE = 20, BULLET = 20, LASER = 10, ENERGY = 100, BOMB = 30, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
..()
GLOB.apcs_list += src
diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm
index e4103d739da..c157f04e36d 100644
--- a/code/modules/power/lighting.dm
+++ b/code/modules/power/lighting.dm
@@ -44,7 +44,7 @@
anchored = TRUE
layer = WALL_OBJ_LAYER
max_integrity = 200
- armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
var/stage = 1
var/fixture_type = "tube"
diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm
index 4eb625c73ea..6e64e1af6b1 100644
--- a/code/modules/power/singularity/field_generator.dm
+++ b/code/modules/power/singularity/field_generator.dm
@@ -34,7 +34,7 @@ field_generator power level display
max_integrity = 500
CanAtmosPass = ATMOS_PASS_YES
//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)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
var/power_level = 0
var/active = FG_OFFLINE
var/power = 20 // Current amount of power
@@ -163,7 +163,7 @@ field_generator power level display
..()
/obj/machinery/field/generator/bullet_act(obj/projectile/Proj)
- if(Proj.flag != "bullet")
+ if(Proj.flag != BULLET)
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
. = ..()
diff --git a/code/modules/power/supermatter/supermatter.dm b/code/modules/power/supermatter/supermatter.dm
index 98dfa545f54..529239546f4 100644
--- a/code/modules/power/supermatter/supermatter.dm
+++ b/code/modules/power/supermatter/supermatter.dm
@@ -768,7 +768,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
return FALSE
if(!istype(Proj.firer, /obj/machinery/power/emitter) && power_changes)
investigate_log("has been hit by [Proj] fired by [key_name(Proj.firer)]", INVESTIGATE_SUPERMATTER)
- if(Proj.flag != "bullet")
+ if(Proj.flag != BULLET)
if(power_changes) //This needs to be here I swear
power += Proj.damage * bullet_energy
if(!has_been_powered)
diff --git a/code/modules/projectiles/ammunition/energy/_energy.dm b/code/modules/projectiles/ammunition/energy/_energy.dm
index 9cef41c18dd..c3444819861 100644
--- a/code/modules/projectiles/ammunition/energy/_energy.dm
+++ b/code/modules/projectiles/ammunition/energy/_energy.dm
@@ -1,10 +1,10 @@
/obj/item/ammo_casing/energy
name = "energy weapon lens"
desc = "The part of the gun that makes the laser go pew."
- caliber = "energy"
+ caliber = ENERGY
projectile_type = /obj/projectile/energy
var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot.
- var/select_name = "energy"
+ var/select_name = ENERGY
fire_sound = 'sound/weapons/laser.ogg'
firing_effect_type = /obj/effect/temp_visual/dir_setting/firing_effect/energy
heavy_metal = FALSE
diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm
index e75c8b20abc..1ba8f8d6168 100644
--- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm
+++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm
@@ -172,7 +172,7 @@
icon_state = null
damage = 40
damage_type = BRUTE
- flag = "bomb"
+ flag = BOMB
range = 3
log_override = TRUE
diff --git a/code/modules/projectiles/guns/misc/beam_rifle.dm b/code/modules/projectiles/guns/misc/beam_rifle.dm
index 6ae3d094342..4221a6c67ae 100644
--- a/code/modules/projectiles/guns/misc/beam_rifle.dm
+++ b/code/modules/projectiles/guns/misc/beam_rifle.dm
@@ -412,7 +412,7 @@
hitsound = 'sound/effects/explosion3.ogg'
damage = 0 //Handled manually.
