From c1a1683db68917dfee1bbe511c16f2b99d094a44 Mon Sep 17 00:00:00 2001 From: SkyratBot <59378654+SkyratBot@users.noreply.github.com> Date: Mon, 9 May 2022 02:16:27 +0200 Subject: [PATCH] [MIRROR] removes permeability, rolling it into bio armor [MDB IGNORE] (#13435) * removes permeability, rolling it into bio armor * e Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com> Co-authored-by: Gandalf <9026500+Gandalf2k15@users.noreply.github.com> --- .../RandomRuins/SpaceRuins/forgottenship.dmm | 4 +- _maps/shuttles/emergency_discoinferno.dmm | 2 +- code/datums/components/infective.dm | 14 +-- code/datums/diseases/_MobProcs.dm | 94 ++++++++----------- code/datums/diseases/_disease.dm | 4 +- code/datums/diseases/adrenal_crisis.dm | 2 +- code/datums/diseases/advance/advance.dm | 2 +- code/datums/diseases/cold.dm | 2 +- code/datums/diseases/flu.dm | 2 +- code/datums/diseases/fluspanish.dm | 2 +- code/datums/diseases/gbs.dm | 2 +- code/datums/diseases/heart_failure.dm | 2 +- code/datums/diseases/magnitis.dm | 2 +- code/datums/diseases/parasitic_infection.dm | 2 +- code/datums/diseases/pierrot_throat.dm | 2 +- code/datums/diseases/retrovirus.dm | 2 +- code/datums/diseases/rhumba_beat.dm | 2 +- code/datums/diseases/transformation.dm | 2 +- code/datums/diseases/wizarditis.dm | 2 +- code/datums/martial/krav_maga.dm | 3 +- code/game/machinery/buttons.dm | 2 +- code/game/machinery/deployable.dm | 2 +- code/game/machinery/doors/door.dm | 2 +- code/game/machinery/doors/firedoor.dm | 2 +- code/game/machinery/doors/poddoor.dm | 2 +- code/game/machinery/doors/shutters.dm | 2 +- code/game/machinery/doors/windowdoor.dm | 2 +- code/game/machinery/firealarm.dm | 2 +- code/game/machinery/prisongate.dm | 2 +- code/game/machinery/roulette_machine.dm | 2 +- code/game/machinery/spaceheater.dm | 2 +- code/game/objects/items.dm | 2 - .../items/devices/forcefieldprojector.dm | 2 +- code/game/objects/items/storage/secure.dm | 2 +- code/game/objects/structures/fireaxe.dm | 2 +- code/game/objects/structures/grille.dm | 2 +- code/game/objects/structures/mineral_doors.dm | 2 +- code/game/objects/structures/plasticflaps.dm | 2 +- code/game/objects/structures/railings.dm | 2 +- code/game/objects/structures/window.dm | 11 +-- .../antagonists/blob/blobstrains/_reagent.dm | 8 +- .../changeling/powers/mutations.dm | 8 +- .../antagonists/clown_ops/clown_weapons.dm | 6 +- code/modules/antagonists/cult/cult_items.dm | 6 +- .../antagonists/revenant/revenant_blight.dm | 2 +- .../atmospherics/machinery/airalarm.dm | 2 +- .../atmospherics/machinery/atmosmachinery.dm | 2 +- .../machinery/bluespace_vendor.dm | 2 +- .../components/electrolyzer/electrolyzer.dm | 2 +- .../gas_recipe_machines/crystallizer.dm | 2 +- .../unary_devices/bluespace_sender.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 | 6 +- code/modules/clothing/chameleon.dm | 9 +- code/modules/clothing/gloves/botany.dm | 3 +- code/modules/clothing/gloves/color.dm | 17 ++-- code/modules/clothing/gloves/combat.dm | 3 +- code/modules/clothing/gloves/plasmaman.dm | 2 - code/modules/clothing/gloves/tacklers.dm | 2 +- code/modules/clothing/head/hardhat.dm | 2 +- code/modules/clothing/head/hat.dm | 2 +- code/modules/clothing/masks/_masks.dm | 2 - code/modules/clothing/masks/boxing.dm | 2 +- code/modules/clothing/masks/breath.dm | 4 +- code/modules/clothing/masks/gasmask.dm | 8 +- code/modules/clothing/masks/muzzle.dm | 2 +- code/modules/clothing/masks/surgical.dm | 3 +- code/modules/clothing/shoes/_shoes.dm | 2 +- code/modules/clothing/shoes/boots.dm | 12 +-- code/modules/clothing/shoes/costume.dm | 2 +- code/modules/clothing/shoes/cowboy.dm | 6 +- code/modules/clothing/shoes/galoshes.dm | 3 +- code/modules/clothing/shoes/jumpboots.dm | 2 +- code/modules/clothing/shoes/magboots.dm | 2 +- code/modules/clothing/shoes/sandals.dm | 2 +- code/modules/clothing/shoes/sneakers.dm | 10 +- .../clothing/spacesuits/_spacesuits.dm | 2 - code/modules/clothing/suits/bio.dm | 2 - code/modules/clothing/suits/jobs.dm | 4 +- code/modules/clothing/suits/utility.dm | 9 +- code/modules/clothing/suits/wiz_robe.dm | 10 +- code/modules/clothing/under/_under.dm | 3 +- code/modules/clothing/under/costume.dm | 2 +- .../under/jobs/Plasmaman/civilian_service.dm | 1 - code/modules/clothing/under/jobs/cargo.dm | 2 +- code/modules/clothing/under/jobs/centcom.dm | 2 +- .../clothing/under/jobs/civilian/civilian.dm | 2 +- .../clothing/under/jobs/civilian/curator.dm | 2 +- code/modules/clothing/under/jobs/command.dm | 2 +- .../clothing/under/jobs/engineering.dm | 4 +- code/modules/clothing/under/jobs/medical.dm | 5 +- code/modules/clothing/under/jobs/rnd.dm | 5 +- code/modules/clothing/under/jobs/security.dm | 4 +- code/modules/clothing/under/miscellaneous.dm | 5 +- code/modules/clothing/under/syndicate.dm | 16 ++-- code/modules/clothing/under/trek.dm | 2 +- .../kitchen_machinery/deep_fryer.dm | 4 +- .../ruins/lavalandruin_code/puzzle.dm | 2 +- .../modules/mining/equipment/explorer_gear.dm | 4 +- .../mining/equipment/marker_beacons.dm | 2 +- .../modules/mining/lavaland/megafauna_loot.dm | 4 +- code/modules/mining/lavaland/tendril_loot.dm | 4 +- .../living/carbon/alien/humanoid/humanoid.dm | 3 - code/modules/mob/living/carbon/carbon.dm | 12 --- .../carbon/human/species_types/golems.dm | 2 +- code/modules/mob/living/living.dm | 4 - code/modules/mob/living/living_defense.dm | 2 +- .../simple_animal/hostile/space_dragon.dm | 2 +- code/modules/mod/mod_control.dm | 2 - code/modules/mod/mod_theme.dm | 3 - .../computers/item/computer.dm | 2 +- code/modules/ninja/suit/gloves.dm | 1 + code/modules/ninja/suit/head.dm | 2 +- code/modules/ninja/suit/shoes.dm | 3 +- code/modules/ninja/suit/suit.dm | 2 +- code/modules/power/apc/apc_main.dm | 2 +- code/modules/recycling/disposal/bin.dm | 2 +- code/modules/recycling/disposal/pipe.dm | 2 +- .../xenobiology/crossbreeding/_clothing.dm | 2 +- .../xenobiology/crossbreeding/_misc.dm | 2 +- .../customization/game/objects/items/balls.dm | 1 - .../modules/clothing/hands/hands.dm | 1 - .../modules/clothing/shoes/shoes.dm | 1 - .../code/trauma_team/trauma_team_outfit.dm | 1 - .../modular_items/code/thieving_gloves.dm | 1 - .../code/peacekeeper/peacekeeper_clothing.dm | 2 - .../stormtrooper/code/stormtrooper_clothes.dm | 1 - 130 files changed, 214 insertions(+), 304 deletions(-) diff --git a/_maps/RandomRuins/SpaceRuins/forgottenship.dmm b/_maps/RandomRuins/SpaceRuins/forgottenship.dmm index 4b6e77ad1b9..5a21bb679fb 100644 --- a/_maps/RandomRuins/SpaceRuins/forgottenship.dmm +++ b/_maps/RandomRuins/SpaceRuins/forgottenship.dmm @@ -764,7 +764,7 @@ /area/ruin/space/has_grav/syndicate_forgotten_ship) "cp" = ( /obj/machinery/door/window{ - armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "fire" = 70, "acid" = 100); + armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 0, "fire" = 70, "acid" = 100); name = "Control room"; req_one_access_txt = "150" }, @@ -1152,7 +1152,7 @@ }, /obj/structure/fans/tiny, /obj/machinery/door/airlock/grunge{ - armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "fire" = 90, "acid" = 90); + armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 0, "fire" = 90, "acid" = 90); desc = "Vault airlock preventing air from going out."; name = "Syndicate Vault Airlock"; req_one_access_txt = "150" diff --git a/_maps/shuttles/emergency_discoinferno.dmm b/_maps/shuttles/emergency_discoinferno.dmm index 9199e9b81fe..c602d544a37 100644 --- a/_maps/shuttles/emergency_discoinferno.dmm +++ b/_maps/shuttles/emergency_discoinferno.dmm @@ -105,7 +105,7 @@ name = "Disco Inferno" }, /obj/machinery/door/airlock/gold{ - armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "fire" = 100, "acid" = 100); + armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 0, "fire" = 100, "acid" = 100); heat_proof = 1; resistance_flags = 2 }, diff --git a/code/datums/components/infective.dm b/code/datums/components/infective.dm index 3656f9eb388..436a769d9e2 100644 --- a/code/datums/components/infective.dm +++ b/code/datums/components/infective.dm @@ -97,18 +97,18 @@ /datum/component/infective/proc/try_infect_equipped(datum/source, mob/living/L, slot) SIGNAL_HANDLER - var/old_permeability + var/old_bio_armor if(isitem(parent)) - //if you are putting an infective item on, it obviously will not protect you, so set its permeability high enough that it will never block ContactContractDisease() - var/obj/item/I = parent - old_permeability = I.permeability_coefficient - I.permeability_coefficient = 1.01 + //if you are putting an infective item on, it obviously will not protect you, so set its bio armor low enough that it will never block ContactContractDisease() + var/obj/item/equipped_item = parent + old_bio_armor = equipped_item.armor.getRating(BIO) + equipped_item.armor.setRating(bio = 0) try_infect(L, slot2body_zone(slot)) if(isitem(parent)) - var/obj/item/I = parent - I.permeability_coefficient = old_permeability + var/obj/item/equipped_item = parent + equipped_item.armor.setRating(bio = old_bio_armor) /datum/component/infective/proc/try_infect_crossed(datum/source, atom/movable/arrived, atom/old_loc, list/atom/old_locs) SIGNAL_HANDLER diff --git a/code/datums/diseases/_MobProcs.dm b/code/datums/diseases/_MobProcs.dm index e20fb3ba1c9..024f1ee94f2 100644 --- a/code/datums/diseases/_MobProcs.dm +++ b/code/datums/diseases/_MobProcs.dm @@ -32,84 +32,68 @@ D.try_infect(src) -/mob/living/carbon/ContactContractDisease(datum/disease/D, target_zone) - if(!CanContractDisease(D)) +/mob/living/carbon/ContactContractDisease(datum/disease/disease, target_zone) + if(!CanContractDisease(disease)) return FALSE - var/obj/item/clothing/Cl = null var/passed = TRUE - var/head_ch = 80 - var/body_ch = 100 - var/hands_ch = 35 - var/feet_ch = 15 + var/head_chance = 80 + var/body_chance = 100 + var/hands_chance = 35/2 + var/feet_chance = 15/2 - if(prob(15/D.permeability_mod)) + if(prob(15/disease.spreading_modifier)) return if(satiety>0 && prob(satiety/10)) // positive satiety makes it harder to contract the disease. return - //Lefts and rights do not matter for arms and legs, they both run the same checks if(!target_zone) - target_zone = pick(head_ch;BODY_ZONE_HEAD,body_ch;BODY_ZONE_CHEST,hands_ch;BODY_ZONE_L_ARM,feet_ch;BODY_ZONE_L_LEG) + target_zone = pick_weight(list( + BODY_ZONE_HEAD = head_chance, + BODY_ZONE_CHEST = body_chance, + BODY_ZONE_R_ARM = hands_chance, + BODY_ZONE_L_ARM = hands_chance, + BODY_ZONE_R_LEG = feet_chance, + BODY_ZONE_L_LEG = feet_chance, + )) else target_zone = check_zone(target_zone) - - - if(ismonkey(src)) - var/mob/living/carbon/human/M = src - switch(target_zone) - if(BODY_ZONE_HEAD) - if(M.wear_mask && isobj(M.wear_mask)) - Cl = M.wear_mask - passed = prob((Cl.permeability_coefficient*100) - 1) - - else if(ishuman(src)) - var/mob/living/carbon/human/H = src + if(ishuman(src)) + var/mob/living/carbon/human/infecting_human = src switch(target_zone) if(BODY_ZONE_HEAD) - if(isobj(H.head) && !istype(H.head, /obj/item/paper)) - Cl = H.head - passed = prob((Cl.permeability_coefficient*100) - 1) - if(passed && isobj(H.wear_mask)) - Cl = H.wear_mask - passed = prob((Cl.permeability_coefficient*100) - 1) - if(passed && isobj(H.wear_neck)) - Cl = H.wear_neck - passed = prob((Cl.permeability_coefficient*100) - 1) + if(isobj(infecting_human.head)) + passed = prob(100-infecting_human.head.armor.getRating(BIO)) + if(passed && isobj(infecting_human.wear_mask)) + passed = prob(100-infecting_human.wear_mask.armor.getRating(BIO)) + if(passed && isobj(infecting_human.wear_neck)) + passed = prob(100-infecting_human.wear_neck.armor.getRating(BIO)) if(BODY_ZONE_CHEST) - if(isobj(H.wear_suit)) - Cl = H.wear_suit - passed = prob((Cl.permeability_coefficient*100) - 1) - if(passed && isobj(ITEM_SLOT_ICLOTHING)) - Cl = ITEM_SLOT_ICLOTHING - passed = prob((Cl.permeability_coefficient*100) - 1) + if(isobj(infecting_human.wear_suit)) + passed = prob(100-infecting_human.wear_suit.armor.getRating(BIO)) + if(passed && isobj(infecting_human.w_uniform)) + passed = prob(100-infecting_human.w_uniform.armor.getRating(BIO)) if(BODY_ZONE_L_ARM, BODY_ZONE_R_ARM) - if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&HANDS) - Cl = H.wear_suit - passed = prob((Cl.permeability_coefficient*100) - 1) - - if(passed && isobj(H.gloves)) - Cl = H.gloves - passed = prob((Cl.permeability_coefficient*100) - 1) + if(isobj(infecting_human.wear_suit) && infecting_human.wear_suit.body_parts_covered&HANDS) + passed = prob(100-infecting_human.wear_suit.armor.getRating(BIO)) + if(passed && isobj(infecting_human.gloves)) + passed = prob(100-infecting_human.gloves.armor.getRating(BIO)) if(BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) - if(isobj(H.wear_suit) && H.wear_suit.body_parts_covered&FEET) - Cl = H.wear_suit - passed = prob((Cl.permeability_coefficient*100) - 1) - - if(passed && isobj(H.shoes)) - Cl = H.shoes - passed = prob((Cl.permeability_coefficient*100) - 1) + if(isobj(infecting_human.wear_suit) && infecting_human.wear_suit.body_parts_covered&FEET) + passed = prob(100-infecting_human.wear_suit.armor.getRating(BIO)) + if(passed && isobj(infecting_human.shoes)) + passed = prob(100-infecting_human.shoes.armor.getRating(BIO)) if(passed) - D.try_infect(src) + disease.try_infect(src) -/mob/living/proc/AirborneContractDisease(datum/disease/D, force_spread) - if( ((D.spread_flags & DISEASE_SPREAD_AIRBORNE) || force_spread) && prob((50*D.permeability_mod) - 1)) - ForceContractDisease(D) +/mob/living/proc/AirborneContractDisease(datum/disease/disease, force_spread) + if(((disease.spread_flags & DISEASE_SPREAD_AIRBORNE) || force_spread) && prob((50*disease.spreading_modifier) - 1)) + ForceContractDisease(disease) /mob/living/carbon/AirborneContractDisease(datum/disease/D, force_spread) if(internal) diff --git a/code/datums/diseases/_disease.dm b/code/datums/diseases/_disease.dm index 2306f13407c..f767ef7d747 100644 --- a/code/datums/diseases/_disease.dm +++ b/code/datums/diseases/_disease.dm @@ -28,7 +28,7 @@ var/cure_chance = 4 var/carrier = FALSE //If our host is only a carrier var/bypasses_immunity = FALSE //Does it skip species virus immunity check? Some things may diseases and not viruses - var/permeability_mod = 1 + var/spreading_modifier = 1 var/severity = DISEASE_SEVERITY_NONTHREAT var/list/required_organs = list() var/needs_all_cures = TRUE @@ -147,7 +147,7 @@ //note that stage is not copied over - the copy starts over at stage 1 var/static/list/copy_vars = list("name", "visibility_flags", "disease_flags", "spread_flags", "form", "desc", "agent", "spread_text", "cure_text", "max_stages", "stage_prob", "viable_mobtypes", "cures", "infectivity", "cure_chance", - "bypasses_immunity", "permeability_mod", "severity", "required_organs", "needs_all_cures", "strain_data", + "bypasses_immunity", "spreading_modifier", "severity", "required_organs", "needs_all_cures", "strain_data", "infectable_biotypes", "process_dead") var/datum/disease/D = copy_type ? new copy_type() : new type() diff --git a/code/datums/diseases/adrenal_crisis.dm b/code/datums/diseases/adrenal_crisis.dm index 9fe40fb6354..5fd9a138981 100644 --- a/code/datums/diseases/adrenal_crisis.dm +++ b/code/datums/diseases/adrenal_crisis.dm @@ -7,7 +7,7 @@ cure_chance = 10 agent = "Shitty Adrenal Glands" viable_mobtypes = list(/mob/living/carbon/human) - permeability_mod = 1 + spreading_modifier = 1 desc = "If left untreated the subject will suffer from lethargy, dizziness and periodic loss of conciousness." severity = DISEASE_SEVERITY_MEDIUM disease_flags = CAN_CARRY|CAN_RESIST diff --git a/code/datums/diseases/advance/advance.dm b/code/datums/diseases/advance/advance.dm index cf9b40693af..4638cc01fbd 100644 --- a/code/datums/diseases/advance/advance.dm +++ b/code/datums/diseases/advance/advance.dm @@ -253,7 +253,7 @@ else SetSpread(DISEASE_SPREAD_BLOOD) - permeability_mod = max(CEILING(0.4 * properties["transmittable"], 1), 1) + spreading_modifier = max(CEILING(0.4 * properties["transmittable"], 1), 1) cure_chance = clamp(7.5 - (0.5 * properties["resistance"]), 5, 10) // can be between 5 and 10 stage_prob = max(0.5 * properties["stage_rate"], 1) SetSeverity(properties["severity"]) diff --git a/code/datums/diseases/cold.dm b/code/datums/diseases/cold.dm index d40b307caf1..61b79b43e7d 100644 --- a/code/datums/diseases/cold.dm +++ b/code/datums/diseases/cold.dm @@ -5,7 +5,7 @@ cures = list(/datum/reagent/medicine/spaceacillin) agent = "XY-rhinovirus" viable_mobtypes = list(/mob/living/carbon/human) - permeability_mod = 0.5 + spreading_modifier = 0.5 desc = "If left untreated the subject will contract the flu." severity = DISEASE_SEVERITY_NONTHREAT diff --git a/code/datums/diseases/flu.dm b/code/datums/diseases/flu.dm index 38f18fba44c..33335160e9c 100644 --- a/code/datums/diseases/flu.dm +++ b/code/datums/diseases/flu.dm @@ -7,7 +7,7 @@ cure_chance = 5 agent = "H13N1 flu virion" viable_mobtypes = list(/mob/living/carbon/human) - permeability_mod = 0.75 + spreading_modifier = 0.75 desc = "If left untreated the subject will feel quite unwell." severity = DISEASE_SEVERITY_MINOR diff --git a/code/datums/diseases/fluspanish.dm b/code/datums/diseases/fluspanish.dm index 85998123bdc..d13352b7604 100644 --- a/code/datums/diseases/fluspanish.dm +++ b/code/datums/diseases/fluspanish.dm @@ -7,7 +7,7 @@ cure_chance = 5 agent = "1nqu1s1t10n flu virion" viable_mobtypes = list(/mob/living/carbon/human) - permeability_mod = 0.75 + spreading_modifier = 0.75 desc = "If left untreated the subject will burn to death for being a heretic." severity = DISEASE_SEVERITY_DANGEROUS diff --git a/code/datums/diseases/gbs.dm b/code/datums/diseases/gbs.dm index 524b547ac00..df3889f06df 100644 --- a/code/datums/diseases/gbs.dm +++ b/code/datums/diseases/gbs.dm @@ -9,7 +9,7 @@ agent = "Gravitokinetic Bipotential SADS+" viable_mobtypes = list(/mob/living/carbon/human) disease_flags = CAN_CARRY|CAN_RESIST|CURABLE - permeability_mod = 1 + spreading_modifier = 1 severity = DISEASE_SEVERITY_BIOHAZARD /datum/disease/gbs/stage_act(delta_time, times_fired) diff --git a/code/datums/diseases/heart_failure.dm b/code/datums/diseases/heart_failure.dm index 8bf8c5e9475..037774cef88 100644 --- a/code/datums/diseases/heart_failure.dm +++ b/code/datums/diseases/heart_failure.dm @@ -6,7 +6,7 @@ cure_text = "Heart replacement surgery to cure. Defibrillation (or as a last resort, uncontrolled electric shocking) may also be effective after the onset of cardiac arrest. Penthrite can also mitigate cardiac arrest." agent = "Shitty Heart" viable_mobtypes = list(/mob/living/carbon/human) - permeability_mod = 1 + spreading_modifier = 1 desc = "If left untreated the subject will die!" severity = "Dangerous!" disease_flags = CAN_CARRY|CAN_RESIST diff --git a/code/datums/diseases/magnitis.dm b/code/datums/diseases/magnitis.dm index 243cdd56bc2..8118dac6f60 100644 --- a/code/datums/diseases/magnitis.dm +++ b/code/datums/diseases/magnitis.dm @@ -7,7 +7,7 @@ agent = "Fukkos Miracos" viable_mobtypes = list(/mob/living/carbon/human) disease_flags = CAN_CARRY|CAN_RESIST|CURABLE - permeability_mod = 0.75 + spreading_modifier = 0.75 desc = "This disease disrupts the magnetic field of your body, making it act as if a powerful magnet. Injections of iron help stabilize the field." severity = DISEASE_SEVERITY_MEDIUM infectable_biotypes = MOB_ORGANIC|MOB_ROBOTIC diff --git a/code/datums/diseases/parasitic_infection.dm b/code/datums/diseases/parasitic_infection.dm index c3c83879286..9fc8dccb971 100644 --- a/code/datums/diseases/parasitic_infection.dm +++ b/code/datums/diseases/parasitic_infection.dm @@ -6,7 +6,7 @@ agent = "Consuming Live Parasites" spread_text = "Non-Biological" viable_mobtypes = list(/mob/living/carbon/human) - permeability_mod = 1 + spreading_modifier = 1 desc = "If left untreated the subject will passively lose nutrients, and eventually lose their liver." severity = DISEASE_SEVERITY_HARMFUL disease_flags = CAN_CARRY|CAN_RESIST diff --git a/code/datums/diseases/pierrot_throat.dm b/code/datums/diseases/pierrot_throat.dm index c725aa20a29..8cb50a70739 100644 --- a/code/datums/diseases/pierrot_throat.dm +++ b/code/datums/diseases/pierrot_throat.dm @@ -7,7 +7,7 @@ cure_chance = 50 agent = "H0NI<42 Virus" viable_mobtypes = list(/mob/living/carbon/human) - permeability_mod = 0.75 + spreading_modifier = 0.75 desc = "If left untreated the subject will probably drive others to insanity." severity = DISEASE_SEVERITY_MEDIUM diff --git a/code/datums/diseases/retrovirus.dm b/code/datums/diseases/retrovirus.dm index 7cbcbb97394..76f9cb2ed9c 100644 --- a/code/datums/diseases/retrovirus.dm +++ b/code/datums/diseases/retrovirus.dm @@ -9,7 +9,7 @@ viable_mobtypes = list(/mob/living/carbon/human) desc = "A DNA-altering retrovirus that scrambles the structural and unique enzymes of a host constantly." severity = DISEASE_SEVERITY_HARMFUL - permeability_mod = 0.4 + spreading_modifier = 0.4 stage_prob = 1 var/restcure = 0 diff --git a/code/datums/diseases/rhumba_beat.dm b/code/datums/diseases/rhumba_beat.dm index 47138170764..816fc191113 100644 --- a/code/datums/diseases/rhumba_beat.dm +++ b/code/datums/diseases/rhumba_beat.dm @@ -7,7 +7,7 @@ cures = list("plasma") agent = "Unknown" viable_mobtypes = list(/mob/living/carbon/human) - permeability_mod = 1 + spreading_modifier = 1 severity = DISEASE_SEVERITY_BIOHAZARD /datum/disease/rhumba_beat/stage_act(delta_time, times_fired) diff --git a/code/datums/diseases/transformation.dm b/code/datums/diseases/transformation.dm index f344a3431c9..cd0ddcb914c 100644 --- a/code/datums/diseases/transformation.dm +++ b/code/datums/diseases/transformation.dm @@ -104,7 +104,7 @@ spread_text = "Unknown" spread_flags = DISEASE_SPREAD_NON_CONTAGIOUS viable_mobtypes = list(/mob/living/carbon/human) - permeability_mod = 1 + spreading_modifier = 1 cure_chance = 0.5 disease_flags = CAN_CARRY|CAN_RESIST desc = "A neutered but still dangerous descendent of the ancient \"Jungle Fever\", victims will eventually genetically backtrack into a primate. \ diff --git a/code/datums/diseases/wizarditis.dm b/code/datums/diseases/wizarditis.dm index 8dc530208b1..9e098c80077 100644 --- a/code/datums/diseases/wizarditis.dm +++ b/code/datums/diseases/wizarditis.dm @@ -8,7 +8,7 @@ agent = "Rincewindus Vulgaris" viable_mobtypes = list(/mob/living/carbon/human) disease_flags = CAN_CARRY|CAN_RESIST|CURABLE - permeability_mod = 0.75 + spreading_modifier = 0.75 desc = "Some speculate that this virus is the cause of the Space Wizard Federation's existence. Subjects affected show the signs of brain damage, yelling obscure sentences or total gibberish. On late stages subjects sometime express the feelings of inner power, and, cite, 'the ability to control the forces of cosmos themselves!' A gulp of strong, manly spirits usually reverts them to normal, humanlike, condition." severity = DISEASE_SEVERITY_HARMFUL required_organs = list(/obj/item/bodypart/head) diff --git a/code/datums/martial/krav_maga.dm b/code/datums/martial/krav_maga.dm index df491f5a0f7..488807dcfb3 100644 --- a/code/datums/martial/krav_maga.dm +++ b/code/datums/martial/krav_maga.dm @@ -209,11 +209,10 @@ icon_state = "black" inhand_icon_state = "blackgloves" siemens_coefficient = 0 - permeability_coefficient = 0.05 strip_delay = 80 cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT 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, FIRE = 80, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 80, ACID = 50) diff --git a/code/game/machinery/buttons.dm b/code/game/machinery/buttons.dm index 17fbc268f80..cef47083dc7 100644 --- a/code/game/machinery/buttons.dm +++ b/code/game/machinery/buttons.dm @@ -11,7 +11,7 @@ var/id = null var/initialized_button = 0 var/silicon_access_disabled = FALSE - armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, FIRE = 90, ACID = 70) + armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 0, FIRE = 90, ACID = 70) idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.02 resistance_flags = LAVA_PROOF | FIRE_PROOF diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm index 6a3ff985bb7..73e10c26882 100644 --- a/code/game/machinery/deployable.dm +++ b/code/game/machinery/deployable.dm @@ -124,7 +124,7 @@ anchored = FALSE max_integrity = 180 proj_pass_rate = 20 - armor = list(MELEE = 10, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, FIRE = 10, ACID = 0) + armor = list(MELEE = 10, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 0, FIRE = 10, ACID = 0) var/deploy_time = 40 var/deploy_message = TRUE diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index 18b598325fd..6b086cc0af9 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -12,7 +12,7 @@ power_channel = AREA_USAGE_ENVIRON pass_flags_self = PASSDOORS max_integrity = 350 - armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 80, ACID = 70) + armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 0, FIRE = 80, ACID = 70) can_atmos_pass = ATMOS_PASS_DENSITY flags_1 = PREVENT_CLICK_UNDER_1 receive_ricochet_chance_mod = 0.8 diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm index ee090b8c122..95450087e8f 100644 --- a/code/game/machinery/doors/firedoor.dm +++ b/code/game/machinery/doors/firedoor.dm @@ -20,7 +20,7 @@ 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, FIRE = 95, ACID = 70) + armor = list(MELEE = 10, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 30, BIO = 0, 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 COOLDOWN_DECLARE(activation_cooldown) diff --git a/code/game/machinery/doors/poddoor.dm b/code/game/machinery/doors/poddoor.dm index 7ba9b807caf..9c332d378c0 100644 --- a/code/game/machinery/doors/poddoor.dm +++ b/code/game/machinery/doors/poddoor.dm @@ -10,7 +10,7 @@ heat_proof = TRUE safe = FALSE max_integrity = 600 - armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 100, ACID = 70) + armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 0, FIRE = 100, ACID = 70) resistance_flags = FIRE_PROOF damage_deflection = 70 can_open_with_hands = FALSE diff --git a/code/game/machinery/doors/shutters.dm