"
if (cartridge.access & CART_REMOTE_DOOR)
@@ -571,13 +568,6 @@ GLOBAL_LIST_EMPTY(PDAs)
scanmode = PDA_SCANNER_NONE
else if((!isnull(cartridge)) && (cartridge.access & CART_REAGENT_SCANNER))
scanmode = PDA_SCANNER_REAGENT
- if("Halogen Counter")
- if(scanmode == PDA_SCANNER_HALOGEN)
- scanmode = PDA_SCANNER_NONE
- else if((!isnull(cartridge)) && (cartridge.access & CART_ENGINE))
- scanmode = PDA_SCANNER_HALOGEN
- if(!silent)
- playsound(src, 'sound/machines/terminal_select.ogg', 15, TRUE)
if("Honk")
if ( !(last_noise && world.time < last_noise + 20) )
playsound(src, 'sound/items/bikehorn.ogg', 50, TRUE)
@@ -1108,15 +1098,6 @@ GLOBAL_LIST_EMPTY(PDAs)
healthscan(user, C, 1)
add_fingerprint(user)
- if(PDA_SCANNER_HALOGEN)
- C.visible_message(span_notice("[user] analyzes [C]'s radiation levels."))
-
- user.show_message(span_notice("Analyzing Results for [C]:"))
- if(C.radiation)
- user.show_message("\green Radiation Level: \black [C.radiation]")
- else
- user.show_message(span_notice("No radiation detected."))
-
/obj/item/pda/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity)
. = ..()
if(!proximity)
@@ -1293,6 +1274,5 @@ GLOBAL_LIST_EMPTY(PDAs)
#undef PDA_SCANNER_MEDICAL
#undef PDA_SCANNER_FORENSICS
#undef PDA_SCANNER_REAGENT
-#undef PDA_SCANNER_HALOGEN
#undef PDA_SCANNER_GAS
#undef PDA_SPAM_DELAY
diff --git a/code/game/objects/items/devices/forcefieldprojector.dm b/code/game/objects/items/devices/forcefieldprojector.dm
index 8a5b14d2a3d..148074a501c 100644
--- a/code/game/objects/items/devices/forcefieldprojector.dm
+++ b/code/game/objects/items/devices/forcefieldprojector.dm
@@ -103,7 +103,7 @@
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, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 25, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 100, FIRE = 100, ACID = 100)
var/obj/item/forcefield_projector/generator
/obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin)
diff --git a/code/game/objects/items/devices/geiger_counter.dm b/code/game/objects/items/devices/geiger_counter.dm
index 9f622916f5f..8d1d05f4dd6 100644
--- a/code/game/objects/items/devices/geiger_counter.dm
+++ b/code/game/objects/items/devices/geiger_counter.dm
@@ -1,10 +1,4 @@
-#define RAD_LEVEL_NORMAL 9
-#define RAD_LEVEL_MODERATE 100
-#define RAD_LEVEL_HIGH 400
-#define RAD_LEVEL_VERY_HIGH 800
-#define RAD_LEVEL_CRITICAL 1500
-
-/obj/item/geiger_counter //DISCLAIMER: I know nothing about how real-life Geiger counters work. This will not be realistic. ~Xhuis//SKYRAT EDIT - ICON OVERRIDEN BY AESTHETICS - SEE MODULE
+/obj/item/geiger_counter //DISCLAIMER: I know nothing about how real-life Geiger counters work. This will not be realistic. ~Xhuis
name = "\improper Geiger counter"
desc = "A handheld device used for detecting and measuring radiation pulses."
icon = 'icons/obj/device.dmi'
@@ -18,158 +12,102 @@
item_flags = NOBLUDGEON
custom_materials = list(/datum/material/iron = 150, /datum/material/glass = 150)
- var/grace = RAD_GEIGER_GRACE_PERIOD
- var/datum/looping_sound/geiger/soundloop
+ var/last_perceived_radiation_danger = null
var/scanning = FALSE
- var/radiation_count = 0
- var/current_tick_amount = 0
- var/last_tick_amount = 0
- var/fail_to_receive = 0
- var/current_warning = 1
/obj/item/geiger_counter/Initialize(mapload)
. = ..()
- START_PROCESSING(SSobj, src)
- soundloop = new(src, FALSE)
-
-/obj/item/geiger_counter/Destroy()
- STOP_PROCESSING(SSobj, src)
- QDEL_NULL(soundloop)
-
- return ..()
-
-/obj/item/geiger_counter/process(delta_time)
- if(scanning)
- radiation_count = LPFILTER(radiation_count, current_tick_amount, delta_time, RAD_GEIGER_RC)
-
- if(current_tick_amount)
- grace = RAD_GEIGER_GRACE_PERIOD
- last_tick_amount = current_tick_amount
-
- else if(!(obj_flags & EMAGGED))
- grace -= delta_time
- if(grace <= 0)
- radiation_count = 0
-
- current_tick_amount = 0
-
- update_appearance()
- update_sound()
+ RegisterSignal(src, COMSIG_IN_RANGE_OF_IRRADIATION, .proc/on_pre_potential_irradiation)
/obj/item/geiger_counter/examine(mob/user)
. = ..()
if(!scanning)
return
. += span_info("Alt-click it to clear stored radiation levels.")
- if(obj_flags & EMAGGED)
- . += span_warning("The display seems to be incomprehensible.")
- return
- switch(radiation_count)
- if(-INFINITY to RAD_LEVEL_NORMAL)
+ switch(last_perceived_radiation_danger)
+ if(null)
. += span_notice("Ambient radiation level count reports that all is well.")
- if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
+ if(PERCEIVED_RADIATION_DANGER_LOW)
. += span_alert("Ambient radiation levels slightly above average.")
- if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
+ if(PERCEIVED_RADIATION_DANGER_MEDIUM)
. += span_warning("Ambient radiation levels above average.")
- if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
+ if(PERCEIVED_RADIATION_DANGER_HIGH)
. += span_danger("Ambient radiation levels highly above average.")
- if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
- . += span_suicide("Ambient radiation levels nearing critical level.")
- if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
- . += span_boldannounce("Ambient radiation levels above critical level!")
-
- . += span_notice("The last radiation amount detected was [last_tick_amount]")
+ if(PERCEIVED_RADIATION_DANGER_EXTREME)
+ . += span_suicide("Ambient radiation levels reaching critical level!")
/obj/item/geiger_counter/update_icon_state()
if(!scanning)
icon_state = "geiger_off"
return ..()
- if(obj_flags & EMAGGED)
- icon_state = "geiger_on_emag"
- return ..()
- switch(radiation_count)
- if(-INFINITY to RAD_LEVEL_NORMAL)
+ switch(last_perceived_radiation_danger)
+ if(null)
icon_state = "geiger_on_1"
- if(RAD_LEVEL_NORMAL + 1 to RAD_LEVEL_MODERATE)
+ if(PERCEIVED_RADIATION_DANGER_LOW)
icon_state = "geiger_on_2"
- if(RAD_LEVEL_MODERATE + 1 to RAD_LEVEL_HIGH)
+ if(PERCEIVED_RADIATION_DANGER_MEDIUM)
icon_state = "geiger_on_3"
- if(RAD_LEVEL_HIGH + 1 to RAD_LEVEL_VERY_HIGH)
+ if(PERCEIVED_RADIATION_DANGER_HIGH)
icon_state = "geiger_on_4"
- if(RAD_LEVEL_VERY_HIGH + 1 to RAD_LEVEL_CRITICAL)
- icon_state = "geiger_on_4"
- if(RAD_LEVEL_CRITICAL + 1 to INFINITY)
+ if(PERCEIVED_RADIATION_DANGER_EXTREME)
icon_state = "geiger_on_5"
return ..()
-/obj/item/geiger_counter/proc/update_sound()
- var/datum/looping_sound/geiger/loop = soundloop
- if(!scanning)
- loop.stop()
- return
- if(!radiation_count)
- loop.stop()
- return
- loop.last_radiation = radiation_count
- loop.start()
-
-/obj/item/geiger_counter/rad_act(amount)
- . = ..()
- if(amount <= RAD_BACKGROUND_RADIATION || !scanning)
- return
- current_tick_amount += amount
- update_appearance()
-
/obj/item/geiger_counter/attack_self(mob/user)
scanning = !scanning
- update_appearance()
+
+ if (scanning)
+ AddComponent(/datum/component/geiger_sound)
+ else
+ qdel(GetComponent(/datum/component/geiger_sound))
+
+ update_appearance(UPDATE_ICON)
to_chat(user, span_notice("[icon2html(src, user)] You switch [scanning ? "on" : "off"] [src]."))