damage_type = BURN
- flag = "energy"
+ flag = ENERGY
range = 150
jitter = 10
var/obj/item/gun/energy/beam_rifle/gun
@@ -447,7 +447,7 @@
new /obj/effect/hotspot(T)
for(var/obj/O in range(aoe_structure_range, epicenter))
if(!isitem(O))
- O.take_damage(aoe_structure_damage * get_damage_coeff(O), BURN, "laser", FALSE)
+ O.take_damage(aoe_structure_damage * get_damage_coeff(O), BURN, LASER, FALSE)
/obj/projectile/beam/beam_rifle/proc/check_pierce(atom/target)
if(!do_pierce)
@@ -469,7 +469,7 @@
if(structure_pierce < structure_pierce_amount)
if(isobj(AM))
var/obj/O = AM
- O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(AM), BURN, "energy", FALSE)
+ O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(AM), BURN, ENERGY, FALSE)
pierced[AM] = TRUE
structure_pierce++
return TRUE
@@ -485,7 +485,7 @@
/obj/projectile/beam/beam_rifle/proc/handle_impact(atom/target)
if(isobj(target))
var/obj/O = target
- O.take_damage(impact_structure_damage * get_damage_coeff(target), BURN, "laser", FALSE)
+ O.take_damage(impact_structure_damage * get_damage_coeff(target), BURN, LASER, FALSE)
if(isliving(target))
var/mob/living/L = target
L.adjustFireLoss(impact_direct_damage)
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 7b3d9490d85..25e13c73db4 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -98,7 +98,7 @@
var/damage = 10
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
- var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
+ var/flag = BULLET //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb
///How much armor this projectile pierces.
var/armour_penetration = 0
var/projectile_type = /obj/projectile
@@ -385,10 +385,10 @@
return FALSE
/obj/projectile/proc/check_ricochet_flag(atom/A)
- if((flag in list("energy", "laser")) && (A.flags_ricochet & RICOCHET_SHINY))
+ if((flag in list(ENERGY, LASER)) && (A.flags_ricochet & RICOCHET_SHINY))
return TRUE
- if((flag in list("bomb", "bullet")) && (A.flags_ricochet & RICOCHET_HARD))
+ if((flag in list(BOMB, BULLET)) && (A.flags_ricochet & RICOCHET_HARD))
return TRUE
return FALSE
diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm
index 756f17d5441..2629569f32b 100644
--- a/code/modules/projectiles/projectile/beams.dm
+++ b/code/modules/projectiles/projectile/beams.dm
@@ -6,7 +6,7 @@
damage_type = BURN
hitsound = 'sound/weapons/sear.ogg'
hitsound_wall = 'sound/weapons/effects/searwall.ogg'
- flag = "laser"
+ flag = LASER
eyeblur = 2
impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser
light_system = MOVABLE_LIGHT
@@ -73,7 +73,7 @@
/obj/projectile/beam/xray
name = "\improper X-ray beam"
icon_state = "xray"
- flag = "rad"
+ flag = RAD
damage = 15
irradiate = 300
range = 15
@@ -90,7 +90,7 @@
icon_state = "omnilaser"
damage = 30
damage_type = STAMINA
- flag = "energy"
+ flag = ENERGY
hitsound = 'sound/weapons/tap.ogg'
eyeblur = 0
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
@@ -150,7 +150,7 @@
hitsound = null
damage = 0
damage_type = STAMINA
- flag = "laser"
+ flag = LASER
var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag)
impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser
light_color = LIGHT_COLOR_BLUE
@@ -217,7 +217,7 @@
hitsound = 'sound/weapons/shrink_hit.ogg'
damage = 0
damage_type = STAMINA
- flag = "energy"
+ flag = ENERGY
impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink
light_color = LIGHT_COLOR_BLUE
var/shrink_time = 90
diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm
index 8dac813f8e5..9ec4d3cd5a2 100644
--- a/code/modules/projectiles/projectile/bullets.dm
+++ b/code/modules/projectiles/projectile/bullets.dm
@@ -4,7 +4,7 @@
damage = 60
damage_type = BRUTE