b/code/game/machinery/doors/shutters.dm index 992f5a17705..664fe25cb83 100644 --- a/code/game/machinery/doors/shutters.dm +++ b/code/game/machinery/doors/shutters.dm @@ -6,7 +6,7 @@ layer = SHUTTER_LAYER closingLayer = SHUTTER_LAYER damage_deflection = 20 - armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 75, BOMB = 25, BIO = 100, FIRE = 100, ACID = 70) + armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 75, BOMB = 25, BIO = 0, FIRE = 100, ACID = 70) max_integrity = 100 recipe_type = /datum/crafting_recipe/shutters diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index b6464443065..9db80d4c5f8 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, FIRE = 70, ACID = 100) + armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 0, FIRE = 70, ACID = 100) visible = FALSE flags_1 = ON_BORDER_1 opacity = FALSE diff --git a/code/game/machinery/firealarm.dm b/code/game/machinery/firealarm.dm index ef7669cb6a8..7a5fad78b1b 100644 --- a/code/game/machinery/firealarm.dm +++ b/code/game/machinery/firealarm.dm @@ -17,7 +17,7 @@ icon_state = "fire0" max_integrity = 250 integrity_failure = 0.4 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 90, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 90, ACID = 30) idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05 active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.02 power_channel = AREA_USAGE_ENVIRON diff --git a/code/game/machinery/prisongate.dm b/code/game/machinery/prisongate.dm index 8237959f543..396ce3fa158 100644 --- a/code/game/machinery/prisongate.dm +++ b/code/game/machinery/prisongate.dm @@ -8,7 +8,7 @@ /// roughly the same health/armor as an airlock max_integrity = 450 damage_deflection = 30 - armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 80, ACID = 70) + armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 0, FIRE = 80, ACID = 70) use_power = IDLE_POWER_USE power_channel = AREA_USAGE_EQUIP idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05 diff --git a/code/game/machinery/roulette_machine.dm b/code/game/machinery/roulette_machine.dm index 59bfc3602a9..3ca95b8cfab 100644 --- a/code/game/machinery/roulette_machine.dm +++ b/code/game/machinery/roulette_machine.dm @@ -26,7 +26,7 @@ density = TRUE anchored = FALSE max_integrity = 500 - armor = list(MELEE = 45, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 10, BIO = 30, FIRE = 30, ACID = 30) + armor = list(MELEE = 45, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 10, BIO = 0, 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/spaceheater.dm b/code/game/machinery/spaceheater.dm index ee91c55c750..dd864fd39ab 100644 --- a/code/game/machinery/spaceheater.dm +++ b/code/game/machinery/spaceheater.dm @@ -13,7 +13,7 @@ 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, FIRE = 80, ACID = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, 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/objects/items.dm b/code/game/objects/items.dm index 112729f70bf..c036e5b6304 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -123,8 +123,6 @@ GLOBAL_DATUM_INIT(fire_overlay, /mutable_appearance, mutable_appearance('icons/e ///What body parts are covered by the clothing when you wear it var/body_parts_covered = 0 - /// How likely a disease or chemical is to get through a piece of clothing - var/permeability_coefficient = 1 /// for electrical admittance/conductance (electrocution checks and shit) var/siemens_coefficient = 1 /// How much clothing is slowing you down. Negative values speeds you up diff --git a/code/game/objects/items/devices/forcefieldprojector.dm b/code/game/objects/items/devices/forcefieldprojector.dm index 0a46b63e6cc..79993a63f7c 100644 --- a/code/game/objects/items/devices/forcefieldprojector.dm +++ b/code/game/objects/items/devices/forcefieldprojector.dm @@ -104,7 +104,7 @@ mouse_opacity = MOUSE_OPACITY_OPAQUE resistance_flags = INDESTRUCTIBLE can_atmos_pass = ATMOS_PASS_DENSITY - armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 100, FIRE = 100, ACID = 100) + armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 0, 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/storage/secure.dm b/code/game/objects/items/storage/secure.dm index 01d459632cb..89cd747da22 100644 --- a/code/game/objects/items/storage/secure.dm +++ b/code/game/objects/items/storage/secure.dm @@ -208,7 +208,7 @@ MAPPING_DIRECTIONAL_HELPERS(/obj/item/storage/secure/safe, 32) It is made out of the same material as the station's Black Box and is designed to resist all conventional weaponry. \ There appears to be a small amount of surface corrosion. It doesn't look like it could withstand much of an explosion." can_hack_open = FALSE - armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 70, BIO = 100, FIRE = 80, ACID = 70) + armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 70, BIO = 0, FIRE = 80, ACID = 70) max_integrity = 300 color = "#ffdd33" diff --git a/code/game/objects/structures/fireaxe.dm b/code/game/objects/structures/fireaxe.dm index 71bfbb2a4f1..5d0b07a9b20 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, FIRE = 90, ACID = 50) + armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, 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 dfb5733fdfa..02936b50c64 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -12,7 +12,7 @@ pass_flags_self = PASSGRILLE flags_1 = CONDUCT_1 pressure_resistance = 5*ONE_ATMOSPHERE - armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 0, ACID = 0) + armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 0, ACID = 0) max_integrity = 50 integrity_failure = 0.4 var/rods_type = /obj/item/stack/rods diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm index 0f709dcd547..35fad6d07e0 100644 --- a/code/game/objects/structures/mineral_doors.dm +++ b/code/game/objects/structures/mineral_doors.dm @@ -12,7 +12,7 @@ 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, FIRE = 50, ACID = 50) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 50, ACID = 50) can_atmos_pass = ATMOS_PASS_DENSITY rad_insulation = RAD_MEDIUM_INSULATION material_flags = MATERIAL_EFFECTS diff --git a/code/game/objects/structures/plasticflaps.dm b/code/game/objects/structures/plasticflaps.dm index 20e57f5f290..184f1f5ef84 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 OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE icon_state = "plasticflaps" - armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 50, ACID = 50) + armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 0, FIRE = 50, ACID = 50) density = FALSE anchored = TRUE can_atmos_pass = ATMOS_PASS_NO diff --git a/code/game/objects/structures/railings.dm b/code/game/objects/structures/railings.dm index c3d4e42752e..0d570f8e18c 100644 --- a/code/game/objects/structures/railings.dm +++ b/code/game/objects/structures/railings.dm @@ -8,7 +8,7 @@ anchored = TRUE pass_flags_self = LETPASSTHROW|PASSSTRUCTURE /// armor more or less consistent with grille. max_integrity about one time and a half that of a grille. - armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 0, ACID = 0) + armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 0, ACID = 0) max_integrity = 75 var/climbable = TRUE diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index ab9ee89831b..3b802ad56f0 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -400,8 +400,7 @@ icon_state = "rwindow" reinf = TRUE heat_resistance = 1600 - //armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 80, ACID = 100) //ORIGINAL - armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 80, ACID = 100) + armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 0, FIRE = 80, ACID = 100) // SKYRAT EDIT CHANGE max_integrity = 75 explosion_block = 1 damage_deflection = 11 @@ -514,7 +513,7 @@ icon_state = "plasmawindow" reinf = FALSE heat_resistance = 25000 - armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, FIRE = 99, ACID = 100) + armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 0, FIRE = 99, ACID = 100) max_integrity = 200 explosion_block = 1 glass_type = /obj/item/stack/sheet/plasmaglass @@ -551,7 +550,7 @@ icon_state = "plasmarwindow" reinf = TRUE heat_resistance = 50000 - armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, FIRE = 99, ACID = 100) + armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, FIRE = 99, ACID = 100) max_integrity = 500 damage_deflection = 21 explosion_block = 2 @@ -679,7 +678,7 @@ 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, FIRE = 80, ACID = 100) + armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 100) smoothing_flags = SMOOTH_BITMASK smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE) canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE) @@ -709,7 +708,7 @@ 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, FIRE = 80, ACID = 100) + armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 100) smoothing_flags = SMOOTH_BITMASK smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS, SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM) canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_PLASTITANIUM) diff --git a/code/modules/antagonists/blob/blobstrains/_reagent.dm b/code/modules/antagonists/blob/blobstrains/_reagent.dm index 7ecee4f6290..424fb6ba3f3 100644 --- a/code/modules/antagonists/blob/blobstrains/_reagent.dm +++ b/code/modules/antagonists/blob/blobstrains/_reagent.dm @@ -7,13 +7,13 @@ /datum/blobstrain/reagent/attack_living(mob/living/L) - var/mob_protection = L.get_permeability_protection() - reagent.expose_mob(L, VAPOR, BLOB_REAGENTATK_VOL, 1, mob_protection, overmind) + var/mob_protection = L.getarmor(null, BIO) * 0.01 + reagent.expose_mob(L, VAPOR, BLOB_REAGENTATK_VOL, TRUE, mob_protection, overmind) send_message(L) /datum/blobstrain/reagent/blobbernaut_attack(mob/living/L) - var/mob_protection = L.get_permeability_protection() - reagent.expose_mob(L, VAPOR, BLOBMOB_BLOBBERNAUT_REAGENTATK_VOL+blobbernaut_reagentatk_bonus, 0, mob_protection, overmind)//this will do between 10 and 20 damage(reduced by mob protection), depending on chemical, plus 4 from base brute damage. + var/mob_protection = L.getarmor(null, BIO) * 0.01 + reagent.expose_mob(L, VAPOR, BLOBMOB_BLOBBERNAUT_REAGENTATK_VOL+blobbernaut_reagentatk_bonus, FALSE, mob_protection, overmind)//this will do between 10 and 20 damage(reduced by mob protection), depending on chemical, plus 4 from base brute damage. /datum/blobstrain/reagent/on_sporedeath(mob/living/spore) spore.reagents.add_reagent(reagent.type, 10) diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm index fd4ef370625..e12c5105063 100644 --- a/code/modules/antagonists/changeling/powers/mutations.dm +++ b/code/modules/antagonists/changeling/powers/mutations.dm @@ -476,7 +476,7 @@ 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, FIRE = 90, ACID = 90) //No armor at all. + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 90, ACID = 90) //No armor at all. actions_types = list() cell = null show_hud = FALSE @@ -504,7 +504,7 @@ 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, FIRE = 90, ACID = 90) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 90, ACID = 90) flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH /obj/item/clothing/head/helmet/space/changeling/Initialize(mapload) @@ -535,7 +535,7 @@ 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, FIRE = 90, ACID = 90) + armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 10, FIRE = 90, ACID = 90) flags_inv = HIDEJUMPSUIT cold_protection = 0 heat_protection = 0 @@ -551,7 +551,7 @@ 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, FIRE = 90, ACID = 90) + armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 10, FIRE = 90, ACID = 90) flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT /obj/item/clothing/head/helmet/changeling/Initialize(mapload) diff --git a/code/modules/antagonists/clown_ops/clown_weapons.dm b/code/modules/antagonists/clown_ops/clown_weapons.dm index 8cca7534d0a..3c5584c894f 100644 --- a/code/modules/antagonists/clown_ops/clown_weapons.dm +++ b/code/modules/antagonists/clown_ops/clown_weapons.dm @@ -17,10 +17,9 @@ 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, FIRE = 70, ACID = 50) + armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 90, FIRE = 70, ACID = 50) strip_delay = 70 resistance_flags = NONE - permeability_coefficient = 0.05 pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes /// Recharging rate in PPS (peels per second) @@ -32,10 +31,9 @@ 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, FIRE = 70, ACID = 50) + armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 50, FIRE = 90, ACID = 50) strip_delay = 70 resistance_flags = NONE - permeability_coefficient = 0.05 pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes always_noslip = TRUE diff --git a/code/modules/antagonists/cult/cult_items.dm b/code/modules/antagonists/cult/cult_items.dm index 9007bba2ba7..77d5eae5282 100644 --- a/code/modules/antagonists/cult/cult_items.dm +++ b/code/modules/antagonists/cult/cult_items.dm @@ -400,7 +400,7 @@ Striking a noncultist, however, will tear their flesh."