/obj/item/geiger_counter/afterattack(atom/target, mob/living/user, params)
. = ..()
- if(!user.combat_mode)
- if(!(obj_flags & EMAGGED))
- user.visible_message(span_notice("[user] scans [target] with [src]."), span_notice("You scan [target]'s radiation levels with [src]..."))
- addtimer(CALLBACK(src, .proc/scan, target, user), 20, TIMER_UNIQUE) // Let's not have spamming GetAllContents
- else
- user.visible_message(span_notice("[user] scans [target] with [src]."), span_danger("You project [src]'s stored radiation into [target]!"))
- target.rad_act(radiation_count)
- radiation_count = 0
- return TRUE
-/obj/item/geiger_counter/proc/scan(atom/A, mob/user)
- var/rad_strength = get_rad_contamination(A)
+ if (user.combat_mode)
+ return
- if(isliving(A))
- var/mob/living/M = A
- if(!M.radiation)
- to_chat(user, span_notice("[icon2html(src, user)] Radiation levels within normal boundaries."))
- else
- to_chat(user, span_boldannounce("[icon2html(src, user)] Subject is irradiated. Radiation levels: [M.radiation]."))
+ if (!CAN_IRRADIATE(target))
+ return
- if(rad_strength)
- to_chat(user, span_boldannounce("[icon2html(src, user)] Target contains radioactive contamination. Radioactive strength: [rad_strength]"))
- else
- to_chat(user, span_notice("[icon2html(src, user)] Target is free of radioactive contamination."))
+ user.visible_message(span_notice("[user] scans [target] with [src]."), span_notice("You scan [target]'s radiation levels with [src]..."))
+ addtimer(CALLBACK(src, .proc/scan, target, user), 20, TIMER_UNIQUE) // Let's not have spamming GetAllContents
-/obj/item/geiger_counter/attackby(obj/item/I, mob/user, params)
- if(I.tool_behaviour == TOOL_SCREWDRIVER && (obj_flags & EMAGGED))
- if(scanning)
- to_chat(user, span_warning("Turn off [src] before you perform this action!"))
- return FALSE
- user.visible_message(span_notice("[user] unscrews [src]'s maintenance panel and begins fiddling with its innards..."), span_notice("You begin resetting [src]..."))
- if(!I.use_tool(src, user, 40, volume=50))
- return FALSE
- user.visible_message(span_notice("[user] refastens [src]'s maintenance panel!"), span_notice("You reset [src] to its factory settings!"))
- obj_flags &= ~EMAGGED
- radiation_count = 0
- update_appearance()
- return TRUE
- else
- return ..()
+/obj/item/geiger_counter/equipped(mob/user, slot, initial)
+ . = ..()
+
+ RegisterSignal(user, COMSIG_IN_RANGE_OF_IRRADIATION, .proc/on_pre_potential_irradiation)
+
+/obj/item/geiger_counter/dropped(mob/user, silent = FALSE)
+ . = ..()
+
+ UnregisterSignal(user, COMSIG_IN_RANGE_OF_IRRADIATION, .proc/on_pre_potential_irradiation)
+
+/obj/item/geiger_counter/proc/on_pre_potential_irradiation(datum/source, datum/radiation_pulse_information/pulse_information, insulation_to_target)
+ SIGNAL_HANDLER
+
+ last_perceived_radiation_danger = get_perceived_radiation_danger(pulse_information, insulation_to_target)
+ addtimer(CALLBACK(src, .proc/reset_perceived_danger), TIME_WITHOUT_RADIATION_BEFORE_RESET, TIMER_UNIQUE | TIMER_OVERRIDE)
+
+ if (scanning)
+ update_appearance(UPDATE_ICON)
+
+/obj/item/geiger_counter/proc/reset_perceived_danger()
+ last_perceived_radiation_danger = null
+ if (scanning)
+ update_appearance(UPDATE_ICON)
+
+/obj/item/geiger_counter/proc/scan(atom/target, mob/user)
+ if (SEND_SIGNAL(target, COMSIG_GEIGER_COUNTER_SCAN, user, src) & COMSIG_GEIGER_COUNTER_SCAN_SUCCESSFUL)
+ return
+
+ to_chat(user, span_notice("[icon2html(src, user)] [isliving(target) ? "Subject" : "Target"] is free of radioactive contamination."))
/obj/item/geiger_counter/AltClick(mob/living/user)
if(!istype(user) || !user.canUseTopic(src, BE_CLOSE))
@@ -177,50 +115,6 @@
if(!scanning)
to_chat(usr, span_warning("[src] must be on to reset its radiation level!"))
return
- radiation_count = 0
to_chat(usr, span_notice("You flush [src]'s radiation counts, resetting it to normal."))
- update_appearance()
-
-/obj/item/geiger_counter/emag_act(mob/user)
- if(obj_flags & EMAGGED)
- return
- if(scanning)
- to_chat(user, span_warning("Turn off [src] before you perform this action!"))
- return
- to_chat(user, span_warning("You override [src]'s radiation storing protocols. It will now generate small doses of radiation, and stored rads are now projected into creatures you scan."))