nodamage = FALSE
- flag = "bullet"
+ flag = BULLET
hitsound_wall = "ricochet"
sharpness = SHARP_POINTY
impact_effect_type = /obj/effect/temp_visual/impact_effect
diff --git a/code/modules/projectiles/projectile/bullets/sniper.dm b/code/modules/projectiles/projectile/bullets/sniper.dm
index a54bab7b7d5..a065bc23ee6 100644
--- a/code/modules/projectiles/projectile/bullets/sniper.dm
+++ b/code/modules/projectiles/projectile/bullets/sniper.dm
@@ -12,7 +12,7 @@
/obj/projectile/bullet/p50/on_hit(atom/target, blocked = 0)
if(isobj(target) && (blocked != 100) && breakthings)
var/obj/O = target
- O.take_damage(80, BRUTE, "bullet", FALSE)
+ O.take_damage(80, BRUTE, BULLET, FALSE)
return ..()
/obj/projectile/bullet/p50/soporific
diff --git a/code/modules/projectiles/projectile/energy/_energy.dm b/code/modules/projectiles/projectile/energy/_energy.dm
index 8ea0759646d..d4e9b21d0b0 100644
--- a/code/modules/projectiles/projectile/energy/_energy.dm
+++ b/code/modules/projectiles/projectile/energy/_energy.dm
@@ -3,6 +3,6 @@
icon_state = "spark"
damage = 0
damage_type = BURN
- flag = "energy"
+ flag = ENERGY
reflectable = REFLECT_NORMAL
impact_effect_type = /obj/effect/temp_visual/impact_effect/energy
diff --git a/code/modules/projectiles/projectile/energy/nuclear_particle.dm b/code/modules/projectiles/projectile/energy/nuclear_particle.dm
index 5f72fdbb79d..f567d51846b 100644
--- a/code/modules/projectiles/projectile/energy/nuclear_particle.dm
+++ b/code/modules/projectiles/projectile/energy/nuclear_particle.dm
@@ -3,7 +3,7 @@
name = "nuclear particle"
icon_state = "nuclear_particle"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
- flag = "rad"
+ flag = RAD
irradiate = 5000
speed = 0.4
hitsound = 'sound/weapons/emitter2.ogg'
diff --git a/code/modules/projectiles/projectile/magic.dm b/code/modules/projectiles/projectile/magic.dm
index 276aa6b324c..c93d94c2f48 100644
--- a/code/modules/projectiles/projectile/magic.dm
+++ b/code/modules/projectiles/projectile/magic.dm
@@ -5,7 +5,7 @@
damage_type = OXY
nodamage = TRUE
armour_penetration = 100
- flag = "magic"
+ flag = MAGIC
/obj/projectile/magic/death
name = "bolt of death"
@@ -352,7 +352,7 @@
icon_state = "lavastaff"
damage = 15
damage_type = BURN
- flag = "magic"
+ flag = MAGIC
dismemberment = 50
nodamage = FALSE
@@ -372,7 +372,7 @@
damage_type = BURN
nodamage = FALSE
armour_penetration = 0
- flag = "magic"
+ flag = MAGIC
hitsound = 'sound/weapons/barragespellhit.ogg'
/obj/projectile/magic/arcane_barrage/on_hit(target)
@@ -389,7 +389,7 @@
name = "locker bolt"
icon_state = "locker"
nodamage = TRUE
- flag = "magic"
+ flag = MAGIC
var/weld = TRUE
var/created = FALSE //prevents creation of more then one locker if it has multiple hits
var/locker_suck = TRUE
@@ -627,7 +627,7 @@
damage_type = BURN
nodamage = FALSE
speed = 0.3
- flag = "magic"
+ flag = MAGIC
var/zap_power = 20000
var/zap_range = 15
@@ -706,7 +706,7 @@
nodamage = FALSE
armour_penetration = 100
temperature = -200 // Cools you down greatly per hit
- flag = "magic"
+ flag = MAGIC
/obj/projectile/magic/nothing
name = "bolt of nothing"
diff --git a/code/modules/projectiles/projectile/special/floral.dm b/code/modules/projectiles/projectile/special/floral.dm
index 14ebc03dff0..730133e951b 100644
--- a/code/modules/projectiles/projectile/special/floral.dm
+++ b/code/modules/projectiles/projectile/special/floral.dm
@@ -4,7 +4,7 @@
damage = 0
damage_type = TOX
nodamage = TRUE
- flag = "energy"
+ flag = ENERGY
/obj/projectile/energy/florayield
name = "beta somatoray"
@@ -12,7 +12,7 @@
damage = 0
damage_type = TOX
nodamage = TRUE
- flag = "energy"
+ flag = ENERGY