} inhand_icon_state = "cult_armor" w_class = WEIGHT_CLASS_BULKY allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals) - armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 30, FIRE = 100, ACID = 100) + armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100) hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/hardened clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL flags_inv = HIDEGLOVES | HIDESHOES | HIDEJUMPSUIT @@ -413,7 +413,7 @@ Striking a noncultist, however, will tear their flesh."} 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 = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 30, FIRE = 100, ACID = 100) + armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100) clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT | PLASMAMAN_HELMET_EXEMPT flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT @@ -473,7 +473,7 @@ Striking a noncultist, however, will tear their flesh."} 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, FIRE = 0, ACID = 0) + armor = list(MELEE = -45, BULLET = -45, LASER = -45,ENERGY = -55, BOMB = -45, BIO = 0, FIRE = 0, ACID = 0) slowdown = -0.6 hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/berserkerhood diff --git a/code/modules/antagonists/revenant/revenant_blight.dm b/code/modules/antagonists/revenant/revenant_blight.dm index cd05d88dd9e..25717192fde 100644 --- a/code/modules/antagonists/revenant/revenant_blight.dm +++ b/code/modules/antagonists/revenant/revenant_blight.dm @@ -10,7 +10,7 @@ agent = "Unholy Forces" viable_mobtypes = list(/mob/living/carbon/human) disease_flags = CURABLE - permeability_mod = 1 + spreading_modifier = 1 severity = DISEASE_SEVERITY_HARMFUL var/stagedamage = 0 //Highest stage reached. var/finalstage = 0 //Because we're spawning off the cure in the final stage, we need to check if we've done the final stage's effects. diff --git a/code/modules/atmospherics/machinery/airalarm.dm b/code/modules/atmospherics/machinery/airalarm.dm index 1bab9dd3b0d..7e71998bb9c 100644 --- a/code/modules/atmospherics/machinery/airalarm.dm +++ b/code/modules/atmospherics/machinery/airalarm.dm @@ -74,7 +74,7 @@ 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, FIRE = 90, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, 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 cd305baaaeb..f36055cb55a 100644 --- a/code/modules/atmospherics/machinery/atmosmachinery.dm +++ b/code/modules/atmospherics/machinery/atmosmachinery.dm @@ -80,7 +80,7 @@ normalize_cardinal_directions() nodes = new(device_type) if (!armor) - armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 100, ACID = 70) + armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 100, ACID = 70) ..() if(process) SSair.start_processing_machine(src) diff --git a/code/modules/atmospherics/machinery/bluespace_vendor.dm b/code/modules/atmospherics/machinery/bluespace_vendor.dm index d0ab9135d61..9b5a77218da 100644 --- a/code/modules/atmospherics/machinery/bluespace_vendor.dm +++ b/code/modules/atmospherics/machinery/bluespace_vendor.dm @@ -19,7 +19,7 @@ desc = "Sells gas tanks with custom mixes for all the family!" max_integrity = 300 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30) layer = OBJ_LAYER ///The bluespace sender that this vendor is connected to diff --git a/code/modules/atmospherics/machinery/components/electrolyzer/electrolyzer.dm b/code/modules/atmospherics/machinery/components/electrolyzer/electrolyzer.dm index 9adc068e3ca..a6c6f3dd8fd 100644 --- a/code/modules/atmospherics/machinery/components/electrolyzer/electrolyzer.dm +++ b/code/modules/atmospherics/machinery/components/electrolyzer/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, FIRE = 80, ACID = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, 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/modules/atmospherics/machinery/components/gas_recipe_machines/crystallizer.dm b/code/modules/atmospherics/machinery/components/gas_recipe_machines/crystallizer.dm index 261a0c80e52..c756bef5194 100644 --- a/code/modules/atmospherics/machinery/components/gas_recipe_machines/crystallizer.dm +++ b/code/modules/atmospherics/machinery/components/gas_recipe_machines/crystallizer.dm @@ -12,7 +12,7 @@ plane = GAME_PLANE_UPPER density = TRUE max_integrity = 300 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30) circuit = /obj/item/circuitboard/machine/crystallizer pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY vent_movement = NONE diff --git a/code/modules/atmospherics/machinery/components/unary_devices/bluespace_sender.dm b/code/modules/atmospherics/machinery/components/unary_devices/bluespace_sender.dm index 745176c1b7e..19bee7b9933 100644 --- a/code/modules/atmospherics/machinery/components/unary_devices/bluespace_sender.dm +++ b/code/modules/atmospherics/machinery/components/unary_devices/bluespace_sender.dm @@ -6,7 +6,7 @@ density = TRUE max_integrity = 300 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 30) layer = OBJ_LAYER circuit = /obj/item/circuitboard/machine/bluespace_sender pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY diff --git a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm index 3f2014f7daa..77cdefc68eb 100644 --- a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm +++ b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm @@ -70,7 +70,7 @@ icon_state = "pod-off" density = TRUE max_integrity = 350 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 30, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30) layer = MOB_LAYER - 0.2 //SKYRAT EDIT - Fixing the opacity of cryo cells - ORIGINAL: layer = MOB_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 26f952105a3..105df2e68a3 100644 --- a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm +++ b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm @@ -9,7 +9,7 @@ density = TRUE max_integrity = 300 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, 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 5a337707c57..a8c66abf308 100644 --- a/code/modules/atmospherics/machinery/other/meter.dm +++ b/code/modules/atmospherics/machinery/other/meter.dm @@ -8,7 +8,7 @@ idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION * 0.05 active_power_usage = BASE_MACHINE_ACTIVE_CONSUMPTION * 0.03 max_integrity = 150 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 40, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 40, ACID = 0) greyscale_config = /datum/greyscale_config/meter greyscale_colors = COLOR_GRAY ///The pipe we are attaching to diff --git a/code/modules/atmospherics/machinery/portable/canister.dm b/code/modules/atmospherics/machinery/portable/canister.dm index 2d41670c6e6..cf594d3256d 100644 --- a/code/modules/atmospherics/machinery/portable/canister.dm +++ b/code/modules/atmospherics/machinery/portable/canister.dm @@ -38,7 +38,7 @@ GLOBAL_LIST_INIT(gas_id_to_canister, init_gas_id_to_canister()) greyscale_colors = "#ffff00#000000" density = TRUE volume = 2000 - armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 80, ACID = 50) + armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 0, FIRE = 80, ACID = 50) max_integrity = 300 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 c7f922c92f5..a9c5bc74ecc 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, FIRE = 60, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 60, ACID = 30) anchored = FALSE ///Stores the gas mixture of the portable component. Don't access this directly, use return_air() so you support the temporary processing it provides @@ -193,10 +193,10 @@ add_fingerprint(user) return ..() -/// Holding tanks can get to zero integrity and be destroyed without other warnings due to pressure change. +/// Holding tanks can get to zero integrity and be destroyed without other warnings due to pressure change. /// This checks for that case and removes our reference to it. /obj/machinery/portable_atmospherics/proc/unregister_holding() SIGNAL_HANDLER - + UnregisterSignal(holding, COMSIG_PARENT_QDELETING) holding = null diff --git a/code/modules/clothing/chameleon.dm b/code/modules/clothing/chameleon.dm index 204b7e931d3..7fe06057394 100644 --- a/code/modules/clothing/chameleon.dm +++ b/code/modules/clothing/chameleon.dm @@ -380,9 +380,10 @@ random_sensor = FALSE resistance_flags = NONE can_adjust = FALSE + armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 50) + special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT special_desc = "A chameleon jumpsuit employed by the Syndicate in infiltration operations." // SKYRAT EDIT - armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50) var/datum/action/item_action/chameleon/change/chameleon_action @@ -547,10 +548,9 @@ 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, FIRE = 50, ACID = 50) + armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 50, ACID = 50) clothing_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT - permeability_coefficient = 0.01 flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH w_class = WEIGHT_CLASS_SMALL special_desc_requirement = EXAMINE_CHECK_SYNDICATE // Skyrat edit @@ -608,9 +608,8 @@ greyscale_config = /datum/greyscale_config/sneakers greyscale_config_worn = /datum/greyscale_config/sneakers_worn 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, FIRE = 50, ACID = 50) + armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 50, ACID = 50) pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes special_desc_requirement = EXAMINE_CHECK_SYNDICATE // Skyrat edit special_desc = "A pair of chameleon shoes employed by the Syndicate in infiltration operations." // Skyrat edit diff --git a/code/modules/clothing/gloves/botany.dm b/code/modules/clothing/gloves/botany.dm index 219a47e4193..84ee42e0724 100644 --- a/code/modules/clothing/gloves/botany.dm +++ b/code/modules/clothing/gloves/botany.dm @@ -3,11 +3,10 @@ desc = "These leather gloves protect against thorns, barbs, prickles, spikes and other harmful objects of floral origin. They're also quite warm." icon_state = "leather" inhand_icon_state = "ggloves" - permeability_coefficient = 0.9 cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT heat_protection = HANDS max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT resistance_flags = NONE clothing_traits = list(TRAIT_PLANT_SAFE) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 70, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 70, ACID = 30) diff --git a/code/modules/clothing/gloves/color.dm b/code/modules/clothing/gloves/color.dm index 694988947e2..3aae5624c5d 100644 --- a/code/modules/clothing/gloves/color.dm +++ b/code/modules/clothing/gloves/color.dm @@ -7,7 +7,7 @@ icon_state = "yellow" inhand_icon_state = "ygloves" siemens_coefficient = 0 - permeability_coefficient = 0.05 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) resistance_flags = NONE custom_price = PAYCHECK_CREW * 10 custom_premium_price = PAYCHECK_COMMAND * 6 @@ -45,7 +45,7 @@ icon_state = "sprayon" inhand_icon_state = "sprayon" item_flags = DROPDEL - permeability_coefficient = 0 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) resistance_flags = ACID_PROOF var/charges_remaining = 10 @@ -73,7 +73,7 @@ icon_state = "yellow" inhand_icon_state = "ygloves" siemens_coefficient = 1 //Set to a default of 1, gets overridden in Initialize() - permeability_coefficient = 0.05 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 25, FIRE = 0, ACID = 0) resistance_flags = NONE cut_type = /obj/item/clothing/gloves/cut @@ -157,7 +157,7 @@ name = "insulated gloves" desc = "These gloves provide protection against electric shock." siemens_coefficient = 0 - permeability_coefficient = 0.05 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) resistance_flags = NONE /obj/item/clothing/gloves/color/rainbow @@ -208,13 +208,12 @@ icon_state = "captain" inhand_icon_state = "egloves" siemens_coefficient = 0 - permeability_coefficient = 0.05 cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT 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, FIRE = 70, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 70, ACID = 50) resistance_flags = NONE /obj/item/clothing/gloves/color/chief_engineer @@ -235,7 +234,7 @@ icon_state = "latex" inhand_icon_state = "latex" siemens_coefficient = 0.3 - permeability_coefficient = 0.01 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0) clothing_traits = list(TRAIT_QUICK_CARRY, TRAIT_FINGERPRINT_PASSTHROUGH) resistance_flags = NONE @@ -252,7 +251,7 @@ icon_state = "infiltrator" inhand_icon_state = "infiltrator" siemens_coefficient = 0 - permeability_coefficient = 0.3 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 70, FIRE = 0, ACID = 0) clothing_traits = list(TRAIT_QUICKER_CARRY) resistance_flags = FIRE_PROOF | ACID_PROOF @@ -263,7 +262,7 @@ icon_state = "clockwork_gauntlets" inhand_icon_state = "clockwork_gauntlets" siemens_coefficient = 0.8 - permeability_coefficient = 0.3 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 70, FIRE = 0, ACID = 0) clothing_traits = list(TRAIT_QUICK_BUILD) custom_materials = list(/datum/material/iron=2000, /datum/material/silver=1500, /datum/material/gold = 1000) diff --git a/code/modules/clothing/gloves/combat.dm b/code/modules/clothing/gloves/combat.dm index 0be5dea19e1..3c30a8c1dc9 100644 --- a/code/modules/clothing/gloves/combat.dm +++ b/code/modules/clothing/gloves/combat.dm @@ -4,11 +4,10 @@ icon_state = "black" inhand_icon_state = "blackgloves" siemens_coefficient = 0 - permeability_coefficient = 0.05 strip_delay = 80 cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT 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, FIRE = 80, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 80, ACID = 50) diff --git a/code/modules/clothing/gloves/plasmaman.dm b/code/modules/clothing/gloves/plasmaman.dm index ffefd45b912..7e1090fb489 100644 --- a/code/modules/clothing/gloves/plasmaman.dm +++ b/code/modules/clothing/gloves/plasmaman.dm @@ -8,7 +8,6 @@ heat_protection = HANDS 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, FIRE = 95, ACID = 95) /obj/item/clothing/gloves/color/plasmaman/black @@ -64,7 +63,6 @@ desc = "Covers up those scandalous boney hands." 