- obj_flags |= EMAGGED
-
-
-
-/obj/item/geiger_counter/cyborg
- var/mob/listeningTo
-
-/obj/item/geiger_counter/cyborg/cyborg_unequip(mob/user)
- if(!scanning)
- return
- scanning = FALSE
- update_appearance()
-
-/obj/item/geiger_counter/cyborg/equipped(mob/user)
- . = ..()
- if(listeningTo == user)
- return
- if(listeningTo)
- UnregisterSignal(listeningTo, COMSIG_ATOM_RAD_ACT)
- RegisterSignal(user, COMSIG_ATOM_RAD_ACT, .proc/redirect_rad_act)
- listeningTo = user
-
-/obj/item/geiger_counter/cyborg/proc/redirect_rad_act(datum/source, amount)
- SIGNAL_HANDLER
- rad_act(amount)
-
-/obj/item/geiger_counter/cyborg/dropped()
- . = ..()
- if(listeningTo)
- UnregisterSignal(listeningTo, COMSIG_ATOM_RAD_ACT)
-
-#undef RAD_LEVEL_NORMAL
-#undef RAD_LEVEL_MODERATE
-#undef RAD_LEVEL_HIGH
-#undef RAD_LEVEL_VERY_HIGH
-#undef RAD_LEVEL_CRITICAL
+ last_perceived_radiation_danger = null
+ update_appearance(UPDATE_ICON)
diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm
index 8c1d72ce830..a14f33f8df8 100644
--- a/code/game/objects/items/devices/scanners.dm
+++ b/code/game/objects/items/devices/scanners.dm
@@ -188,6 +188,8 @@ GENE SCANNER
render_list += "[span_info("Analyzing results for [M]:")]\nOverall status: [mob_status]\n"
+ SEND_SIGNAL(M, COMSIG_LIVING_HEALTHSCAN, render_list, advanced, user, mode)
+
// Husk detection
if(advanced && HAS_TRAIT_FROM(M, TRAIT_HUSK, BURN))
render_list += "Subject has been husked by severe burns.\n"
@@ -256,10 +258,8 @@ GENE SCANNER
if(advanced)
render_list += "Brain Activity Level: [(200 - M.getOrganLoss(ORGAN_SLOT_BRAIN))/2]%.\n"
- if (M.radiation)
- render_list += "Subject is irradiated.\n"
- if(advanced)
- render_list += "Radiation Level: [M.radiation]%.\n"
+ if (HAS_TRAIT(M, TRAIT_IRRADIATED))
+ render_list += "Subject is irradiated. Supply toxin healing.\n"
if(advanced && M.hallucinating())
render_list += "Subject is hallucinating.\n"
diff --git a/code/game/objects/items/devices/traitordevices.dm b/code/game/objects/items/devices/traitordevices.dm
index 0a6f40c9f8a..1f81f52f2a2 100644
--- a/code/game/objects/items/devices/traitordevices.dm
+++ b/code/game/objects/items/devices/traitordevices.dm
@@ -99,7 +99,6 @@ effective or pretty fucking useless.
return
if(passed_intensity >= 5)
M.apply_effect(round(passed_intensity/0.075), EFFECT_UNCONSCIOUS) //to save you some math, this is a round(intensity * (4/3)) second long knockout
- M.rad_act(passed_intensity*10)
/obj/item/healthanalyzer/rad_laser/proc/get_cooldown()
return round(max(10, (stealth*30 + intensity*5 - wavelength/4)))
diff --git a/code/game/objects/items/dna_injector.dm b/code/game/objects/items/dna_injector.dm
index 4c791c1d67c..5d85c5077b2 100644
--- a/code/game/objects/items/dna_injector.dm
+++ b/code/game/objects/items/dna_injector.dm
@@ -22,7 +22,6 @@
/obj/item/dnainjector/proc/inject(mob/living/carbon/M, mob/user)
if(M.has_dna() && !HAS_TRAIT(M, TRAIT_GENELESS) && !HAS_TRAIT(M, TRAIT_BADDNA))
- M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
for(var/HM in remove_mutations)
M.dna.remove_mutation(HM)
@@ -461,7 +460,6 @@
return FALSE
if(M.has_dna() && !(HAS_TRAIT(M, TRAIT_BADDNA)))
- M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
var/endtime = world.time+duration
for(var/mutation in remove_mutations)
@@ -530,7 +528,6 @@
/obj/item/dnainjector/activator/inject(mob/living/carbon/M, mob/user)
if(M.has_dna() && !HAS_TRAIT(M, TRAIT_GENELESS) && !HAS_TRAIT(M, TRAIT_BADDNA))
- M.radiation += rand(20/(damage_coeff ** 2),50/(damage_coeff ** 2))
var/log_msg = "[key_name(user)] injected [key_name(M)] with the [name]"
var/pref = ""
var/suff = ""
diff --git a/code/game/objects/items/dualsaber.dm b/code/game/objects/items/dualsaber.dm
index 72513ae33e8..f42945aba84 100644
--- a/code/game/objects/items/dualsaber.dm
+++ b/code/game/objects/items/dualsaber.dm
@@ -24,7 +24,7 @@
attack_verb_simple = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
block_chance = 75
max_integrity = 200
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
wound_bonus = -10
bare_wound_bonus = 20
diff --git a/code/game/objects/items/fireaxe.dm b/code/game/objects/items/fireaxe.dm
index 8ecda7486f0..c2d45fc00ba 100644
--- a/code/game/objects/items/fireaxe.dm
+++ b/code/game/objects/items/fireaxe.dm
@@ -17,7 +17,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
wound_bonus = -15
bare_wound_bonus = 20
diff --git a/code/game/objects/items/grenades/syndieminibomb.dm b/code/game/objects/items/grenades/syndieminibomb.dm
index e7f1784a576..ed2349db92b 100644
--- a/code/game/objects/items/grenades/syndieminibomb.dm
+++ b/code/game/objects/items/grenades/syndieminibomb.dm
@@ -51,19 +51,19 @@
icon_state = "bluefrag"
inhand_icon_state = "flashbang"
var/freeze_range = 4
- var/rad_damage = 350
+ var/rad_range = 4
+ var/rad_threshold = RAD_EXTREME_INSULATION
var/stamina_damage = 30
+ var/temp_adjust = -230
/obj/item/grenade/gluon/detonate(mob/living/lanced_by)
. = ..()
update_mob()
playsound(loc, 'sound/effects/empulse.ogg', 50, TRUE)
- radiation_pulse(src, rad_damage)
- for(var/turf/T in view(freeze_range,loc))
- if(isfloorturf(T))
- var/turf/open/floor/F = T
- F.MakeSlippery(TURF_WET_PERMAFROST, 6 MINUTES)
- for(var/mob/living/carbon/L in T)
- L.adjustStaminaLoss(stamina_damage)
- L.adjust_bodytemperature(-230)
+ radiation_pulse(src, max_range = rad_range, threshold = rad_threshold, chance = 100)
+ for (var/turf/open/floor/floor in view(freeze_range, loc))
+ floor.MakeSlippery(TURF_WET_PERMAFROST, 6 MINUTES)
+ for(var/mob/living/carbon/victim in floor)
+ victim.adjustStaminaLoss(stamina_damage)
+ victim.adjust_bodytemperature(temp_adjust)
qdel(src)
diff --git a/code/game/objects/items/handcuffs.dm b/code/game/objects/items/handcuffs.dm
index 3d75e5d1411..f7758535bdf 100644
--- a/code/game/objects/items/handcuffs.dm
+++ b/code/game/objects/items/handcuffs.dm
@@ -39,7 +39,7 @@
throw_range = 5
custom_materials = list(/datum/material/iron=500)
breakouttime = 1 MINUTES
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
custom_price = PAYCHECK_HARD * 0.35
///Sound that plays when starting to put handcuffs on someone
var/cuffsound = 'sound/weapons/handcuffs.ogg'
diff --git a/code/game/objects/items/holy_weapons.dm b/code/game/objects/items/holy_weapons.dm
index 4541edae392..8da9a776535 100644
--- a/code/game/objects/items/holy_weapons.dm
+++ b/code/game/objects/items/holy_weapons.dm
@@ -5,7 +5,7 @@
desc = "It has the unyielding gaze of a god eternally forgotten."
icon_state = "clockwork_helmet"
inhand_icon_state = "clockwork_helmet_inhand"
- armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 80, ACID = 80)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 8 SECONDS
@@ -25,7 +25,7 @@
desc = "Deus Vult."