/obj/projectile/energy/florarevolution
name = "gamma somatoray"
@@ -20,4 +20,4 @@
damage = 0
damage_type = TOX
nodamage = TRUE
- flag = "energy"
+ flag = ENERGY
diff --git a/code/modules/projectiles/projectile/special/ion.dm b/code/modules/projectiles/projectile/special/ion.dm
index 1e4ff220e88..232b9280c13 100644
--- a/code/modules/projectiles/projectile/special/ion.dm
+++ b/code/modules/projectiles/projectile/special/ion.dm
@@ -4,7 +4,7 @@
damage = 0
damage_type = BURN
nodamage = TRUE
- flag = "energy"
+ flag = ENERGY
impact_effect_type = /obj/effect/temp_visual/impact_effect/ion
var/emp_radius = 1
diff --git a/code/modules/projectiles/projectile/special/meteor.dm b/code/modules/projectiles/projectile/special/meteor.dm
index 419cdc90677..de84630ff39 100644
--- a/code/modules/projectiles/projectile/special/meteor.dm
+++ b/code/modules/projectiles/projectile/special/meteor.dm
@@ -5,7 +5,7 @@
damage = 0
damage_type = BRUTE
nodamage = TRUE
- flag = "bullet"
+ flag = BULLET
/obj/projectile/meteor/Bump(atom/A)
if(A == firer)
diff --git a/code/modules/projectiles/projectile/special/neurotoxin.dm b/code/modules/projectiles/projectile/special/neurotoxin.dm
index 00a5eea1cab..c2a29e50edb 100644
--- a/code/modules/projectiles/projectile/special/neurotoxin.dm
+++ b/code/modules/projectiles/projectile/special/neurotoxin.dm
@@ -5,7 +5,7 @@
damage_type = TOX
nodamage = FALSE
paralyze = 100
- flag = "bio"
+ flag = BIO
impact_effect_type = /obj/effect/temp_visual/impact_effect/neurotoxin
/obj/projectile/neurotoxin/on_hit(atom/target, blocked = FALSE)
diff --git a/code/modules/projectiles/projectile/special/temperature.dm b/code/modules/projectiles/projectile/special/temperature.dm
index 53a4bb62b9e..8be7523d4b2 100644
--- a/code/modules/projectiles/projectile/special/temperature.dm
+++ b/code/modules/projectiles/projectile/special/temperature.dm
@@ -4,7 +4,7 @@
damage = 0
damage_type = BURN
nodamage = FALSE
- flag = "energy"
+ flag = ENERGY
var/temperature = -50 // reduce the body temperature by 50 points
/obj/projectile/temp/on_hit(atom/target, blocked = 0)
diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm
index 09290e843ed..5731c63b5ae 100755
--- a/code/modules/reagents/reagent_containers/glass.dm
+++ b/code/modules/reagents/reagent_containers/glass.dm
@@ -244,7 +244,7 @@
flags_inv = HIDEHAIR
slot_flags = ITEM_SLOT_HEAD
resistance_flags = NONE
- 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
+ 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
slot_equipment_priority = list( \
ITEM_SLOT_BACK, ITEM_SLOT_ID,\
ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\
@@ -261,7 +261,7 @@
icon_state = "woodbucket"
inhand_icon_state = "woodbucket"
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 2)
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
resistance_flags = FLAMMABLE
/obj/item/reagent_containers/glass/bucket/attackby(obj/O, mob/user, params)
diff --git a/code/modules/reagents/reagent_dispenser.dm b/code/modules/reagents/reagent_dispenser.dm
index f32eb47ff31..dc91bdf897d 100644
--- a/code/modules/reagents/reagent_dispenser.dm
+++ b/code/modules/reagents/reagent_dispenser.dm
@@ -13,7 +13,7 @@
/obj/structure/reagent_dispensers/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(. && obj_integrity > 0)
- if(tank_volume && (damage_flag == "bullet" || damage_flag == "laser"))
+ if(tank_volume && (damage_flag == BULLET || damage_flag == LASER))
boom()
/obj/structure/reagent_dispensers/attackby(obj/item/W, mob/user, params)
diff --git a/code/modules/recycling/disposal/bin.dm b/code/modules/recycling/disposal/bin.dm
index d65f6419033..1556d205bba 100644