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, FIRE = 95, ACID = 95) /obj/item/clothing/gloves/color/plasmaman/prototype diff --git a/code/modules/clothing/gloves/tacklers.dm b/code/modules/clothing/gloves/tacklers.dm index 19626a49970..1bee58dc659 100644 --- a/code/modules/clothing/gloves/tacklers.dm +++ b/code/modules/clothing/gloves/tacklers.dm @@ -77,7 +77,7 @@ name = "guerrilla gloves" desc = "Superior quality combative gloves, good for performing tackle takedowns as well as absorbing electrical shocks." siemens_coefficient = 0 - permeability_coefficient = 0.05 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) /obj/item/clothing/gloves/tackler/rocket name = "rocket gloves" diff --git a/code/modules/clothing/head/hardhat.dm b/code/modules/clothing/head/hardhat.dm index eb2be7a15dd..b5b59c0f7f0 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, FIRE = 100, ACID = 50, WOUND = 10) // surprisingly robust against head trauma + armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 50, 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 | PLASMAMAN_HELMET_EXEMPT diff --git a/code/modules/clothing/head/hat.dm b/code/modules/clothing/head/hat.dm index ff229efe4da..6f046a9fef7 100644 --- a/code/modules/clothing/head/hat.dm +++ b/code/modules/clothing/head/hat.dm @@ -33,7 +33,7 @@ name = "plague doctor's hat" desc = "These were once used by plague doctors. They're pretty much useless." icon_state = "plaguedoctor" - permeability_coefficient = 0.01 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0) /obj/item/clothing/head/nursehat name = "nurse's hat" diff --git a/code/modules/clothing/masks/_masks.dm b/code/modules/clothing/masks/_masks.dm index f7e0e8fdc97..d9c7dc8bae6 100644 --- a/code/modules/clothing/masks/_masks.dm +++ b/code/modules/clothing/masks/_masks.dm @@ -66,7 +66,6 @@ mask_adjusted = !mask_adjusted if(!mask_adjusted) src.icon_state = initial(icon_state) - permeability_coefficient = initial(permeability_coefficient) clothing_flags |= visor_flags flags_inv |= visor_flags_inv flags_cover |= visor_flags_cover @@ -75,7 +74,6 @@ else icon_state += "_up" to_chat(user, span_notice("You push \the [src] out of the way.")) - permeability_coefficient = 1 clothing_flags &= ~visor_flags flags_inv &= ~visor_flags_inv flags_cover &= ~visor_flags_cover diff --git a/code/modules/clothing/masks/boxing.dm b/code/modules/clothing/masks/boxing.dm index 4a26f68b4ce..b5fbc80443b 100644 --- a/code/modules/clothing/masks/boxing.dm +++ b/code/modules/clothing/masks/boxing.dm @@ -20,7 +20,7 @@ flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT visor_flags_inv = HIDEFACE|HIDEFACIALHAIR|HIDESNOUT w_class = WEIGHT_CLASS_SMALL - armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 0, BIO = 0, FIRE = 100, ACID = 40) + armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 0, BIO = 50, 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/breath.dm b/code/modules/clothing/masks/breath.dm index 53d5b1fb3bb..245364671eb 100644 --- a/code/modules/clothing/masks/breath.dm +++ b/code/modules/clothing/masks/breath.dm @@ -7,7 +7,7 @@ clothing_flags = MASKINTERNALS visor_flags = MASKINTERNALS w_class = WEIGHT_CLASS_SMALL - permeability_coefficient = 0.5 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) actions_types = list(/datum/action/item_action/adjust) flags_cover = MASKCOVERSMOUTH visor_flags_cover = MASKCOVERSMOUTH @@ -34,5 +34,5 @@ name = "medical mask" icon_state = "medical" inhand_icon_state = "m_mask" - permeability_coefficient = 0.01 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0) equip_delay_other = 10 diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index 70f24bdf910..3152d0b4ad4 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -6,7 +6,7 @@ flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT w_class = WEIGHT_CLASS_NORMAL inhand_icon_state = "gas_alt" - permeability_coefficient = 0.01 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0) flags_cover = MASKCOVERSEYES | MASKCOVERSMOUTH | PEPPERPROOF resistance_flags = NONE ///Max numbers of installable filters @@ -99,8 +99,7 @@ desc = "Improved gas mask utilized by atmospheric technicians. 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, FIRE = 20, ACID = 10) - permeability_coefficient = 0.001 + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 20, ACID = 10) resistance_flags = FIRE_PROOF max_filters = 3 @@ -130,7 +129,7 @@ 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, FIRE = 100, ACID = 55) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 100, ACID = 55) actions_types = list(/datum/action/item_action/toggle) flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDESNOUT flags_cover = MASKCOVERSEYES @@ -155,7 +154,6 @@ 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, FIRE = 0, ACID = 0) has_fov = FALSE flags_cover = MASKCOVERSEYES diff --git a/code/modules/clothing/masks/muzzle.dm b/code/modules/clothing/masks/muzzle.dm index 79bf45a762a..488b3a9912a 100644 --- a/code/modules/clothing/masks/muzzle.dm +++ b/code/modules/clothing/masks/muzzle.dm @@ -23,5 +23,5 @@ inhand_icon_state = "breathmuzzle" body_parts_covered = NONE clothing_flags = MASKINTERNALS | BLOCKS_SPEECH - permeability_coefficient = 0.01 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0) equip_delay_other = 25 // my sprite has 4 straps, a-la a head harness. takes a while to equip, longer than a muzzle diff --git a/code/modules/clothing/masks/surgical.dm b/code/modules/clothing/masks/surgical.dm index 118bed29e96..aedb1bfacee 100644 --- a/code/modules/clothing/masks/surgical.dm +++ b/code/modules/clothing/masks/surgical.dm @@ -8,8 +8,7 @@ flags_cover = MASKCOVERSMOUTH visor_flags_inv = HIDEFACE|HIDESNOUT visor_flags_cover = MASKCOVERSMOUTH - permeability_coefficient = 0.01 - armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 25, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, 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/_shoes.dm b/code/modules/clothing/shoes/_shoes.dm index 83285a497a0..c0a618089f8 100644 --- a/code/modules/clothing/shoes/_shoes.dm +++ b/code/modules/clothing/shoes/_shoes.dm @@ -8,7 +8,7 @@ body_parts_covered = FEET slot_flags = ITEM_SLOT_FEET - permeability_coefficient = 0.5 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) slowdown = SHOES_SLOWDOWN strip_delay = 1 SECONDS var/offset = 0 diff --git a/code/modules/clothing/shoes/boots.dm b/code/modules/clothing/shoes/boots.dm index 7e4b7bcda91..0eb9dae6d54 100644 --- a/code/modules/clothing/shoes/boots.dm +++ b/code/modules/clothing/shoes/boots.dm @@ -5,10 +5,9 @@ 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, FIRE = 70, ACID = 50) + armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 90, FIRE = 70, ACID = 50) strip_delay = 40 resistance_flags = NONE - permeability_coefficient = 0.05 //Thick soles, and covers the ankle pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes lace_time = 12 SECONDS @@ -24,9 +23,8 @@ /obj/item/clothing/shoes/combat/swat //overpowered boots for death squads name = "\improper SWAT boots" 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, FIRE = 90, ACID = 50) + armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 100, FIRE = 90, ACID = 50) /obj/item/clothing/shoes/jackboots name = "jackboots" @@ -38,7 +36,7 @@ strip_delay = 30 equip_delay_other = 50 resistance_flags = NONE - permeability_coefficient = 0.05 //Thick soles, and covers the ankle + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0) pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes can_be_tied = FALSE // SKYRAT EDIT ADDITION START @@ -66,7 +64,7 @@ desc = "Boots lined with 'synthetic' animal fur." icon_state = "winterboots" inhand_icon_state = "winterboots" - permeability_coefficient = 0.15 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 80, FIRE = 0, ACID = 0) cold_protection = FEET|LEGS min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT heat_protection = FEET|LEGS @@ -88,7 +86,7 @@ inhand_icon_state = "jackboots" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' - permeability_coefficient = 0.15 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 80, FIRE = 0, ACID = 0) strip_delay = 20 equip_delay_other = 40 pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes diff --git a/code/modules/clothing/shoes/costume.dm b/code/modules/clothing/shoes/costume.dm index f6cb703fd83..431474fe163 100644 --- a/code/modules/clothing/shoes/costume.dm +++ b/code/modules/clothing/shoes/costume.dm @@ -5,7 +5,7 @@ inhand_icon_state = "roman" strip_delay = 100 equip_delay_other = 100 - permeability_coefficient = 0.9 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0) can_be_tied = FALSE /obj/item/clothing/shoes/griffin diff --git a/code/modules/clothing/shoes/cowboy.dm b/code/modules/clothing/shoes/cowboy.dm index 951f11e2402..16c3dfc03e4 100644 --- a/code/modules/clothing/shoes/cowboy.dm +++ b/code/modules/clothing/shoes/cowboy.dm @@ -2,7 +2,7 @@ name = "cowboy boots" desc = "A small sticker lets you know they've been inspected for snakes, It is unclear how long ago the inspection took place..." icon_state = "cowboy_brown" - permeability_coefficient = 0.05 //these are quite tall + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0) //these are quite tall pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes custom_price = PAYCHECK_CREW var/list/occupants = list() @@ -72,13 +72,13 @@ name = "bilton wrangler boots" desc = "A pair of authentic haute couture boots from Japanifornia. You doubt they have ever been close to cattle." icon_state = "cowboy_fancy" - permeability_coefficient = 0.08 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0) /obj/item/clothing/shoes/cowboy/lizard 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, FIRE = 40, ACID = 0) //lizards like to stay warm + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, 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/shoes/galoshes.dm b/code/modules/clothing/shoes/galoshes.dm index 9f48342b3e9..afb257a8058 100644 --- a/code/modules/clothing/shoes/galoshes.dm +++ b/code/modules/clothing/shoes/galoshes.dm @@ -2,13 +2,12 @@ desc = "A pair of yellow rubber boots, designed to prevent slipping on wet surfaces." name = "galoshes" icon_state = "galoshes" - permeability_coefficient = 0.01 clothing_flags = NOSLIP slowdown = SHOES_SLOWDOWN+1 strip_delay = 30 equip_delay_other = 50 resistance_flags = NONE - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 40, ACID = 75) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 40, ACID = 75) can_be_bloody = FALSE custom_price = PAYCHECK_CREW * 3 can_be_tied = FALSE diff --git a/code/modules/clothing/shoes/jumpboots.dm b/code/modules/clothing/shoes/jumpboots.dm index 8c4180b7a68..b91a335e67a 100644 --- a/code/modules/clothing/shoes/jumpboots.dm +++ b/code/modules/clothing/shoes/jumpboots.dm @@ -6,7 +6,7 @@ resistance_flags = FIRE_PROOF pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes actions_types = list(/datum/action/item_action/bhop) - permeability_coefficient = 0.05 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0) strip_delay = 30 var/jumpdistance = 5 //-1 from to see the actual distance, e.g 4 goes over 3 tiles var/jumpspeed = 3 diff --git a/code/modules/clothing/shoes/magboots.dm b/code/modules/clothing/shoes/magboots.dm index 746c57d9b7e..abbf5777761 100644 --- a/code/modules/clothing/shoes/magboots.dm +++ b/code/modules/clothing/shoes/magboots.dm @@ -5,7 +5,7 @@ var/magboot_state = "magboots" var/magpulse = FALSE var/slowdown_active = 2 - permeability_coefficient = 0.05 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 90, FIRE = 0, ACID = 0) actions_types = list(/datum/action/item_action/toggle) strip_delay = 70 equip_delay_other = 70 diff --git a/code/modules/clothing/shoes/sandals.dm