icon_state = "knight_templar"
inhand_icon_state = "knight_templar"
- armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 80, ACID = 80)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
diff --git a/code/game/objects/items/kitchen.dm b/code/game/objects/items/kitchen.dm
index 53762614034..4ba0d0b3b77 100644
--- a/code/game/objects/items/kitchen.dm
+++ b/code/game/objects/items/kitchen.dm
@@ -31,7 +31,7 @@
attack_verb_continuous = list("attacks", "stabs", "pokes")
attack_verb_simple = list("attack", "stab", "poke")
hitsound = 'sound/weapons/bladeslice.ogg'
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 30)
sharpness = SHARP_POINTY
var/datum/reagent/forkload //used to eat omelette
custom_price = PAYCHECK_PRISONER
@@ -130,7 +130,7 @@
throw_range = 5
attack_verb_simple = list("whack", "spoon", "tap")
attack_verb_continuous = list("whacks", "spoons", "taps")
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 30)
custom_materials = list(/datum/material/iron=120)
custom_price = PAYCHECK_PRISONER * 5
tool_behaviour = TOOL_MINING
diff --git a/code/game/objects/items/knives.dm b/code/game/objects/items/knives.dm
index ac0565a66bf..c161e51d8bd 100644
--- a/code/game/objects/items/knives.dm
+++ b/code/game/objects/items/knives.dm
@@ -1,5 +1,5 @@
// Knife Template, should not appear in game normaly //
-/obj/item/knife
+/obj/item/knife
name = "knife"
icon = 'icons/obj/kitchen.dmi'
icon_state = "knife"
@@ -19,7 +19,7 @@
attack_verb_continuous = list("slashes", "stabs", "slices", "tears", "lacerates", "rips", "dices", "cuts")
attack_verb_simple = list("slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut")
sharpness = SHARP_EDGED
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
var/bayonet = FALSE //Can this be attached to a gun?
wound_bonus = 5
bare_wound_bonus = 15
@@ -153,7 +153,7 @@
throwforce = 12
attack_verb_continuous = list("shanks", "shivs")
attack_verb_simple = list("shank", "shiv")
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
custom_materials = list(/datum/material/glass=400)
/obj/item/knife/shiv/carrot
diff --git a/code/game/objects/items/melee/baton.dm b/code/game/objects/items/melee/baton.dm
index 33e42d383e2..a1179d360d2 100644
--- a/code/game/objects/items/melee/baton.dm
+++ b/code/game/objects/items/melee/baton.dm
@@ -341,7 +341,7 @@
attack_verb_continuous = list("beats")
attack_verb_simple = list("beat")
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 80, ACID = 80)
throwforce = 7
stamina_damage = 45 // 3 baton crit.
diff --git a/code/game/objects/items/melee/energy.dm b/code/game/objects/items/melee/energy.dm
index 395126f9613..b0dcfd58abb 100644
--- a/code/game/objects/items/melee/energy.dm
+++ b/code/game/objects/items/melee/energy.dm
@@ -1,7 +1,7 @@
/obj/item/melee/energy
icon = 'icons/obj/transforming_energy.dmi'
max_integrity = 200
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 30)
attack_verb_continuous = list("hits", "taps", "pokes")
attack_verb_simple = list("hit", "tap", "poke")
resistance_flags = FIRE_PROOF
diff --git a/code/game/objects/items/pitchfork.dm b/code/game/objects/items/pitchfork.dm
index be5e908e093..a2c6d70331f 100644
--- a/code/game/objects/items/pitchfork.dm
+++ b/code/game/objects/items/pitchfork.dm
@@ -19,7 +19,7 @@
hitsound = 'sound/weapons/bladeslice.ogg'
sharpness = SHARP_EDGED
max_integrity = 200
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
/obj/item/pitchfork/ComponentInitialize()
diff --git a/code/game/objects/items/pneumaticCannon.dm b/code/game/objects/items/pneumaticCannon.dm
index 2470ca6700f..c848d5d7a1e 100644
--- a/code/game/objects/items/pneumaticCannon.dm
+++ b/code/game/objects/items/pneumaticCannon.dm
@@ -14,7 +14,7 @@
inhand_icon_state = "bulldog"
lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi'
righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi'
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 60, ACID = 50)
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/tank/internals/tank = null //The gas tank that is drawn from to fire things
diff --git a/code/game/objects/items/powerfist.dm b/code/game/objects/items/powerfist.dm
index 90adc686160..30ad35f9a14 100644
--- a/code/game/objects/items/powerfist.dm
+++ b/code/game/objects/items/powerfist.dm
@@ -12,7 +12,7 @@
throwforce = 10
throw_range = 7
w_class = WEIGHT_CLASS_NORMAL
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 40)
resistance_flags = FIRE_PROOF
var/click_delay = 1.5
var/fisto_setting = 1
diff --git a/code/game/objects/items/puzzle_pieces.dm b/code/game/objects/items/puzzle_pieces.dm
index 6f7e8af9e07..5f725f99efd 100644
--- a/code/game/objects/items/puzzle_pieces.dm
+++ b/code/game/objects/items/puzzle_pieces.dm
@@ -39,7 +39,7 @@
explosion_block = 3
heat_proof = TRUE
max_integrity = 600
- armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF
damage_deflection = 70
/// Make sure that the key has the same puzzle_id as the keycard door!
diff --git a/code/game/objects/items/religion.dm b/code/game/objects/items/religion.dm
index 2eeb0fb2e4d..bf414aea570 100644
--- a/code/game/objects/items/religion.dm
+++ b/code/game/objects/items/religion.dm
@@ -201,7 +201,7 @@
inspiration_available = FALSE
/obj/item/banner/engineering/special_inspiration(mob/living/carbon/human/H)
- H.radiation = 0
+ qdel(H.GetComponent(/datum/component/irradiated))
/datum/crafting_recipe/engineering_banner
name = "Engitopia Banner"
@@ -275,7 +275,7 @@
w_class = WEIGHT_CLASS_BULKY
slowdown = 2.0 //gotta pretend we're balanced.
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
- armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, FIRE = 60, ACID = 60)
/obj/item/clothing/suit/armor/plate/crusader/red
icon_state = "crusader-red"
@@ -289,7 +289,7 @@
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE
- armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, FIRE = 60, ACID = 60)
/obj/item/clothing/head/helmet/plate/crusader/blue
icon_state = "crusader-blue"
@@ -303,7 +303,7 @@
desc = "A religious-looking hat."
icon_state = null
flags_1 = 0
- armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 70, BIO = 50, RAD = 50, FIRE = 60, ACID = 60) //religion protects you from disease and radiation, honk.
+ armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 70, BIO = 50, FIRE = 60, ACID = 60) //religion protects you from disease, honk.
worn_y_offset = 6
/obj/item/clothing/head/helmet/plate/crusader/prophet/red
@@ -362,7 +362,7 @@
desc = "Metal boots, they look heavy."
icon_state = "crusader"
w_class = WEIGHT_CLASS_NORMAL
- armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) //does this even do anything on boots?