--- a/code/modules/recycling/disposal/bin.dm
+++ b/code/modules/recycling/disposal/bin.dm
@@ -5,7 +5,7 @@
/obj/machinery/disposal
icon = 'icons/obj/atmospherics/pipes/disposal.dmi'
density = TRUE
- armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
max_integrity = 200
resistance_flags = FIRE_PROOF
interaction_flags_machine = INTERACT_MACHINE_OPEN | INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON
diff --git a/code/modules/recycling/disposal/pipe.dm b/code/modules/recycling/disposal/pipe.dm
index da2b326c61a..010fe56746c 100644
--- a/code/modules/recycling/disposal/pipe.dm
+++ b/code/modules/recycling/disposal/pipe.dm
@@ -9,7 +9,7 @@
obj_flags = CAN_BE_HIT | ON_BLUEPRINTS
dir = NONE // dir will contain dominant direction for junction pipes
max_integrity = 200
- armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30)
+ 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
flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
damage_deflection = 10
diff --git a/code/modules/research/xenobiology/crossbreeding/_misc.dm b/code/modules/research/xenobiology/crossbreeding/_misc.dm
index cb2359fd79f..c9a6c2edc70 100644
--- a/code/modules/research/xenobiology/crossbreeding/_misc.dm
+++ b/code/modules/research/xenobiology/crossbreeding/_misc.dm
@@ -171,7 +171,7 @@ Slimecrossing Items
icon_state = "frozen"
density = TRUE
max_integrity = 100
- armor = list("melee" = 30, "bullet" = 50, "laser" = -50, "energy" = -50, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = -80, "acid" = 30)
+ armor = list(MELEE = 30, BULLET = 50, LASER = -50, ENERGY = -50, BOMB = 0, BIO = 100, RAD = 100, FIRE = -80, ACID = 30)
/obj/structure/ice_stasis/Initialize()
. = ..()
diff --git a/code/modules/research/xenobiology/crossbreeding/_weapons.dm b/code/modules/research/xenobiology/crossbreeding/_weapons.dm
index c4b5dbb3bf9..0c09186a29a 100644
--- a/code/modules/research/xenobiology/crossbreeding/_weapons.dm
+++ b/code/modules/research/xenobiology/crossbreeding/_weapons.dm
@@ -61,7 +61,7 @@ Slimecrossing Weapons
icon_state = "adamshield"
inhand_icon_state = "adamshield"
w_class = WEIGHT_CLASS_HUGE
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
slot_flags = ITEM_SLOT_BACK
block_chance = 75
force = 0
diff --git a/code/modules/ruins/lavalandruin_code/puzzle.dm b/code/modules/ruins/lavalandruin_code/puzzle.dm
index e23631e5dae..ccd90a0f69e 100644
--- a/code/modules/ruins/lavalandruin_code/puzzle.dm
+++ b/code/modules/ruins/lavalandruin_code/puzzle.dm
@@ -34,7 +34,7 @@
return get_step(center,SOUTH)
if(9)
return get_step(center,SOUTHEAST)
-
+
/obj/effect/sliding_puzzle/Initialize(mapload)
..()
return INITIALIZE_HINT_LATELOAD
@@ -56,7 +56,7 @@
/obj/effect/sliding_puzzle/proc/validate()
if(finished)
return
-
+
if(elements.len < 8) //Someone broke it
qdel(src)
@@ -86,7 +86,7 @@
shake_camera(M, COLLAPSE_DURATION , 1)
for(var/obj/structure/puzzle_element/E in elements)
E.collapse()
-
+
dispense_reward()
/obj/effect/sliding_puzzle/proc/dispense_reward()
@@ -103,7 +103,7 @@
for(var/j in i to current_ordering.len)
if(current_ordering[j] < checked_value)
swap_tally++
-
+
return swap_tally % 2 == 0
//swap two tiles in same row
@@ -113,13 +113,13 @@
if(empty_tile_id == 1 || empty_tile_id == 2) //Can't swap with empty one so just grab some in second row
first_tile_id = 4
other_tile_id = 5
-
+
var/turf/T1 = get_turf_for_id(first_tile_id)
var/turf/T2 = get_turf_for_id(other_tile_id)
-
+
var/obj/structure/puzzle_element/E1 = locate() in T1
var/obj/structure/puzzle_element/E2 = locate() in T2
-
+
E1.forceMove(T2)
E2.forceMove(T1)
@@ -294,7 +294,7 @@
//Some armor so it's harder to kill someone by mistake.