b/code/modules/clothing/shoes/sandals.dm index a8ac824811a..9172b0b0627 100644 --- a/code/modules/clothing/shoes/sandals.dm +++ b/code/modules/clothing/shoes/sandals.dm @@ -5,7 +5,7 @@ custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 0.5) strip_delay = 5 equip_delay_other = 50 - permeability_coefficient = 0.9 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0) can_be_tied = FALSE species_exception = list(/datum/species/golem) diff --git a/code/modules/clothing/shoes/sneakers.dm b/code/modules/clothing/shoes/sneakers.dm index b86c59002d9..1d5daa12f75 100644 --- a/code/modules/clothing/shoes/sneakers.dm +++ b/code/modules/clothing/shoes/sneakers.dm @@ -4,8 +4,8 @@ greyscale_colors = "#545454#ffffff" greyscale_config = /datum/greyscale_config/sneakers greyscale_config_worn = /datum/greyscale_config/sneakers_worn - greyscale_config_worn_digi = /datum/greyscale_config/sneakers_worn/digi //SKYRAT EDIT ADDITION flags_1 = IS_PLAYER_COLORABLE_1 + greyscale_config_worn_digi = /datum/greyscale_config/sneakers_worn/digi //SKYRAT EDIT ADDITION /obj/item/clothing/shoes/sneakers/black name = "black shoes" @@ -24,9 +24,8 @@ /obj/item/clothing/shoes/sneakers/blue name = "blue shoes" - permeability_coefficient = 0.01 greyscale_colors = "#16a9eb#ffffff" - permeability_coefficient = 0.01 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0) /obj/item/clothing/shoes/sneakers/green name = "green shoes" @@ -48,7 +47,7 @@ /obj/item/clothing/shoes/sneakers/white name = "white shoes" greyscale_colors = "#ffffff#ffffff" - permeability_coefficient = 0.01 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0) /obj/item/clothing/shoes/sneakers/rainbow name = "rainbow shoes" @@ -67,8 +66,8 @@ greyscale_colors = "#eb7016#ffffff" greyscale_config = /datum/greyscale_config/sneakers_orange greyscale_config_worn = /datum/greyscale_config/sneakers_orange_worn - greyscale_config_worn_digi = /datum/greyscale_config/sneakers_orange_worn/digi //SKYRAT EDIT ADDITION flags_1 = NONE + greyscale_config_worn_digi = /datum/greyscale_config/sneakers_orange_worn/digi //SKYRAT EDIT ADDITION /obj/item/clothing/shoes/sneakers/orange/attack_self(mob/user) if (chained) @@ -118,7 +117,6 @@ greyscale_config_worn = null strip_delay = 5 equip_delay_other = 50 - permeability_coefficient = 0.9 can_be_tied = FALSE resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/clothing/spacesuits/_spacesuits.dm b/code/modules/clothing/spacesuits/_spacesuits.dm index cb45ef2299b..f53ef7e0eb3 100644 --- a/code/modules/clothing/spacesuits/_spacesuits.dm +++ b/code/modules/clothing/spacesuits/_spacesuits.dm @@ -8,7 +8,6 @@ desc = "A special helmet with solar UV shielding to protect your eyes from harmful rays." clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT | PLASMAMAN_HELMET_EXEMPT inhand_icon_state = "spaceold" - permeability_coefficient = 0.01 armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 80, ACID = 70) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT @@ -29,7 +28,6 @@ icon_state = "spaceold" inhand_icon_state = "s_suit" w_class = WEIGHT_CLASS_BULKY - permeability_coefficient = 0.02 clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/flashlight, /obj/item/tank/internals) diff --git a/code/modules/clothing/suits/bio.dm b/code/modules/clothing/suits/bio.dm index 51049224c51..cb95a78dbd5 100644 --- a/code/modules/clothing/suits/bio.dm +++ b/code/modules/clothing/suits/bio.dm @@ -3,7 +3,6 @@ name = "bio hood" icon_state = "bio" 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 | PLASMAMAN_HELMET_EXEMPT armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 30, ACID = 100) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT @@ -16,7 +15,6 @@ icon_state = "bio" inhand_icon_state = "bio_suit" w_class = WEIGHT_CLASS_BULKY - permeability_coefficient = 0.01 clothing_flags = THICKMATERIAL body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS slowdown = 0.5 diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm index 07f7b64deb7..953cf3a0d36 100644 --- a/code/modules/clothing/suits/jobs.dm +++ b/code/modules/clothing/suits/jobs.dm @@ -12,6 +12,7 @@ body_parts_covered = CHEST|GROIN allowed = list(/obj/item/reagent_containers/spray/plantbgone, /obj/item/plant_analyzer, /obj/item/seeds, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/cultivator, /obj/item/reagent_containers/spray/pestspray, /obj/item/hatchet, /obj/item/storage/bag/plants, /obj/item/graft, /obj/item/secateurs, /obj/item/geneshears) species_exception = list(/datum/species/golem) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) /obj/item/clothing/suit/apron/waders name = "horticultural waders" @@ -19,7 +20,6 @@ icon_state = "hort_waders" inhand_icon_state = "hort_waders" body_parts_covered = CHEST|GROIN|LEGS - permeability_coefficient = 0.5 //Captain /obj/item/clothing/suit/capjacket @@ -36,7 +36,7 @@ desc = "An apron-jacket used by a high class chef." icon_state = "chef" inhand_icon_state = "chef" - permeability_coefficient = 0.5 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) body_parts_covered = CHEST|GROIN|ARMS allowed = list(/obj/item/kitchen, /obj/item/knife/kitchen, /obj/item/storage/bag/tray) toggle_noun = "sleeves" diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm index fb55ce647c7..69d785942e7 100644 --- a/code/modules/clothing/suits/utility.dm +++ b/code/modules/clothing/suits/utility.dm @@ -15,11 +15,10 @@ icon_state = "fire" inhand_icon_state = "ro_suit" w_class = WEIGHT_CLASS_BULKY - permeability_coefficient = 0.5 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, FIRE = 100, ACID = 50) + armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 50, FIRE = 100, ACID = 50) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -80,11 +79,10 @@ icon_state = "bombsuit" inhand_icon_state = "bombsuit" w_class = WEIGHT_CLASS_BULKY - permeability_coefficient = 0.01 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, FIRE = 80, ACID = 50) + armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 50, FIRE = 80, ACID = 50) flags_inv = HIDEJUMPSUIT heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT @@ -139,12 +137,11 @@ icon_state = "rad" inhand_icon_state = "rad_suit" w_class = WEIGHT_CLASS_BULKY - permeability_coefficient = 0.5 clothing_flags = THICKMATERIAL 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, FIRE = 30, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 60, 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 c12fcf0288b..0930f14eca4 100644 --- a/code/modules/clothing/suits/wiz_robe.dm +++ b/code/modules/clothing/suits/wiz_robe.dm @@ -2,8 +2,7 @@ name = "wizard hat" desc = "Strange-looking hat-wear that most certainly belongs to a real magic user." icon_state = "wizard" - permeability_coefficient = 0.01 - armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, FIRE = 100, ACID = 100, WOUND = 20) + armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20) strip_delay = 50 equip_delay_other = 50 clothing_flags = SNUG_FIT | CASTING_CLOTHES @@ -32,7 +31,6 @@ name = "wizard hat" desc = "It has WIZZARD written across it in sequins. Comes with a cool beard." icon_state = "wizard-fake" - permeability_coefficient = 1 armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) resistance_flags = FLAMMABLE dog_fashion = /datum/dog_fashion/head/blue_wizard @@ -62,9 +60,8 @@ desc = "A magnificent, gem-lined robe that seems to radiate power." icon_state = "wizard" inhand_icon_state = "wizrobe" - 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, FIRE = 100, ACID = 100, WOUND = 20) + armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20) allowed = list(/obj/item/teleportation_scroll, /obj/item/highfrequencyblade/wizard) flags_inv = HIDEJUMPSUIT strip_delay = 50 @@ -120,7 +117,6 @@ desc = "A rather dull blue robe meant to mimic real wizard robes." icon_state = "wizard-fake" inhand_icon_state = "wizrobe" - permeability_coefficient = 1 armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) resistance_flags = FLAMMABLE @@ -128,7 +124,6 @@ name = "witch hat" desc = "Strange-looking hat-wear, makes you want to cast fireballs." icon_state = "marisa" - permeability_coefficient = 1 armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) resistance_flags = FLAMMABLE @@ -137,7 +132,6 @@ desc = "Magic is all about the spell power, ZE!" icon_state = "marisa" inhand_icon_state = "marisarobe" - permeability_coefficient = 1 armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) resistance_flags = FLAMMABLE diff --git a/code/modules/clothing/under/_under.dm b/code/modules/clothing/under/_under.dm index 156da6d1141..0a93e179213 100644 --- a/code/modules/clothing/under/_under.dm +++ b/code/modules/clothing/under/_under.dm @@ -3,9 +3,8 @@ icon = 'icons/obj/clothing/under/default.dmi' worn_icon = 'icons/mob/clothing/under/default.dmi' 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, FIRE = 0, ACID = 0, WOUND = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, 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/costume.dm b/code/modules/clothing/under/costume.dm index 6dbffe2be03..3aa12b256b7 100644 --- a/code/modules/clothing/under/costume.dm +++ b/code/modules/clothing/under/costume.dm @@ -246,7 +246,7 @@ 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, FIRE = 30, ACID = 30) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 30, ACID = 30) strip_delay = 50 sensor_mode = SENSOR_COORDS random_sensor = FALSE diff --git a/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm b/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm index 31183173ea8..ba6bd85099b 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm @@ -7,7 +7,6 @@ icon = 'icons/obj/clothing/under/plasmaman.dmi' worn_icon = 'icons/mob/clothing/under/plasmaman.dmi' clothing_flags = PLASMAMAN_PREVENT_IGNITION - permeability_coefficient = 0.5 armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95) body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS can_adjust = FALSE diff --git a/code/modules/clothing/under/jobs/cargo.dm b/code/modules/clothing/under/jobs/cargo.dm index 4c8d6b06f8e..ae00027810e 100644 --- a/code/modules/clothing/under/jobs/cargo.dm +++ b/code/modules/clothing/under/jobs/cargo.dm @@ -43,7 +43,7 @@ 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, FIRE = 80, ACID = 0, WOUND = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, 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/centcom.dm b/code/modules/clothing/under/jobs/centcom.dm index 3148e185f19..f52a6d2838c 100644 --- a/code/modules/clothing/under/jobs/centcom.dm +++ b/code/modules/clothing/under/jobs/centcom.dm @@ -54,7 +54,7 @@ desc = "A dark colored uniform worn by CentCom's conscripted military forces." icon_state = "military" inhand_icon_state = "bl_suit" - armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40) /obj/item/clothing/under/rank/centcom/military/eng name = "tactical engineering uniform" diff --git a/code/modules/clothing/under/jobs/civilian/civilian.dm b/code/modules/clothing/under/jobs/civilian/civilian.dm index 044e9587f9b..9d8ff4f892e 100644 --- a/code/modules/clothing/under/jobs/civilian/civilian.dm +++ b/code/modules/clothing/under/jobs/civilian/civilian.dm @@ -97,7 +97,7 @@ name = "botanist's jumpsuit" icon_state = "hydroponics" inhand_icon_state = "g_suit" - permeability_coefficient = 0.5 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/civilian/hydroponics/skirt name = "botanist's jumpskirt" diff --git a/code/modules/clothing/under/jobs/civilian/curator.dm b/code/modules/clothing/under/jobs/civilian/curator.dm index f9d822d6130..bf5c8c6110c 100644 --- a/code/modules/clothing/under/jobs/civilian/curator.dm +++ b/code/modules/clothing/under/jobs/civilian/curator.dm @@ -39,7 +39,7 @@ greyscale_config_inhand_right = /datum/greyscale_config/jumpsuit_inhand_right greyscale_config_worn = /datum/greyscale_config/jumpsuit_worn w_class = WEIGHT_CLASS_BULKY - permeability_coefficient = 0.02 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 95, FIRE = 0, ACID = 0) body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST | GROIN | LEGS | ARMS //Needs gloves and shoes with cold protection to be fully protected. min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT diff --git a/code/modules/clothing/under/jobs/command.dm b/code/modules/clothing/under/jobs/command.dm index 3969c980da3..c514ea3a318 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, FIRE = 0, ACID = 0, WOUND = 15) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, 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 bd95efc8830..f889e741b6f 100644 --- a/code/modules/clothing/under/jobs/engineering.dm +++ b/code/modules/clothing/under/jobs/engineering.dm @@ -3,7 +3,7 @@ /obj/item/clothing/under/rank/engineering icon = 'icons/obj/clothing/under/engineering.dmi' worn_icon = 'icons/mob/clothing/under/engineering.dmi' - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 60, ACID = 20) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 60, ACID = 20) resistance_flags = NONE /obj/item/clothing/under/rank/engineering/chief_engineer @@ -11,7 +11,7 @@ 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, FIRE = 80, ACID = 40) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 80, ACID = 40) /obj/item/clothing/under/rank/engineering/chief_engineer/skirt name = "chief engineer's jumpskirt" diff --git a/code/modules/clothing/under/jobs/medical.dm b/code/modules/clothing/under/jobs/medical.dm index 3b2a6bf682d..72b61c2e0a0 100644 --- a/code/modules/clothing/under/jobs/medical.dm +++ b/code/modules/clothing/under/jobs/medical.dm @@ -1,8 +1,7 @@ /obj/item/clothing/under/rank/medical icon = 'icons/obj/clothing/under/medical.dmi' worn_icon = 'icons/mob/clothing/under/medical.dmi' - permeability_coefficient = 0.5 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/medical/doctor desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel." @@ -109,8 +108,6 @@ name = "paramedic jumpsuit" 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, FIRE = 0, ACID = 0) alt_covers_chest = TRUE /obj/item/clothing/under/rank/medical/paramedic/skirt diff --git a/code/modules/clothing/under/jobs/rnd.dm b/code/modules/clothing/under/jobs/rnd.dm index 1d657056b76..512787f98f9 100644 --- a/code/modules/clothing/under/jobs/rnd.dm +++ b/code/modules/clothing/under/jobs/rnd.dm @@ -66,7 +66,7 @@ name = "scientist's jumpsuit" icon_state = "science" inhand_icon_state = "w_suit" - permeability_coefficient = 0.5 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/rnd/scientist/skirt name = "scientist's jumpskirt" @@ -100,8 +100,7 @@ name = "geneticist's jumpsuit" 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, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, 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 1a35ddf7ce2..dc292a2c854 100644 --- a/code/modules/clothing/under/jobs/security.dm +++ b/code/modules/clothing/under/jobs/security.dm @@ -12,7 +12,7 @@ /obj/item/clothing/under/rank/security icon = 'icons/obj/clothing/under/security.dmi' worn_icon = 'icons/mob/clothing/under/security.dmi' - armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30, WOUND = 10) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 30, ACID = 30, WOUND = 10) strip_delay = 50 sensor_mode = SENSOR_COORDS random_sensor = FALSE @@ -138,7 +138,7 @@ 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, FIRE = 50, ACID = 50, WOUND = 10) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 50, WOUND = 10) strip_delay = 60 /obj/item/clothing/under/rank/security/head_of_security/skirt diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm index 2e2261781cb..85336dfbb5e 100644 --- a/code/modules/clothing/under/miscellaneous.dm +++ b/code/modules/clothing/under/miscellaneous.dm @@ -47,7 +47,6 @@ inhand_icon_state = "bl_suit" worn_icon = 'icons/mob/clothing/under/syndicate.dmi' desc = "A cybernetically enhanced jumpsuit used for administrative duties." - 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, FIRE = 100, ACID = 100) cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS @@ -86,7 +85,7 @@ 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, BIO = 10, FIRE = 0, ACID = 0) /obj/item/clothing/under/misc/bouncer name = "bouncer uniform" @@ -94,7 +93,7 @@ icon_state = "bouncer" inhand_icon_state = "bouncer" can_adjust = FALSE - armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30) + armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, 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 6203b5f834c..b2abb39daf6 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, FIRE = 50, ACID = 40) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40) alt_covers_chest = TRUE // icon = 'icons/obj/clothing/under/syndicate.dmi' //SKYRAT EDIT - ICON OVERRIDDEN BY modular_skyrat\modules\aesthetics\clothing // worn_icon = 'icons/mob/clothing/under/syndicate.dmi' //SKYRAT EDIT - ICON OVERRIDDEN BY modular_skyrat\modules\aesthetics\clothing @@ -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, FIRE = 50, ACID = 40) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40) alt_covers_chest = TRUE female_sprite_flags = FEMALE_UNIFORM_TOP_ONLY dying_key = DYE_REGISTRY_JUMPSKIRT @@ -26,7 +26,7 @@ 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, FIRE = 50, ACID = 40) + armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40) resistance_flags = FIRE_PROOF | ACID_PROOF can_adjust = FALSE @@ -35,21 +35,21 @@ 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, FIRE = 50, ACID = 40) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, 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, FIRE = 50, ACID = 40) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, 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, FIRE = 50, ACID = 40) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 40) female_sprite_flags = FEMALE_UNIFORM_TOP_ONLY dying_key = DYE_REGISTRY_JUMPSKIRT supports_variations_flags = CLOTHING_DIGITIGRADE_VARIATION_NO_NEW_ICON @@ -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, FIRE = 0, ACID = 0) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, 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, FIRE = 0, ACID = 0) + armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0) resistance_flags = NONE diff --git a/code/modules/clothing/under/trek.dm b/code/modules/clothing/under/trek.dm index 3bb731867cb..e83103b1e04 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, FIRE = 0, ACID = 0) //more sec than eng, but w/e. + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, 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/food_and_drinks/kitchen_machinery/deep_fryer.dm b/code/modules/food_and_drinks/kitchen_machinery/deep_fryer.dm index 363f173c15b..fedca2bd1d7 100644 --- a/code/modules/food_and_drinks/kitchen_machinery/deep_fryer.dm +++ b/code/modules/food_and_drinks/kitchen_machinery/deep_fryer.dm @@ -137,7 +137,7 @@ GLOBAL_LIST_INIT(oilfry_blacklisted_items, typecacheof(list( log_combat(user, dunking_target, "dunked", null, "into [src]") user.visible_message(span_danger("[user] dunks [dunking_target]'s face in [src]!")) reagents.expose(dunking_target, TOUCH) - var/permeability = 1 - dunking_target.get_permeability_protection(list(HEAD)) + var/bio_multiplier = dunking_target.getarmor(BODY_ZONE_HEAD, BIO) * 0.01 var/target_temp = dunking_target.bodytemperature var/cold_multiplier = 1 if(target_temp < TCMB + 10) // a tiny bit of leeway @@ -147,7 +147,7 @@ GLOBAL_LIST_INIT(oilfry_blacklisted_items, typecacheof(list( return else if(target_temp < T0C) cold_multiplier += round(target_temp * 1.5 / T0C, 0.01) - dunking_target.apply_damage(min(30 * permeability * cold_multiplier, reagents.total_volume), BURN, BODY_ZONE_HEAD) + dunking_target.apply_damage(min(30 * bio_multiplier * cold_multiplier, reagents.total_volume), BURN, BODY_ZONE_HEAD) if(reagents.reagent_list) //This can runtime if reagents has nothing in it. reagents.remove_any((reagents.total_volume/2)) dunking_target.Paralyze(60) diff --git a/code/modules/mapfluff/ruins/lavalandruin_code/puzzle.dm b/code/modules/mapfluff/ruins/lavalandruin_code/puzzle.dm index 73a31bb76f2..6f40bdfedfe 100644 --- a/code/modules/mapfluff/ruins/lavalandruin_code/puzzle.dm +++ b/code/modules/mapfluff/ruins/lavalandruin_code/puzzle.dm @@ -295,7 +295,7 @@ //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, FIRE = 50, ACID = 50) + armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 0, FIRE = 50, ACID = 50) /obj/structure/puzzle_element/prison/relaymove(mob/living/user, direction) return diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm index 76e782b10bd..c2ecb71779a 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, FIRE = 50, ACID = 50) + armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 0, FIRE = 50, ACID = 50) allowed = list( /obj/item/flashlight, /obj/item/gun/energy/recharge/kinetic_accelerator, @@ -33,7 +33,7 @@ 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, FIRE = 50, ACID = 50, WOUND = 10) + armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 0, FIRE = 50, ACID = 50, WOUND = 10) resistance_flags = FIRE_PROOF /obj/item/clothing/suit/hooded/explorer/Initialize(mapload) diff --git a/code/modules/mining/equipment/marker_beacons.dm b/code/modules/mining/equipment/marker_beacons.dm index 879dc2d2aba..fad3d3cf6ba 100644 --- a/code/modules/mining/equipment/marker_beacons.dm +++ b/code/modules/mining/equipment/marker_beacons.dm @@ -76,7 +76,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, sort_list(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, FIRE = 25, ACID = 0) + armor = list(MELEE = 50, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 25, BIO = 0, FIRE = 25, ACID = 0) max_integrity = 50 anchored = TRUE light_range = 2 diff --git a/code/modules/mining/lavaland/megafauna_loot.dm b/code/modules/mining/lavaland/megafauna_loot.dm index 3a3b95d3b5f..71b853b29ca 100644 --- a/code/modules/mining/lavaland/megafauna_loot.dm +++ b/code/modules/mining/lavaland/megafauna_loot.dm @@ -265,7 +265,7 @@ desc = "Hostile Environment Cross-Kinetic Suit: A suit designed to withstand the wide variety of hazards from Lavaland. It wasn't enough for its last owner." icon_state = "hostile_env" hoodtype = /obj/item/clothing/head/hooded/hostile_environment - armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100) + armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 0, FIRE = 100, ACID = 100) cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -295,7 +295,7 @@ desc = "Hostile Environiment Cross-Kinetic Helmet: A helmet designed to withstand the wide variety of hazards from Lavaland. It wasn't enough for its last owner." icon_state = "hostile_env" w_class = WEIGHT_CLASS_NORMAL - armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100) + armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 0, FIRE = 100, ACID = 100) cold_protection = HEAD min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT heat_protection = HEAD diff --git a/code/modules/mining/lavaland/tendril_loot.dm b/code/modules/mining/lavaland/tendril_loot.dm index bf74daa0fcf..a73217d0db6 100644 --- a/code/modules/mining/lavaland/tendril_loot.dm +++ b/code/modules/mining/lavaland/tendril_loot.dm @@ -597,7 +597,7 @@ desc = "Voices echo from the armor, driving the user insane. Is not space-proof." icon_state = "berserker" hoodtype = /obj/item/clothing/head/hooded/berserker - armor = list(MELEE = 30, BULLET = 30, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100) + armor = list(MELEE = 30, BULLET = 30, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 0, FIRE = 100, ACID = 100) cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -622,7 +622,7 @@ name = "berserker helmet" desc = "Peering into the eyes of the helmet is enough to seal damnation." icon_state = "berserker" - armor = list(MELEE = 30, BULLET = 30, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100) + armor = list(MELEE = 30, BULLET = 30, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 0, FIRE = 100, ACID = 100) actions_types = list(/datum/action/item_action/berserk_mode) cold_protection = HEAD min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT diff --git a/code/modules/mob/living/carbon/alien/humanoid/humanoid.dm b/code/modules/mob/living/carbon/alien/humanoid/humanoid.dm index 67b89bd6b4c..c7c0258cd01 100644 --- a/code/modules/mob/living/carbon/alien/humanoid/humanoid.dm +++ b/code/modules/mob/living/carbon/alien/humanoid/humanoid.dm @@ -47,9 +47,6 @@ GLOBAL_LIST_INIT(strippable_alien_humanoid_items, create_strippable_list(list( pulledby.stop_pulling() . = 0 -/mob/living/carbon/alien/humanoid/get_permeability_protection(list/target_zones) - return 0.8 - /mob/living/carbon/alien/humanoid/alien_evolve(mob/living/carbon/alien/humanoid/new_xeno) drop_all_held_items() ..() diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 71bccaf3fbf..c6f32850b8f 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -650,18 +650,6 @@ else . += INFINITY -/mob/living/carbon/get_permeability_protection(list/target_zones = list(HANDS,CHEST,GROIN,LEGS,FEET,ARMS,HEAD)) - var/list/tally = list() - for(var/obj/item/I in get_equipped_items()) - for(var/zone in target_zones) - if(I.body_parts_covered & zone) - tally["[zone]"] = max(1 - I.permeability_coefficient, target_zones["[zone]"]) - var/protection = 0 - for(var/key in tally) - protection += tally[key] - protection *= INVERSE(target_zones.len) - return protection - //this handles hud updates /mob/living/carbon/update_damage_hud() 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 2745ff9da7e..fcb4991a090 100644 --- a/code/modules/mob/living/carbon/human/species_types/golems.dm +++ b/code/modules/mob/living/carbon/human/species_types/golems.dm @@ -887,7 +887,7 @@ 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 = 0, FIRE = -50, ACID = -50) icon = 'icons/obj/items_and_weapons.dmi' icon_state = "pile_bandages" resistance_flags = FLAMMABLE diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index fc3da450138..28c4e66f013 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -1219,10 +1219,6 @@ return FALSE return TRUE -//used in datum/reagents/reaction() proc -/mob/living/proc/get_permeability_protection(list/target_zones) - return 0 - /mob/living/proc/harvest(mob/living/user) //used for extra objects etc. in butchering return diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index 2539eba0861..7a7cd1ab262 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -512,7 +512,7 @@ if(methods & INGEST) taste(source) - var/touch_protection = (methods & VAPOR) ? get_permeability_protection() : 0 + var/touch_protection = (methods & VAPOR) ? getarmor(null, BIO) * 0.01 : 0 SEND_SIGNAL(source, COMSIG_REAGENTS_EXPOSE_MOB, src, reagents, methods, volume_modifier, show_message, touch_protection) for(var/reagent in reagents) var/datum/reagent/R = reagent 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 c7d17ea8c37..8aff83267ea 100644 --- a/code/modules/mob/living/simple_animal/hostile/space_dragon.dm +++ b/code/modules/mob/living/simple_animal/hostile/space_dragon.dm @@ -552,7 +552,7 @@ /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, FIRE = 100, ACID = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 0, FIRE = 100, ACID = 100) max_integrity = 300 icon = 'icons/obj/carp_rift.dmi' icon_state = "carp_rift_carpspawn" diff --git a/code/modules/mod/mod_control.dm b/code/modules/mod/mod_control.dm index 5a8927cfff4..78275465acb 100644 --- a/code/modules/mod/mod_control.dm +++ b/code/modules/mod/mod_control.dm @@ -27,7 +27,6 @@ resistance_flags = NONE max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT - permeability_coefficient = 0.01 siemens_coefficient = 0.5 alternate_worn_layer = HANDS_LAYER+0.1 //we want it to go above generally everything, but not hands /// The MOD's theme, decides on some stuff like armor and statistics. @@ -132,7 +131,6 @@ part.cold_protection = NONE part.max_heat_protection_temperature = theme.max_heat_protection_temperature part.min_cold_protection_temperature = theme.min_cold_protection_temperature - part.permeability_coefficient = theme.permeability_coefficient part.siemens_coefficient = theme.siemens_coefficient for(var/obj/item/part as anything in mod_parts) RegisterSignal(part, COMSIG_ATOM_DESTRUCTION, .proc/on_part_destruction) diff --git a/code/modules/mod/mod_theme.dm b/code/modules/mod/mod_theme.dm index b74429af018..6f6e09dca78 100644 --- a/code/modules/mod/mod_theme.dm +++ b/code/modules/mod/mod_theme.dm @@ -31,8 +31,6 @@ var/max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT /// Max cold protection shared across the MOD parts. var/min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT - /// Permeability shared across the MOD parts. - var/permeability_coefficient = 0.01 /// Siemens shared across the MOD parts. var/siemens_coefficient = 0.5 /// How much modules can the MOD carry without malfunctioning. @@ -367,7 +365,6 @@ armor = list(MELEE = 15, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, BIO = 10, FIRE = 25, ACID = 25, WOUND = 10) max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT - permeability_coefficient = 0.5 siemens_coefficient = 0.25 complexity_max = DEFAULT_MAX_COMPLEXITY - 5 slowdown_inactive = 0.5 diff --git a/code/modules/modular_computers/computers/item/computer.dm b/code/modules/modular_computers/computers/item/computer.dm index 535df0380b0..d5b56ad74bf 100644 --- a/code/modules/modular_computers/computers/item/computer.dm +++ b/code/modules/modular_computers/computers/item/computer.dm @@ -11,7 +11,7 @@ GLOBAL_LIST_EMPTY(TabletMessengers) // a list of all active messengers, similar light_on = FALSE integrity_failure = 0.5 max_integrity = 100 - armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) var/bypass_state = FALSE // bypassing the set icon state diff --git a/code/modules/ninja/suit/gloves.dm b/code/modules/ninja/suit/gloves.dm index f551cf3d99c..dbe227f077f 100644 --- a/code/modules/ninja/suit/gloves.dm +++ b/code/modules/ninja/suit/gloves.dm @@ -20,6 +20,7 @@ max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT strip_delay = 120 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF + armor = list(MELEE = 40, BULLET = 30, LASER = 20, ENERGY = 15, BOMB = 30, BIO = 100, FIRE = 100, ACID = 100) ///Whether or not we're currently draining something var/draining = FALSE ///Minimum amount of power we can drain in a single drain action diff --git a/code/modules/ninja/suit/head.dm b/code/modules/ninja/suit/head.dm index d92fb9b2b24..ba8436d4c49 100644 --- a/code/modules/ninja/suit/head.dm +++ b/code/modules/ninja/suit/head.dm @@ -11,7 +11,7 @@ name = "ninja hood" icon_state = "s-ninja" inhand_icon_state = "s-ninja_mask" - armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 15, BOMB = 30, BIO = 30, FIRE = 100, ACID = 100) + armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 15, BOMB = 30, BIO = 100, FIRE = 100, ACID = 100) strip_delay = 12 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF blockTracking = TRUE//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 a65361e888a..ad447917c3e 100644 --- a/code/modules/ninja/suit/shoes.dm +++ b/code/modules/ninja/suit/shoes.dm @@ -12,10 +12,9 @@ desc = "A pair of running shoes. Excellent for running and even better for smashing skulls." icon_state = "s-ninja" inhand_icon_state = "secshoes" - permeability_coefficient = 0.01 clothing_flags = NOSLIP resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF - armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 15, BOMB = 30, BIO = 30, FIRE = 100, ACID = 100) + armor = list(MELEE = 40, BULLET = 30, LASER = 20, ENERGY = 15, BOMB = 30, BIO = 100, 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 4005a963eef..b1107b90060 100644 --- a/code/modules/ninja/suit/suit.dm +++ b/code/modules/ninja/suit/suit.dm @@ -15,7 +15,7 @@ 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 = 40, BULLET = 30, LASER = 20,ENERGY = 30, BOMB = 30, BIO = 30, FIRE = 100, ACID = 100) + armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 30, BOMB = 30, BIO = 100, FIRE = 100, ACID = 100) strip_delay = 12 slowdown = 0 // SKYRAT EDIT ADDITION min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT diff --git a/code/modules/power/apc/apc_main.dm b/code/modules/power/apc/apc_main.dm index f7d7eb58e4b..5d0fff00451 100644 --- a/code/modules/power/apc/apc_main.dm +++ b/code/modules/power/apc/apc_main.dm @@ -110,7 +110,7 @@ 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, FIRE = 90, ACID = 50) + armor = list(MELEE = 20, BULLET = 20, LASER = 10, ENERGY = 100, BOMB = 30, BIO = 0, FIRE = 90, ACID = 50) ..() GLOB.apcs_list += src diff --git a/code/modules/recycling/disposal/bin.dm b/code/modules/recycling/disposal/bin.dm index f23d126765c..5266a571668 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' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE density = TRUE - armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 90, ACID = 30) + armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 0, 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 786d474be66..eca125e2722 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, FIRE = 90, ACID = 30) + armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 90, ACID = 30) layer = DISPOSAL_PIPE_LAYER // slightly lower than wires and other pipes damage_deflection = 10 var/dpdir = NONE // bitmask of pipe directions diff --git a/code/modules/research/xenobiology/crossbreeding/_clothing.dm b/code/modules/research/xenobiology/crossbreeding/_clothing.dm index 3d141866f31..0c3d45eee82 100644 --- a/code/modules/research/xenobiology/crossbreeding/_clothing.dm +++ b/code/modules/research/xenobiology/crossbreeding/_clothing.dm @@ -13,7 +13,7 @@ Slimecrossing Armor body_parts_covered = NONE w_class = WEIGHT_CLASS_SMALL clothing_traits = list(TRAIT_NOBREATH) - permeability_coefficient = 0.5 + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0) flags_cover = MASKCOVERSMOUTH resistance_flags = NONE diff --git a/code/modules/research/xenobiology/crossbreeding/_misc.dm b/code/modules/research/xenobiology/crossbreeding/_misc.dm index 8ca7afff9ba..3fcb987a1f1 100644 --- a/code/modules/research/xenobiology/crossbreeding/_misc.dm +++ b/code/modules/research/xenobiology/crossbreeding/_misc.dm @@ -152,7 +152,7 @@ Slimecrossing Items icon_state = "frozen" density = TRUE max_integrity = 100 - armor = list(MELEE = 30, BULLET = 50, LASER = -50, ENERGY = -50, BOMB = 0, BIO = 100, FIRE = -80, ACID = 30) + armor = list(MELEE = 30, BULLET = 50, LASER = -50, ENERGY = -50, BOMB = 0, BIO = 0, FIRE = -80, ACID = 30) /obj/structure/ice_stasis/Initialize(mapload) . = ..() diff --git a/modular_skyrat/modules/customization/game/objects/items/balls.dm b/modular_skyrat/modules/customization/game/objects/items/balls.dm index ea1ceec5fcf..d3c10de363a 100644 --- a/modular_skyrat/modules/customization/game/objects/items/balls.dm +++ b/modular_skyrat/modules/customization/game/objects/items/balls.dm @@ -47,7 +47,6 @@ desc = "A green tennis ball. It seems to have an impermeable coating." icon_state = "tennis_green" inhand_icon_state = "tennis_green" - permeability_coefficient = 0.9 /obj/item/toy/tennis/cyan //electric name = "cyan tennis ball" diff --git a/modular_skyrat/modules/customization/modules/clothing/hands/hands.dm b/modular_skyrat/modules/customization/modules/clothing/hands/hands.dm index ae3e3488d7e..8472ec9a48d 100644 --- a/modular_skyrat/modules/customization/modules/clothing/hands/hands.dm +++ b/modular_skyrat/modules/customization/modules/clothing/hands/hands.dm @@ -23,7 +23,6 @@ desc = "Tactical gloves made for military personnel, they are thin to allow easy operation of most firearms." icon_state = "military_gloves" siemens_coefficient = 0.4 - permeability_coefficient = 0.4 strip_delay = 60 equip_delay_other = 60 cold_protection = HANDS diff --git a/modular_skyrat/modules/customization/modules/clothing/shoes/shoes.dm b/modular_skyrat/modules/customization/modules/clothing/shoes/shoes.dm index 41aeb2e9231..b410d8aa385 100644 --- a/modular_skyrat/modules/customization/modules/clothing/shoes/shoes.dm +++ b/modular_skyrat/modules/customization/modules/clothing/shoes/shoes.dm @@ -67,7 +67,6 @@ strip_delay = 30 equip_delay_other = 50 resistance_flags = NONE - permeability_coefficient = 0.05 //Thick soles, and covers the ankle pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes can_be_tied = TRUE //SKYRAT EDIT diff --git a/modular_skyrat/modules/modular_ert/code/trauma_team/trauma_team_outfit.dm b/modular_skyrat/modules/modular_ert/code/trauma_team/trauma_team_outfit.dm index 2c14b578973..ad89078794b 100644 --- a/modular_skyrat/modules/modular_ert/code/trauma_team/trauma_team_outfit.dm +++ b/modular_skyrat/modules/modular_ert/code/trauma_team/trauma_team_outfit.dm @@ -107,7 +107,6 @@ icon = 'modular_skyrat/master_files/icons/obj/clothing/suits.dmi' worn_icon = 'modular_skyrat/master_files/icons/mob/clothing/suit.dmi' icon_state = "ert_ntrauma" - permeability_coefficient = 0.01 slowdown = 0.3 armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 10, BIO = 100, FIRE = 80, ACID = 80) resistance_flags = ACID_PROOF diff --git a/modular_skyrat/modules/modular_items/code/thieving_gloves.dm b/modular_skyrat/modules/modular_items/code/thieving_gloves.dm index 228cc0dee24..89f2b9b4b17 100644 --- a/modular_skyrat/modules/modular_items/code/thieving_gloves.dm +++ b/modular_skyrat/modules/modular_items/code/thieving_gloves.dm @@ -3,7 +3,6 @@ special_desc_requirement = EXAMINE_CHECK_SYNDICATE clothing_traits = list(TRAIT_STICKY_FINGERS) siemens_coefficient = 0 - permeability_coefficient = 0.05 cut_type = null /datum/uplink_item/stealthy_tools/thieving_gloves diff --git a/modular_skyrat/modules/sec_haul/code/peacekeeper/peacekeeper_clothing.dm b/modular_skyrat/modules/sec_haul/code/peacekeeper/peacekeeper_clothing.dm index 0ba4d4df36c..71d257bfa1a 100644 --- a/modular_skyrat/modules/sec_haul/code/peacekeeper/peacekeeper_clothing.dm +++ b/modular_skyrat/modules/sec_haul/code/peacekeeper/peacekeeper_clothing.dm @@ -160,7 +160,6 @@ icon_state = "peacekeeper_gloves" worn_icon_state = "peacekeeper" siemens_coefficient = 0.5 - permeability_coefficient = 1 strip_delay = 20 cold_protection = 0 min_cold_protection_temperature = null @@ -317,7 +316,6 @@ strip_delay = 30 equip_delay_other = 50 resistance_flags = NONE - permeability_coefficient = 0.05 //Thick soles, and covers the ankle pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes can_be_tied = FALSE diff --git a/modular_skyrat/modules/stormtrooper/code/stormtrooper_clothes.dm b/modular_skyrat/modules/stormtrooper/code/stormtrooper_clothes.dm index aa0067561ad..1fa34bced35 100644 --- a/modular_skyrat/modules/stormtrooper/code/stormtrooper_clothes.dm +++ b/modular_skyrat/modules/stormtrooper/code/stormtrooper_clothes.dm @@ -24,7 +24,6 @@ strip_delay = 30 equip_delay_other = 50 resistance_flags = NONE - permeability_coefficient = 0.05 //Thick soles, and covers the ankle can_be_tied = FALSE supports_variations_flags = NONE