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 60, BIO = 0, FIRE = 60, ACID = 60) //does this even do anything on boots?
clothing_flags = NOSLIP
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
diff --git a/code/game/objects/items/shields.dm b/code/game/objects/items/shields.dm
index 54187e8b076..678929979e6 100644
--- a/code/game/objects/items/shields.dm
+++ b/code/game/objects/items/shields.dm
@@ -2,7 +2,7 @@
name = "shield"
icon = 'icons/obj/shields.dmi'
block_chance = 50
- armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, FIRE = 80, ACID = 70)
var/transparent = FALSE // makes beam projectiles pass through the shield
/obj/item/shield/proc/on_shield_block(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", damage = 0, attack_type = MELEE_ATTACK)
@@ -94,7 +94,7 @@
/obj/item/shield/riot/roman/fake
desc = "Bears an inscription on the inside: \"Romanes venio domus\". It appears to be a bit flimsy."
block_chance = 0
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
max_integrity = 30
/obj/item/shield/riot/roman/shatter(mob/living/carbon/human/owner)
diff --git a/code/game/objects/items/singularityhammer.dm b/code/game/objects/items/singularityhammer.dm
index a21ee4d0e4f..5232dd53353 100644
--- a/code/game/objects/items/singularityhammer.dm
+++ b/code/game/objects/items/singularityhammer.dm
@@ -12,7 +12,7 @@
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
- armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
force_string = "LORD SINGULOTH HIMSELF"
///Is it able to pull shit right now?
diff --git a/code/game/objects/items/spear.dm b/code/game/objects/items/spear.dm
index 1ce2fcd627e..f44b38a6f82 100644
--- a/code/game/objects/items/spear.dm
+++ b/code/game/objects/items/spear.dm
@@ -18,7 +18,7 @@
attack_verb_simple = list("attack", "poke", "jab", "tear", "lacerate", "gore")
sharpness = SHARP_EDGED // i know the whole point of spears is that they're pointy, but edged is more devastating at the moment so
max_integrity = 200
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 30)
var/war_cry = "AAAAARGH!!!"
var/icon_prefix = "spearglass"
wound_bonus = -15
diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm
index a046fcf4ad9..9c9e6adcc73 100644
--- a/code/game/objects/items/stacks/sheets/glass.dm
+++ b/code/game/objects/items/stacks/sheets/glass.dm
@@ -22,7 +22,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
icon_state = "sheet-glass"
inhand_icon_state = "sheet-glass"
mats_per_unit = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/glass
grind_results = list(/datum/reagent/silicon = 20)
@@ -88,7 +88,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
inhand_icon_state = "sheet-pglass"
mats_per_unit = list(/datum/material/alloy/plasmaglass=MINERAL_MATERIAL_AMOUNT)
material_type = /datum/material/alloy/plasmaglass
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 75, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plasmaglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10)
@@ -141,7 +141,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \
icon_state = "sheet-rglass"
inhand_icon_state = "sheet-rglass"
mats_per_unit = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 70, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/rglass
grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/iron = 10)
@@ -193,7 +193,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
icon_state = "sheet-prglass"
inhand_icon_state = "sheet-prglass"
mats_per_unit = list(/datum/material/alloy/plasmaglass=MINERAL_MATERIAL_AMOUNT, /datum/material/iron = MINERAL_MATERIAL_AMOUNT * 0.5)
- armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
material_flags = NONE
merge_type = /obj/item/stack/sheet/plasmarglass
@@ -219,7 +219,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list(
inhand_icon_state = "sheet-titaniumglass"
mats_per_unit = list(/datum/material/alloy/titaniumglass=MINERAL_MATERIAL_AMOUNT)
material_type = /datum/material/alloy/titaniumglass
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/titaniumglass
tableVariant = /obj/structure/table/reinforced/titaniumglass
@@ -241,7 +241,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
inhand_icon_state = "sheet-plastitaniumglass"
mats_per_unit = list(/datum/material/alloy/plastitaniumglass=MINERAL_MATERIAL_AMOUNT)
material_type = /datum/material/alloy/plastitaniumglass
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 100)
material_flags = NONE
resistance_flags = ACID_PROOF
merge_type = /obj/item/stack/sheet/plastitaniumglass
@@ -267,7 +267,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
attack_verb_simple = list("stab", "slash", "slice", "cut")
hitsound = 'sound/weapons/bladeslice.ogg'
resistance_flags = ACID_PROOF
- armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
+ armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 50, ACID = 100)
max_integrity = 40
sharpness = SHARP_EDGED
var/icon_prefix
diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm
index a433dd1730b..5b91a08b295 100644
--- a/code/game/objects/items/stacks/sheets/sheet_types.dm
+++ b/code/game/objects/items/stacks/sheets/sheet_types.dm
@@ -240,7 +240,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \
material_type = /datum/material/alloy/plasteel
throwforce = 10
flags_1 = CONDUCT_1
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 80)
resistance_flags = FIRE_PROOF
merge_type = /obj/item/stack/sheet/plasteel
grind_results = list(/datum/reagent/iron = 20, /datum/reagent/toxin/plasma = 20)
@@ -313,7 +313,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \
icon = 'icons/obj/stack_objects.dmi'
mats_per_unit = list(/datum/material/wood=MINERAL_MATERIAL_AMOUNT)
sheettype = "wood"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/wood
novariants = TRUE
@@ -346,7 +346,7 @@ GLOBAL_LIST_INIT(bamboo_recipes, list ( \
icon = 'icons/obj/stack_objects.dmi'
mats_per_unit = list(/datum/material/bamboo = MINERAL_MATERIAL_AMOUNT)
throwforce = 15
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 0)
resistance_flags = FLAMMABLE
merge_type = /obj/item/stack/sheet/mineral/bamboo
grind_results = list(/datum/reagent/cellulose = 10)
diff --git a/code/game/objects/items/stacks/tiles/tile_iron.dm b/code/game/objects/items/stacks/tiles/tile_iron.dm
index b2d5026ad20..7df9d066f6e 100644
--- a/code/game/objects/items/stacks/tiles/tile_iron.dm
+++ b/code/game/objects/items/stacks/tiles/tile_iron.dm
@@ -9,7 +9,7 @@
throwforce = 10
flags_1 = CONDUCT_1
turf_type = /turf/open/floor/iron
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
matter_amount = 1
cost = 125
diff --git a/code/game/objects/items/storage/backpack.dm b/code/game/objects/items/storage/backpack.dm
index a955e88ec9c..2bf969fc023 100644
--- a/code/game/objects/items/storage/backpack.dm
+++ b/code/game/objects/items/storage/backpack.dm
@@ -56,7 +56,7 @@
inhand_icon_state = "holdingpack"
resistance_flags = FIRE_PROOF
item_flags = NO_MAT_REDEMPTION
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 60, ACID = 50)
component_type = /datum/component/storage/concrete/bluespace/bag_of_holding
/obj/item/storage/backpack/holding/ComponentInitialize()
diff --git a/code/game/objects/items/storage/bags.dm b/code/game/objects/items/storage/bags.dm
index c9ba7d0bcc3..2ff333baa64 100644
--- a/code/game/objects/items/storage/bags.dm
+++ b/code/game/objects/items/storage/bags.dm
@@ -120,7 +120,6 @@
/obj/item/storage/bag/ore/ComponentInitialize()
. = ..()
- AddElement(/datum/element/rad_insulation, 0.01) //please datum mats no more cancer
var/datum/component/storage/concrete/stack/STR = GetComponent(/datum/component/storage/concrete/stack)
STR.allow_quick_empty = TRUE
STR.set_holdable(list(/obj/item/stack/ore))
diff --git a/code/game/objects/items/storage/secure.dm b/code/game/objects/items/storage/secure.dm