/obj/structure/puzzle_element/prison
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, RAD = 50, FIRE = 50, ACID = 50)
/obj/structure/puzzle_element/prison/relaymove(mob/user)
return
@@ -342,7 +342,7 @@
for(var/atom/movable/AM in things_to_throw)
var/throwtarget = get_edge_target_turf(T, get_dir(T, get_step_away(AM, T)))
AM.throw_at(throwtarget, 2, 3)
-
+
//Create puzzle itself
cube.prisoner = prisoner
cube.setup()
diff --git a/code/modules/ruins/spaceruin_code/forgottenship.dm b/code/modules/ruins/spaceruin_code/forgottenship.dm
index e46260adf81..be29caa2323 100644
--- a/code/modules/ruins/spaceruin_code/forgottenship.dm
+++ b/code/modules/ruins/spaceruin_code/forgottenship.dm
@@ -133,7 +133,7 @@ GLOBAL_VAR_INIT(fscpassword, generate_password())
icon_state = "cybersun"
inhand_icon_state = "cybersun"
hardsuit_type = "cybersun"
- armor = list("melee" = 30, "bullet" = 40, "laser" = 55, "energy" = 55, "bomb" = 30, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 60)
+ armor = list(MELEE = 30, BULLET = 40, LASER = 55, ENERGY = 55, BOMB = 30, BIO = 100, RAD = 60, FIRE = 60, ACID = 60)
strip_delay = 600
actions_types = list()
@@ -144,7 +144,7 @@ GLOBAL_VAR_INIT(fscpassword, generate_password())
hardsuit_type = "cybersun"
name = "Cybersun hardsuit"
desc = "Prototype hardsuit with experimental armor plates, protecting from laser-based weapons very well, while giving limited protection against anything else."
- armor = list("melee" = 30, "bullet" = 40, "laser" = 55, "energy" = 55, "bomb" = 30, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 60)
+ armor = list(MELEE = 30, BULLET = 40, LASER = 55, ENERGY = 55, BOMB = 30, BIO = 100, RAD = 60, FIRE = 60, ACID = 60)
slowdown = 0
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/cybersun
actions_types = list(/datum/action/item_action/toggle_helmet, /datum/action/item_action/toggle_spacesuit)
diff --git a/code/modules/spells/spell_types/construct_spells.dm b/code/modules/spells/spell_types/construct_spells.dm
index bb4171bef82..05c6920d99f 100644
--- a/code/modules/spells/spell_types/construct_spells.dm
+++ b/code/modules/spells/spell_types/construct_spells.dm
@@ -328,5 +328,5 @@
new /obj/effect/temp_visual/cult/sac(T)
for(var/obj/O in range(src,1))
if(O.density && !istype(O, /obj/structure/destructible/cult))
- O.take_damage(90, BRUTE, "melee", 0)
+ O.take_damage(90, BRUTE, MELEE, 0)
new /obj/effect/temp_visual/cult/turf/floor(get_turf(O))
diff --git a/code/modules/surgery/bodyparts/_bodyparts.dm b/code/modules/surgery/bodyparts/_bodyparts.dm
index 39f31380362..fb5c7bdd42f 100644
--- a/code/modules/surgery/bodyparts/_bodyparts.dm
+++ b/code/modules/surgery/bodyparts/_bodyparts.dm
@@ -374,7 +374,7 @@
for(var/i in clothing)
var/obj/item/clothing/clothes_check = i
// unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary
- if(clothes_check.armor.getRating("wound"))
+ if(clothes_check.armor.getRating(WOUND))
bare_wound_bonus = 0
break
@@ -434,7 +434,7 @@
for(var/c in clothing)
var/obj/item/clothing/C = c
// unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary
- armor_ablation += C.armor.getRating("wound")
+ armor_ablation += C.armor.getRating(WOUND)
if(wounding_type == WOUND_SLASH)
C.take_damage_zone(body_zone, damage, BRUTE, armour_penetration)
else if(wounding_type == WOUND_BURN && damage >= 10) // lazy way to block freezing from shredding clothes without adding another var onto apply_damage()
diff --git a/code/modules/swarmers/swarmer_objs.dm b/code/modules/swarmers/swarmer_objs.dm
index 33f96414b36..ee56aff87f8 100644
--- a/code/modules/swarmers/swarmer_objs.dm
+++ b/code/modules/swarmers/swarmer_objs.dm
@@ -44,7 +44,7 @@
desc = "A machine that prints swarmers."
