From 6e950daccc7420b80e52b6b4a36c1eae613a2cb0 Mon Sep 17 00:00:00 2001 From: TemporalOroboros Date: Mon, 24 Aug 2020 04:20:33 -0700 Subject: [PATCH] Defines damage flags. (#53158) --- code/__DEFINES/combat.dm | 33 ++++++++- code/_onclick/item_attack.dm | 2 +- code/_onclick/other_mobs.dm | 2 +- code/controllers/subsystem/fire_burning.dm | 2 +- code/datums/armor.dm | 2 +- code/datums/components/armor_plate.dm | 2 +- code/datums/components/embedded.dm | 2 +- code/datums/diseases/_MobProcs.dm | 2 +- code/datums/elements/embed.dm | 2 +- code/datums/martial/boxing.dm | 2 +- code/datums/martial/krav_maga.dm | 8 +- code/datums/materials/_material.dm | 2 +- code/datums/materials/basemats.dm | 44 +++++------ code/datums/materials/meat.dm | 2 +- code/datums/materials/pizza.dm | 2 +- .../datums/weather/weather_types/acid_rain.dm | 4 +- .../weather/weather_types/radiation_storm.dm | 4 +- code/game/atoms.dm | 2 +- .../game/gamemodes/clown_ops/clown_weapons.dm | 6 +- code/game/machinery/_machinery.dm | 8 +- code/game/machinery/ai_slipper.dm | 2 +- code/game/machinery/buttons.dm | 2 +- code/game/machinery/camera/camera.dm | 2 +- code/game/machinery/computer/_computer.dm | 6 +- code/game/machinery/deployable.dm | 2 +- code/game/machinery/doors/airlock.dm | 2 +- code/game/machinery/doors/airlock_types.dm | 2 +- code/game/machinery/doors/door.dm | 2 +- code/game/machinery/doors/firedoor.dm | 2 +- code/game/machinery/doors/passworddoor.dm | 2 +- code/game/machinery/doors/poddoor.dm | 2 +- code/game/machinery/doors/windowdoor.dm | 2 +- code/game/machinery/electrolyzer.dm | 2 +- code/game/machinery/firealarm.dm | 2 +- code/game/machinery/hologram.dm | 2 +- code/game/machinery/igniter.dm | 2 +- code/game/machinery/navbeacon.dm | 2 +- code/game/machinery/newscaster.dm | 4 +- .../machinery/porta_turret/portable_turret.dm | 4 +- code/game/machinery/requests_console.dm | 2 +- code/game/machinery/roulette_machine.dm | 2 +- code/game/machinery/shieldgen.dm | 2 +- code/game/machinery/spaceheater.dm | 2 +- .../telecomms/machines/message_server.dm | 2 +- code/game/mecha/combat/combat.dm | 2 +- code/game/mecha/combat/durand.dm | 2 +- code/game/mecha/combat/five_stars.dm | 2 +- code/game/mecha/combat/gygax.dm | 4 +- code/game/mecha/combat/honker.dm | 2 +- code/game/mecha/combat/marauder.dm | 2 +- code/game/mecha/combat/phazon.dm | 2 +- code/game/mecha/combat/reticence.dm | 2 +- .../mecha/equipment/tools/mining_tools.dm | 2 +- code/game/mecha/mecha.dm | 2 +- code/game/mecha/mecha_actions.dm | 12 +-- code/game/mecha/mecha_defense.dm | 16 ++-- code/game/mecha/working/clarke.dm | 2 +- code/game/mecha/working/ripley.dm | 6 +- code/game/objects/effects/spiders.dm | 2 +- code/game/objects/items.dm | 4 +- code/game/objects/items/RCD.dm | 2 +- code/game/objects/items/RPD.dm | 2 +- code/game/objects/items/RSF.dm | 2 +- code/game/objects/items/cards_ids.dm | 2 +- code/game/objects/items/cigs_lighters.dm | 8 +- code/game/objects/items/crab17.dm | 2 +- code/game/objects/items/defib.dm | 2 +- code/game/objects/items/devices/PDA/PDA.dm | 2 +- code/game/objects/items/devices/flashlight.dm | 2 +- .../items/devices/forcefieldprojector.dm | 2 +- code/game/objects/items/dualsaber.dm | 2 +- code/game/objects/items/fireaxe.dm | 2 +- code/game/objects/items/grenades/festive.dm | 2 +- code/game/objects/items/grenades/smokebomb.dm | 2 +- code/game/objects/items/handcuffs.dm | 2 +- code/game/objects/items/holy_weapons.dm | 2 +- code/game/objects/items/kitchen.dm | 6 +- code/game/objects/items/melee/energy.dm | 2 +- code/game/objects/items/pitchfork.dm | 2 +- code/game/objects/items/pneumaticCannon.dm | 2 +- code/game/objects/items/powerfist.dm | 2 +- code/game/objects/items/puzzle_pieces.dm | 2 +- code/game/objects/items/religion.dm | 8 +- code/game/objects/items/shields.dm | 4 +- code/game/objects/items/singularityhammer.dm | 2 +- code/game/objects/items/spear.dm | 2 +- .../game/objects/items/stacks/sheets/glass.dm | 14 ++-- .../items/stacks/sheets/sheet_types.dm | 6 +- .../objects/items/stacks/tiles/tile_types.dm | 2 +- code/game/objects/items/storage/backpack.dm | 2 +- code/game/objects/items/stunbaton.dm | 2 +- code/game/objects/items/tanks/tanks.dm | 2 +- code/game/objects/items/tanks/watertank.dm | 2 +- code/game/objects/items/teleportation.dm | 2 +- code/game/objects/items/theft_tools.dm | 4 +- code/game/objects/items/tools/crowbar.dm | 2 +- code/game/objects/items/tools/screwdriver.dm | 2 +- code/game/objects/items/tools/weldingtool.dm | 10 +-- code/game/objects/items/tools/wirecutters.dm | 2 +- code/game/objects/items/tools/wrench.dm | 2 +- code/game/objects/items/vending_items.dm | 2 +- code/game/objects/items/weaponry.dm | 6 +- code/game/objects/obj_defense.dm | 34 ++++----- code/game/objects/objs.dm | 18 ++--- code/game/objects/structures.dm | 4 +- code/game/objects/structures/aliens.dm | 2 +- code/game/objects/structures/barsigns.dm | 2 +- .../structures/crates_lockers/closets.dm | 2 +- .../closets/secure/secure_closets.dm | 2 +- .../crates_lockers/crates/secure.dm | 2 +- code/game/objects/structures/displaycase.dm | 2 +- code/game/objects/structures/fireaxe.dm | 2 +- code/game/objects/structures/grille.dm | 8 +- code/game/objects/structures/holosign.dm | 12 +-- .../objects/structures/industrial_lift.dm | 12 +-- code/game/objects/structures/lattice.dm | 2 +- code/game/objects/structures/mineral_doors.dm | 2 +- .../objects/structures/plaques/_plaques.dm | 4 +- code/game/objects/structures/plasticflaps.dm | 2 +- code/game/objects/structures/signs/_signs.dm | 4 +- code/game/objects/structures/tables_racks.dm | 6 +- code/game/objects/structures/window.dm | 16 ++-- code/game/shuttle_engines.dm | 2 +- .../abductor/equipment/abduction_gear.dm | 6 +- .../blob/blobstrains/blazing_oil.dm | 6 +- .../blob/blobstrains/distributed_neurons.dm | 2 +- .../blob/blobstrains/electromagnetic_web.dm | 2 +- .../blob/blobstrains/energized_jelly.dm | 4 +- .../blob/blobstrains/explosive_lattice.dm | 4 +- .../blob/blobstrains/pressurized_slime.dm | 4 +- .../blob/blobstrains/reactive_spines.dm | 2 +- .../blob/blobstrains/shifting_fragments.dm | 2 +- .../blob/blobstrains/synchronous_mesh.dm | 2 +- .../antagonists/blob/structures/_blob.dm | 6 +- .../antagonists/blob/structures/core.dm | 4 +- .../antagonists/blob/structures/node.dm | 2 +- .../antagonists/blob/structures/shield.dm | 2 +- .../changeling/powers/mutations.dm | 8 +- code/modules/antagonists/cult/cult_items.dm | 20 ++--- .../eldritch_cult/eldritch_items.dm | 2 +- .../eldritch_cult/eldritch_magic.dm | 2 +- .../nukeop/equipment/nuclearbomb.dm | 2 +- .../atmospherics/machinery/airalarm.dm | 2 +- .../atmospherics/machinery/atmosmachinery.dm | 2 +- .../components/unary_devices/cryo.dm | 2 +- .../components/unary_devices/thermomachine.dm | 2 +- .../atmospherics/machinery/other/meter.dm | 2 +- .../machinery/portable/canister.dm | 2 +- .../portable/portable_atmospherics.dm | 2 +- .../awaymissions/mission_code/snowdin.dm | 2 +- code/modules/cargo/supplypod.dm | 2 +- code/modules/clothing/chameleon.dm | 20 ++--- code/modules/clothing/clothing.dm | 6 +- code/modules/clothing/glasses/_glasses.dm | 2 +- code/modules/clothing/gloves/color.dm | 2 +- code/modules/clothing/gloves/miscellaneous.dm | 10 +-- code/modules/clothing/head/beanie.dm | 2 +- code/modules/clothing/head/hardhat.dm | 2 +- code/modules/clothing/head/helmet.dm | 34 ++++----- code/modules/clothing/head/jobs.dm | 16 ++-- code/modules/clothing/head/misc.dm | 8 +- code/modules/clothing/head/misc_special.dm | 12 +-- code/modules/clothing/head/soft_caps.dm | 2 +- code/modules/clothing/masks/boxing.dm | 2 +- code/modules/clothing/masks/gasmask.dm | 6 +- code/modules/clothing/masks/miscellaneous.dm | 2 +- code/modules/clothing/shoes/miscellaneous.dm | 8 +- .../clothing/spacesuits/_spacesuits.dm | 4 +- .../modules/clothing/spacesuits/chronosuit.dm | 4 +- code/modules/clothing/spacesuits/hardsuit.dm | 74 +++++++++---------- .../clothing/spacesuits/miscellaneous.dm | 40 +++++----- code/modules/clothing/spacesuits/plasmamen.dm | 16 ++-- code/modules/clothing/spacesuits/syndi.dm | 4 +- code/modules/clothing/suits/_suits.dm | 2 +- code/modules/clothing/suits/armor.dm | 30 ++++---- code/modules/clothing/suits/bio.dm | 8 +- code/modules/clothing/suits/cloaks.dm | 8 +- code/modules/clothing/suits/jobs.dm | 4 +- code/modules/clothing/suits/labcoat.dm | 2 +- code/modules/clothing/suits/miscellaneous.dm | 44 +++++------ .../modules/clothing/suits/reactive_armour.dm | 2 +- code/modules/clothing/suits/utility.dm | 14 ++-- code/modules/clothing/suits/wiz_robe.dm | 16 ++-- code/modules/clothing/under/_under.dm | 2 +- code/modules/clothing/under/accessories.dm | 8 +- code/modules/clothing/under/costume.dm | 2 +- .../clothing/under/jobs/Plasmaman/command.dm | 10 +-- .../under/jobs/Plasmaman/engineering.dm | 4 +- .../clothing/under/jobs/Plasmaman/security.dm | 2 +- code/modules/clothing/under/jobs/cargo.dm | 2 +- .../clothing/under/jobs/civilian/civilian.dm | 2 +- code/modules/clothing/under/jobs/command.dm | 2 +- .../clothing/under/jobs/engineering.dm | 6 +- code/modules/clothing/under/jobs/medical.dm | 12 +-- code/modules/clothing/under/jobs/rnd.dm | 10 +-- code/modules/clothing/under/jobs/security.dm | 8 +- code/modules/clothing/under/miscellaneous.dm | 8 +- code/modules/clothing/under/syndicate.dm | 16 ++-- code/modules/clothing/under/trek.dm | 2 +- code/modules/events/holiday/xmas.dm | 2 +- code/modules/events/spacevine.dm | 6 +- .../food_and_drinks/drinks/drinks/bottle.dm | 4 +- code/modules/hydroponics/grown/flowers.dm | 4 +- code/modules/hydroponics/grown/nettle.dm | 2 +- code/modules/library/lib_items.dm | 2 +- .../modules/mining/equipment/explorer_gear.dm | 10 +-- .../mining/equipment/kinetic_crusher.dm | 4 +- .../mining/equipment/marker_beacons.dm | 2 +- .../mining/lavaland/necropolis_chests.dm | 2 +- .../modules/mob/living/carbon/damage_procs.dm | 2 +- .../mob/living/carbon/human/human_defense.dm | 30 ++++---- .../mob/living/carbon/human/species.dm | 4 +- .../carbon/human/species_types/golems.dm | 8 +- .../carbon/human/species_types/snail.dm | 2 +- .../living/carbon/monkey/monkey_defense.dm | 4 +- code/modules/mob/living/living.dm | 2 +- code/modules/mob/living/living_defense.dm | 6 +- .../living/simple_animal/animal_defense.dm | 4 +- .../mob/living/simple_animal/bot/mulebot.dm | 12 +-- .../simple_animal/hostile/dark_wizard.dm | 2 +- .../hostile/jungle/_jungle_mobs.dm | 2 +- .../simple_animal/hostile/jungle/seedling.dm | 2 +- .../hostile/megafauna/bubblegum.dm | 2 +- .../simple_animal/hostile/megafauna/drake.dm | 6 +- .../hostile/megafauna/hierophant.dm | 2 +- .../simple_animal/hostile/megafauna/legion.dm | 2 +- .../hostile/mining_mobs/basilisk.dm | 2 +- .../hostile/mining_mobs/elites/elite.dm | 4 +- .../simple_animal/hostile/space_dragon.dm | 8 +- .../computers/item/computer.dm | 2 +- .../computers/item/computer_damage.dm | 4 +- code/modules/ninja/suit/head.dm | 2 +- code/modules/ninja/suit/shoes.dm | 2 +- code/modules/ninja/suit/suit.dm | 2 +- code/modules/power/apc.dm | 2 +- code/modules/power/lighting.dm | 2 +- .../power/singularity/field_generator.dm | 4 +- code/modules/power/supermatter/supermatter.dm | 2 +- .../projectiles/ammunition/energy/_energy.dm | 4 +- .../guns/energy/kinetic_accelerator.dm | 2 +- .../projectiles/guns/misc/beam_rifle.dm | 8 +- code/modules/projectiles/projectile.dm | 6 +- code/modules/projectiles/projectile/beams.dm | 10 +-- .../modules/projectiles/projectile/bullets.dm | 2 +- .../projectiles/projectile/bullets/sniper.dm | 2 +- .../projectiles/projectile/energy/_energy.dm | 2 +- .../projectile/energy/nuclear_particle.dm | 2 +- code/modules/projectiles/projectile/magic.dm | 12 +-- .../projectiles/projectile/special/floral.dm | 6 +- .../projectiles/projectile/special/ion.dm | 2 +- .../projectiles/projectile/special/meteor.dm | 2 +- .../projectile/special/neurotoxin.dm | 2 +- .../projectile/special/temperature.dm | 2 +- .../reagents/reagent_containers/glass.dm | 4 +- code/modules/reagents/reagent_dispenser.dm | 2 +- code/modules/recycling/disposal/bin.dm | 2 +- code/modules/recycling/disposal/pipe.dm | 2 +- .../xenobiology/crossbreeding/_misc.dm | 2 +- .../xenobiology/crossbreeding/_weapons.dm | 2 +- .../modules/ruins/lavalandruin_code/puzzle.dm | 18 ++--- .../ruins/spaceruin_code/forgottenship.dm | 4 +- .../spells/spell_types/construct_spells.dm | 2 +- code/modules/surgery/bodyparts/_bodyparts.dm | 4 +- code/modules/swarmers/swarmer_objs.dm | 2 +- code/modules/vehicles/_vehicle.dm | 2 +- code/modules/vehicles/atv.dm | 2 +- code/modules/vehicles/cars/clowncar.dm | 2 +- code/modules/vehicles/secway.dm | 2 +- code/modules/vehicles/wheelchair.dm | 4 +- code/modules/vending/_vending.dm | 2 +- code/modules/vending/liberation.dm | 2 +- code/modules/vending/liberation_toy.dm | 2 +- code/modules/vending/magivend.dm | 2 +- code/modules/vending/medical.dm | 2 +- code/modules/vending/medical_wall.dm | 2 +- code/modules/vending/toys.dm | 2 +- code/modules/vending/youtool.dm | 2 +- code/modules/zombie/items.dm | 2 +- 278 files changed, 731 insertions(+), 700 deletions(-) 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() . = ..()