index 4c669ce35ce..fdab4426a5c 100644
--- a/code/game/objects/items/storage/secure.dm
+++ b/code/game/objects/items/storage/secure.dm
@@ -221,7 +221,7 @@
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, RAD = 100, FIRE = 80, ACID = 70)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 70, BIO = 100, FIRE = 80, ACID = 70)
max_integrity = 300
color = "#ffdd33"
diff --git a/code/game/objects/items/tanks/tanks.dm b/code/game/objects/items/tanks/tanks.dm
index e61fef70f82..43a3e5779d3 100644
--- a/code/game/objects/items/tanks/tanks.dm
+++ b/code/game/objects/items/tanks/tanks.dm
@@ -24,7 +24,7 @@
throw_range = 4
custom_materials = list(/datum/material/iron = 500)
actions_types = list(/datum/action/item_action/set_internals)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 80, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, FIRE = 80, ACID = 30)
integrity_failure = 0.5
/// The gases this tank contains. Don't modify this directly, use return_air() to get it instead
var/datum/gas_mixture/air_contents = null
@@ -323,29 +323,4 @@
dyn_explosion(src, power, flash_range = 1.5, ignorecap = FALSE)
return ..()
-/obj/item/tank/rad_act(strength)
- . = ..()
- var/gas_change = FALSE
- var/list/cached_gases = air_contents.gases
- if(cached_gases[/datum/gas/oxygen] && cached_gases[/datum/gas/carbon_dioxide] && air_contents.temperature <= PLUOXIUM_TEMP_CAP)
- gas_change = TRUE
- var/pulse_strength = min(strength, cached_gases[/datum/gas/oxygen][MOLES] * 1000, cached_gases[/datum/gas/carbon_dioxide][MOLES] * 2000)
- cached_gases[/datum/gas/carbon_dioxide][MOLES] -= pulse_strength / 2000
- cached_gases[/datum/gas/oxygen][MOLES] -= pulse_strength / 1000
- ASSERT_GAS(/datum/gas/pluoxium, air_contents)
- cached_gases[/datum/gas/pluoxium][MOLES] += pulse_strength / 4000
- strength -= pulse_strength
-
- if(cached_gases[/datum/gas/hydrogen])
- gas_change = TRUE
- var/pulse_strength = min(strength, cached_gases[/datum/gas/hydrogen][MOLES] * 1000)
- cached_gases[/datum/gas/hydrogen][MOLES] -= pulse_strength / 1000
- ASSERT_GAS(/datum/gas/tritium, air_contents)
- cached_gases[/datum/gas/tritium][MOLES] += pulse_strength / 1000
- strength -= pulse_strength
-
- if(gas_change)
- air_contents.garbage_collect()
- START_PROCESSING(SSobj, src)
-
#undef ASSUME_AIR_DT_FACTOR
diff --git a/code/game/objects/items/tanks/watertank.dm b/code/game/objects/items/tanks/watertank.dm
index 0b26dc8efc3..e6c7f2a4791 100644
--- a/code/game/objects/items/tanks/watertank.dm
+++ b/code/game/objects/items/tanks/watertank.dm
@@ -12,7 +12,7 @@
slowdown = 1
actions_types = list(/datum/action/item_action/toggle_mister)
max_integrity = 200
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
var/obj/item/noz
diff --git a/code/game/objects/items/teleportation.dm b/code/game/objects/items/teleportation.dm
index da6e3ce85b6..4b58b924574 100644
--- a/code/game/objects/items/teleportation.dm
+++ b/code/game/objects/items/teleportation.dm
@@ -111,7 +111,7 @@
throw_speed = 3
throw_range = 5
custom_materials = list(/datum/material/iron=10000)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/list/active_portal_pairs
var/max_portal_pairs = 3
diff --git a/code/game/objects/items/theft_tools.dm b/code/game/objects/items/theft_tools.dm
index 0f50e61cb2a..3fed58c382f 100644
--- a/code/game/objects/items/theft_tools.dm
+++ b/code/game/objects/items/theft_tools.dm
@@ -33,7 +33,7 @@
if(cooldown < world.time - 60)
cooldown = world.time
flick(pulseicon, src)
- radiation_pulse(src, 400, 2)
+ radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION)
/obj/item/nuke_core/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is rubbing [src] against [user.p_them()]self! It looks like [user.p_theyre()] trying to commit suicide!"))
@@ -183,7 +183,7 @@
return
else
to_chat(user, span_notice("As it touches \the [src], both \the [src] and \the [W] burst into dust!"))
- radiation_pulse(user, 100)
+ radiation_pulse(user, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
qdel(W)
qdel(src)
@@ -206,7 +206,7 @@
span_userdanger("You're hit by [src] and everything suddenly goes silent.\n[src] flashes into dust, and soon as you can register this, you do as well."),\
span_hear("Everything suddenly goes silent."))
victim.dust()
- radiation_pulse(src, 500, 2)
+ radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
qdel(src)
@@ -217,7 +217,7 @@
user.visible_message(span_danger("[user] reaches out and tries to pick up [src]. [user.p_their()] body starts to glow and bursts into flames before flashing into dust!"),\
span_userdanger("You reach for [src] with your hands. That was dumb."),\
span_hear("Everything suddenly goes silent."))
- radiation_pulse(user, 500, 2)
+ radiation_pulse(user, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
user.dust()
@@ -328,7 +328,7 @@
span_userdanger("You touch [AM] with [src], and everything suddenly goes silent.\n[AM] and [sliver] flash into dust, and soon as you can register this, you do as well."),\
span_hear("Everything suddenly goes silent."))
user.dust()
- radiation_pulse(src, 500, 2)
+ radiation_pulse(src, max_range = 2, threshold = RAD_EXTREME_INSULATION, chance = 40)
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
QDEL_NULL(sliver)
update_appearance()
diff --git a/code/game/objects/items/tools/crowbar.dm b/code/game/objects/items/tools/crowbar.dm
index 0e9dc0b3e57..b90090aa366 100644
--- a/code/game/objects/items/tools/crowbar.dm
+++ b/code/game/objects/items/tools/crowbar.dm
@@ -19,7 +19,7 @@
attack_verb_simple = list("attack", "bash", "batter", "bludgeon", "whack")
tool_behaviour = TOOL_CROWBAR
toolspeed = 1
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 30)
var/force_opens = FALSE
/obj/item/crowbar/suicide_act(mob/user)
diff --git a/code/game/objects/items/tools/screwdriver.dm b/code/game/objects/items/tools/screwdriver.dm
index b9affa866e7..782952b99cb 100644
--- a/code/game/objects/items/tools/screwdriver.dm
+++ b/code/game/objects/items/tools/screwdriver.dm
@@ -22,7 +22,7 @@
usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg')
tool_behaviour = TOOL_SCREWDRIVER
toolspeed = 1
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 30)
drop_sound = 'sound/items/handling/screwdriver_drop.ogg'
pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg'
sharpness = SHARP_POINTY
diff --git a/code/game/objects/items/tools/weldingtool.dm b/code/game/objects/items/tools/weldingtool.dm
index 8a66dbe2081..d5f5786b30b 100644
--- a/code/game/objects/items/tools/weldingtool.dm
+++ b/code/game/objects/items/tools/weldingtool.dm
@@ -25,7 +25,7 @@
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
heat = 3800
tool_behaviour = TOOL_WELDER
diff --git a/code/game/objects/items/tools/wirebrush.dm b/code/game/objects/items/tools/wirebrush.dm
index b491c004165..830470e68a5 100644
--- a/code/game/objects/items/tools/wirebrush.dm
+++ b/code/game/objects/items/tools/wirebrush.dm
@@ -9,55 +9,3 @@
icon_state = "wirebrush"
tool_behaviour = TOOL_RUSTSCRAPER
toolspeed = 1
-
-/**
- * An advanced form of the wirebrush that trades the safety of the user for instant rust removal.
- * If the person using this is unlucky they are going to die painfully.
- */
-/obj/item/wirebrush/advanced
- name = "advanced wirebrush"
- desc = "An advanced wirebrush; uses radiation to almost instantly liquify rust."
- icon_state = "wirebrush_adv"
- toolspeed = 0.1
-
- /// The amount of radiation to give to the user of this tool; regardless of what they did with it.
- var/radiation_on_use = 20
-
- /// How likely is a critical fail?
- var/crit_fail_prob = 0 // SKYRAT EDIT CHANGE -- ORIGINALLY var/crit_fail_prob = 1
-
- /// The amount of radiation to give to the user if they roll the worst effects. Negative numbers will heal radiation instead!