icon = 'icons/mob/swarmer.dmi'
icon_state = "swarmer_console"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
max_integrity = 400
layer = MASSIVE_OBJ_LAYER
light_color = LIGHT_COLOR_CYAN
diff --git a/code/modules/vehicles/_vehicle.dm b/code/modules/vehicles/_vehicle.dm
index fb484b92286..64bc1814f40 100644
--- a/code/modules/vehicles/_vehicle.dm
+++ b/code/modules/vehicles/_vehicle.dm
@@ -4,7 +4,7 @@
icon = 'icons/obj/vehicles.dmi'
icon_state = "fuckyou"
max_integrity = 300
- armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
density = TRUE
anchored = FALSE
var/list/mob/occupants //mob = bitflags of their control level.
diff --git a/code/modules/vehicles/atv.dm b/code/modules/vehicles/atv.dm
index ada1a7ba3a9..aa6d066dfba 100644
--- a/code/modules/vehicles/atv.dm
+++ b/code/modules/vehicles/atv.dm
@@ -4,7 +4,7 @@
desc = "An all-terrain vehicle built for traversing rough terrain with ease. One of the few old-Earth technologies that are still relevant on most planet-bound outposts."
icon_state = "atv"
max_integrity = 150
- armor = list("melee" = 50, "bullet" = 25, "laser" = 20, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
+ armor = list(MELEE = 50, BULLET = 25, LASER = 20, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
key_type = /obj/item/key
integrity_failure = 0.5
var/static/mutable_appearance/atvcover
diff --git a/code/modules/vehicles/cars/clowncar.dm b/code/modules/vehicles/cars/clowncar.dm
index ad25600d90e..50261152c63 100644
--- a/code/modules/vehicles/cars/clowncar.dm
+++ b/code/modules/vehicles/cars/clowncar.dm
@@ -3,7 +3,7 @@
desc = "How someone could even fit in there is byond me."
icon_state = "clowncar"
max_integrity = 150
- armor = list("melee" = 70, "bullet" = 40, "laser" = 40, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 70, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
enter_delay = 20
max_occupants = 50
movedelay = 0.6
diff --git a/code/modules/vehicles/secway.dm b/code/modules/vehicles/secway.dm
index 38a5c636a50..450ffdfdf48 100644
--- a/code/modules/vehicles/secway.dm
+++ b/code/modules/vehicles/secway.dm
@@ -4,7 +4,7 @@
desc = "A brave security cyborg gave its life to help you look like a complete tool."
icon_state = "secway"
max_integrity = 60
- armor = list("melee" = 10, "bullet" = 0, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
key_type = /obj/item/key/security
integrity_failure = 0.5
diff --git a/code/modules/vehicles/wheelchair.dm b/code/modules/vehicles/wheelchair.dm
index befd00ccfca..a4b6e8f0a95 100644
--- a/code/modules/vehicles/wheelchair.dm
+++ b/code/modules/vehicles/wheelchair.dm
@@ -5,7 +5,7 @@
icon_state = "wheelchair"
layer = OBJ_LAYER
max_integrity = 100
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 30) //Wheelchairs aren't super tough yo
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 30) //Wheelchairs aren't super tough yo
legs_required = 0 //You'll probably be using this if you don't have legs
canmove = TRUE
density = FALSE //Thought I couldn't fix this one easily, phew
@@ -123,5 +123,5 @@
icon_state = "gold_wheelchair"
overlay_icon = "gold_wheelchair_overlay"
max_integrity = 200
- armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 0, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 40)
+ armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 20, BIO = 0, RAD = 0, FIRE = 30, ACID = 40)
custom_materials = list(/datum/material/gold = 10000)
diff --git a/code/modules/vending/_vending.dm b/code/modules/vending/_vending.dm
index 1e7f110cf7b..1d1bded9308 100644
--- a/code/modules/vending/_vending.dm
+++ b/code/modules/vending/_vending.dm
@@ -54,7 +54,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C
verb_exclaim = "beeps"
max_integrity = 300
integrity_failure = 0.33
- armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
circuit = /obj/item/circuitboard/machine/vendor
payment_department = ACCOUNT_SRV
light_power = 0.5
diff --git a/code/modules/vending/liberation.dm b/code/modules/vending/liberation.dm
index 11f9de6b2c5..e519372adbe 100644
--- a/code/modules/vending/liberation.dm
+++ b/code/modules/vending/liberation.dm
@@ -26,7 +26,7 @@
contraband = list(/obj/item/clothing/under/misc/patriotsuit = 3,
/obj/item/bedsheet/patriot = 5,
/obj/item/reagent_containers/food/snacks/burger/superbite = 3) //U S A
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
default_price = 150
extra_price = 500
diff --git a/code/modules/vending/liberation_toy.dm b/code/modules/vending/liberation_toy.dm
index 9e228fb7aae..25d36fcfc39 100644
--- a/code/modules/vending/liberation_toy.dm
+++ b/code/modules/vending/liberation_toy.dm
@@ -22,7 +22,7 @@
/obj/item/toy/katana = 10,
/obj/item/dualsaber/toy = 5,
/obj/item/toy/cards/deck/syndicate = 10) //Gambling and it hurts, making it a +18 item
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/donksoft
default_price = 150
diff --git a/code/modules/vending/magivend.dm b/code/modules/vending/magivend.dm
index 6b1245cec80..c6ebc2e2daa 100644
--- a/code/modules/vending/magivend.dm
+++ b/code/modules/vending/magivend.dm
@@ -14,7 +14,7 @@
/obj/item/clothing/shoes/sandal/magic = 1,
/obj/item/staff = 2)
contraband = list(/obj/item/reagent_containers/glass/bottle/wizarditis = 1) //No one can get to the machine to hack it anyways; for the lulz - Microwave
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
default_price = 250
extra_price = 500
diff --git a/code/modules/vending/medical.dm b/code/modules/vending/medical.dm
index 382ff5349ce..b3052e36a40 100644
--- a/code/modules/vending/medical.dm
+++ b/code/modules/vending/medical.dm
@@ -45,7 +45,7 @@
/obj/item/shears = 1,
/obj/item/storage/organbox = 1,
/obj/item/plunger/reinforced = 2)
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/medical
default_price = 250
diff --git a/code/modules/vending/medical_wall.dm b/code/modules/vending/medical_wall.dm
index c8e3d2b52d6..36a807a8a4d 100644
--- a/code/modules/vending/medical_wall.dm
+++ b/code/modules/vending/medical_wall.dm
@@ -16,7 +16,7 @@
contraband = list(/obj/item/reagent_containers/pill/tox = 2,
/obj/item/reagent_containers/pill/morphine = 2,
/obj/item/storage/box/gum/happiness = 1)
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/wallmed
default_price = 250
diff --git a/code/modules/vending/toys.dm b/code/modules/vending/toys.dm
index e9329dbe53c..5be38afa827 100644
--- a/code/modules/vending/toys.dm
+++ b/code/modules/vending/toys.dm
@@ -23,7 +23,7 @@
/obj/item/gun/ballistic/automatic/l6_saw/toy/unrestricted = 10,
/obj/item/toy/katana = 10,
/obj/item/dualsaber/toy = 5)
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/donksoft
default_price = 150
diff --git a/code/modules/vending/youtool.dm b/code/modules/vending/youtool.dm
index ad7fe82d420..03e44943c48 100644
--- a/code/modules/vending/youtool.dm
+++ b/code/modules/vending/youtool.dm
@@ -22,7 +22,7 @@
/obj/item/weldingtool/hugetank = 2,
/obj/item/clothing/head/welding = 2,
/obj/item/clothing/gloves/color/yellow = 1)
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
default_price = 125
extra_price = 350
diff --git a/code/modules/zombie/items.dm b/code/modules/zombie/items.dm
index ce844bf7db2..c5172f025fb 100644
--- a/code/modules/zombie/items.dm
+++ b/code/modules/zombie/items.dm
@@ -15,7 +15,7 @@
sharpness = SHARP_EDGED
wound_bonus = -30
bare_wound_bonus = 15
- damtype = "brute"
+ damtype = BRUTE
/obj/item/zombie_hand/Initialize()
. = ..()