- var/crit_fail_rads = 50
-
- /// The amount of damage to take in BOTH Tox and Oxy on critical fail
- var/crit_fail_damage = 15
-
- /// We only apply damage and force vomit if the user has OVER this many rads
- var/crit_fail_rads_threshold = 300
-
-/obj/item/wirebrush/advanced/examine(mob/user)
- . = ..()
- . += span_danger("There is a warning label that indicates extended use of [src] may result in loss of hair, yellowing skin, and death.")
-
-/obj/item/wirebrush/advanced/pre_attack(atom/A, mob/living/user)
- . = ..()
-
- if(!istype(user))
- return
-
- if(prob(crit_fail_prob))
- to_chat(user, span_danger("You feel a sharp pain as your entire body grows oddly warm."))
- user.radiation += crit_fail_rads
- if(user.radiation > crit_fail_rads_threshold) // If you ignore the warning signs you get punished
- user.emote("vomit")
- user.adjustToxLoss(crit_fail_damage, forced=TRUE)
- user.adjustOxyLoss(crit_fail_damage, forced=TRUE)
- return
-
- user.radiation += radiation_on_use
-
- if(prob(25))
- user.emote("cough")
-
-/obj/item/wirebrush/advanced/pre_attack_secondary()
- return SECONDARY_ATTACK_CALL_NORMAL
diff --git a/code/game/objects/items/tools/wirecutters.dm b/code/game/objects/items/tools/wirecutters.dm
index d6cee7af56b..4acc37ce570 100644
--- a/code/game/objects/items/tools/wirecutters.dm
+++ b/code/game/objects/items/tools/wirecutters.dm
@@ -25,7 +25,7 @@
pickup_sound = 'sound/items/handling/wirecutter_pickup.ogg'
tool_behaviour = TOOL_WIRECUTTER
toolspeed = 1
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 30)
/// If the item should be assigned a random color
var/random_color = TRUE
/// List of possible random colors
diff --git a/code/game/objects/items/tools/wrench.dm b/code/game/objects/items/tools/wrench.dm
index 87ceb43ab11..9284cd07762 100644
--- a/code/game/objects/items/tools/wrench.dm
+++ b/code/game/objects/items/tools/wrench.dm
@@ -20,7 +20,7 @@
attack_verb_simple = list("bash", "batter", "bludgeon", "whack")
tool_behaviour = TOOL_WRENCH
toolspeed = 1
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 30)
/obj/item/wrench/suicide_act(mob/user)
user.visible_message(span_suicide("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!"))
diff --git a/code/game/objects/items/vending_items.dm b/code/game/objects/items/vending_items.dm
index fabbe8200fc..7f4e666c998 100644
--- a/code/game/objects/items/vending_items.dm
+++ b/code/game/objects/items/vending_items.dm
@@ -17,7 +17,7 @@
throw_speed = 1
throw_range = 7
w_class = WEIGHT_CLASS_BULKY
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 70, ACID = 30)
// Built automatically from the corresponding vending machine.
// If null, considered to be full. Otherwise, is list(/typepath = amount).
diff --git a/code/game/objects/items/wayfinding.dm b/code/game/objects/items/wayfinding.dm
index 37055667dea..d3701336396 100644
--- a/code/game/objects/items/wayfinding.dm
+++ b/code/game/objects/items/wayfinding.dm
@@ -9,7 +9,7 @@
desc = "A machine given the thankless job of trying to sell wayfinding pinpointers. They point to common locations."
density = FALSE
layer = HIGH_OBJ_LAYER
- armor = list(MELEE = 80, BULLET = 30, LASER = 30, ENERGY = 60, BOMB = 90, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
+ armor = list(MELEE = 80, BULLET = 30, LASER = 30, ENERGY = 60, BOMB = 90, BIO = 0, FIRE = 100, ACID = 80)
payment_department = ACCOUNT_CIV
light_power = 0.5
light_range = MINIMUM_USEFUL_LIGHT_RANGE
diff --git a/code/game/objects/items/weaponry.dm b/code/game/objects/items/weaponry.dm
index 6f6882c1d2f..06e32871213 100644
--- a/code/game/objects/items/weaponry.dm
+++ b/code/game/objects/items/weaponry.dm
@@ -12,7 +12,7 @@
attack_verb_continuous = list("bans")
attack_verb_simple = list("ban")
max_integrity = 200
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
/obj/item/banhammer/Initialize(mapload)
@@ -74,7 +74,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
block_chance = 50
sharpness = SHARP_EDGED
max_integrity = 200
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/obj/item/claymore/Initialize(mapload)
@@ -263,7 +263,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301
block_chance = 50
sharpness = SHARP_EDGED
max_integrity = 200
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/obj/item/katana/suicide_act(mob/user)
diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm
index ef43bc55f4a..49073c2a1bd 100644
--- a/code/game/objects/objs.dm
+++ b/code/game/objects/objs.dm
@@ -259,11 +259,10 @@
energy = text2num(result["values"][ENERGY]),\
bomb = text2num(result["values"][BOMB]),\
bio = text2num(result["values"][BIO]),\
- rad = text2num(result["values"][RAD]),\
fire = text2num(result["values"][FIRE]),\
acid = text2num(result["values"][ACID]))
- log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]")
- message_admins(span_notice("[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]"))
+ log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], fire: [armor.fire], acid: [armor.acid]")
+ message_admins(span_notice("[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], fire: [armor.fire], acid: [armor.acid]"))
if(href_list[VV_HK_MASS_DEL_TYPE])
if(check_rights(R_DEBUG|R_SERVER))
var/action_type = tgui_alert(usr, "Strict type ([type]) or type and all subtypes?",,list("Strict type","Type and subtypes","Cancel"))
diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm
index 8cfe33c2524..08773b1cf19 100644
--- a/code/game/objects/structures.dm
+++ b/code/game/objects/structures.dm
@@ -13,7 +13,7 @@
/obj/structure/Initialize(mapload)
if (!armor)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
. = ..()
if(smoothing_flags & (SMOOTH_CORNERS|SMOOTH_BITMASK))
QUEUE_SMOOTH(src)
diff --git a/code/game/objects/structures/barsigns.dm b/code/game/objects/structures/barsigns.dm
index 9a0be5ca6d6..9c6a6b282bb 100644
--- a/code/game/objects/structures/barsigns.dm
+++ b/code/game/objects/structures/barsigns.dm
@@ -9,7 +9,7 @@
req_access = list(ACCESS_BAR)
max_integrity = 500
integrity_failure = 0.5
- armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
buildable_sign = FALSE
var/panel_open = FALSE
diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm
index 9e2c0192ecc..58faca0bfe1 100644
--- a/code/game/objects/structures/crates_lockers/closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets.dm
@@ -9,7 +9,7 @@
drag_slowdown = 1.5 // Same as a prone mob
max_integrity = 200
integrity_failure = 0.25
- armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, FIRE = 70, ACID = 60)
blocks_emissive = EMISSIVE_BLOCK_GENERIC
/// The overlay for the closet's door
diff --git a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
index d3122936b71..4c8ddc347c6 100644
--- a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm
@@ -4,6 +4,6 @@
locked = TRUE
icon_state = "secure"
max_integrity = 250
- armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 80)
secure = TRUE
damage_deflection = 20
diff --git a/code/game/objects/structures/crates_lockers/crates/secure.dm b/code/game/objects/structures/crates_lockers/crates/secure.dm
index 13c052e5739..652db06c6d5 100644
--- a/code/game/objects/structures/crates_lockers/crates/secure.dm
+++ b/code/game/objects/structures/crates_lockers/crates/secure.dm
@@ -5,7 +5,7 @@
secure = TRUE
locked = TRUE
max_integrity = 500
- armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 80, ACID = 80)
var/tamperproof = 0
damage_deflection = 25
diff --git a/code/game/objects/structures/displaycase.dm b/code/game/objects/structures/displaycase.dm
index 211732116a9..caebbffeb0d 100644
--- a/code/game/objects/structures/displaycase.dm
+++ b/code/game/objects/structures/displaycase.dm
@@ -6,7 +6,7 @@
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
- armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
+ armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, FIRE = 70, ACID = 100)
max_integrity = 200
integrity_failure = 0.25
var/obj/item/showpiece = null
diff --git a/code/game/objects/structures/false_walls.dm b/code/game/objects/structures/false_walls.dm
index 98b59cce238..0e30dc241ba 100644
--- a/code/game/objects/structures/false_walls.dm
+++ b/code/game/objects/structures/false_walls.dm
@@ -18,7 +18,6 @@
canSmoothWith = list(SMOOTH_GROUP_WALLS)
can_be_unanchored = FALSE
can_atmos_pass = ATMOS_PASS_DENSITY
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_MEDIUM_INSULATION
var/mineral = /obj/item/stack/sheet/iron
var/mineral_amount = 2
@@ -184,7 +183,13 @@
if(!active)
if(world.time > last_event+15)
active = 1
- radiation_pulse(src, 150)
+ radiation_pulse(
+ src,
+ max_range = 2,
+ threshold = RAD_LIGHT_INSULATION,
+ chance = URANIUM_IRRADIATION_CHANCE,
+ minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
+ )
for(var/turf/closed/wall/mineral/uranium/T in orange(1,src))
T.radiate()
last_event = world.time
diff --git a/code/game/objects/structures/fireaxe.dm b/code/game/objects/structures/fireaxe.dm
index b869d8aa81a..9595ab84cd3 100644
--- a/code/game/objects/structures/fireaxe.dm
+++ b/code/game/objects/structures/fireaxe.dm
@@ -5,7 +5,7 @@
icon_state = "fireaxe"
anchored = TRUE
density = FALSE
- armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
+ armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 90, ACID = 50)
max_integrity = 150
integrity_failure = 0.33
var/locked = TRUE
diff --git a/code/game/objects/structures/girders.dm b/code/game/objects/structures/girders.dm
index 87275f4c8c7..39758f8b605 100644
--- a/code/game/objects/structures/girders.dm
+++ b/code/game/objects/structures/girders.dm
@@ -9,7 +9,6 @@
var/can_displace = TRUE //If the girder can be moved around by wrenching it
var/next_beep = 0 //Prevents spamming of the construction sound
max_integrity = 200
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_VERY_LIGHT_INSULATION
/obj/structure/girder/examine(mob/user)
diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm
index 7872a980f35..b66ed81839e 100644
--- a/code/game/objects/structures/grille.dm
+++ b/code/game/objects/structures/grille.dm
@@ -10,9 +10,9 @@
density = TRUE
anchored = TRUE
pass_flags_self = PASSGRILLE
- flags_1 = CONDUCT_1 | RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
+ flags_1 = CONDUCT_1
pressure_resistance = 5*ONE_ATMOSPHERE
- armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, 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/holosign.dm b/code/game/objects/structures/holosign.dm
index 4c2a0c11897..b7cd446950e 100644
--- a/code/game/objects/structures/holosign.dm
+++ b/code/game/objects/structures/holosign.dm
@@ -6,7 +6,7 @@
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
- armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
+ armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, FIRE = 20, ACID = 20)
var/obj/item/holosign_creator/projector
var/use_vis_overlay = TRUE
@@ -86,7 +86,6 @@
/obj/structure/holosign/barrier/engineering
icon_state = "holosign_engi"
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/holosign/barrier/atmos
@@ -97,7 +96,6 @@
anchored = TRUE
can_atmos_pass = ATMOS_PASS_NO
alpha = 150
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_LIGHT_INSULATION
/obj/structure/holosign/barrier/atmos/sturdy
diff --git a/code/game/objects/structures/industrial_lift.dm b/code/game/objects/structures/industrial_lift.dm
index 91e1505940d..9c055c8b74d 100644
--- a/code/game/objects/structures/industrial_lift.dm
+++ b/code/game/objects/structures/industrial_lift.dm
@@ -142,7 +142,7 @@ GLOBAL_LIST_EMPTY(lifts)
base_icon_state = "catwalk"
density = FALSE
anchored = TRUE
- armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE
diff --git a/code/game/objects/structures/lattice.dm b/code/game/objects/structures/lattice.dm
index 087927aff95..e38d4b5c017 100644
--- a/code/game/objects/structures/lattice.dm
+++ b/code/game/objects/structures/lattice.dm
@@ -6,7 +6,7 @@
base_icon_state = "lattice"
density = FALSE
anchored = TRUE
- armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE
diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm
index 1ae0aa92c99..0cd89fb7733 100644
--- a/code/game/objects/structures/mineral_doors.dm
+++ b/code/game/objects/structures/mineral_doors.dm
@@ -11,9 +11,8 @@
icon = 'icons/obj/doors/mineral_doors.dmi'
icon_state = "metal"
max_integrity = 200
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 50, ACID = 50)
can_atmos_pass = ATMOS_PASS_DENSITY
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_MEDIUM_INSULATION
var/door_opened = FALSE //if it's open or not.
diff --git a/code/game/objects/structures/plaques/_plaques.dm b/code/game/objects/structures/plaques/_plaques.dm
index 840b2d7533b..e7ba3382927 100644
--- a/code/game/objects/structures/plaques/_plaques.dm
+++ b/code/game/objects/structures/plaques/_plaques.dm
@@ -9,8 +9,7 @@
layer = SIGN_LAYER
custom_materials = list(/datum/material/gold = 2000)
max_integrity = 200 //Twice as durable as regular signs.
- armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again. Static plaques are already engraved.
var/engraved = FALSE
@@ -25,7 +24,7 @@
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/gold = 2000)
max_integrity = 200
- armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
///This points the item to make the proper structure when placed on a wall.
var/plaque_path = /obj/structure/plaque
///Custom plaque structures and items both start "unengraved", once engraved with a fountain pen their text can't be altered again.
diff --git a/code/game/objects/structures/plasticflaps.dm b/code/game/objects/structures/plasticflaps.dm
index b18766958a4..a09eb7236c7 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, RAD = 100, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, 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 327f030a4bf..281cfbb4a17 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, RAD = 100, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 50, BULLET = 70, LASER = 70, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 0, ACID = 0)
max_integrity = 75
var/climbable = TRUE
diff --git a/code/game/objects/structures/shower.dm b/code/game/objects/structures/shower.dm
index e3e29d571a9..79c525378ca 100644
--- a/code/game/objects/structures/shower.dm
+++ b/code/game/objects/structures/shower.dm
@@ -150,8 +150,7 @@
wash_atom(AM)
/obj/machinery/shower/proc/wash_atom(atom/target)
- target.wash(CLEAN_RAD | CLEAN_TYPE_WEAK) // Clean radiation non-instantly
- target.wash(CLEAN_WASH)
+ target.wash(CLEAN_RAD | CLEAN_WASH)
SEND_SIGNAL(target, COMSIG_ADD_MOOD_EVENT, "shower", /datum/mood_event/nice_shower)
reagents.expose(target, (TOUCH), SHOWER_EXPOSURE_MULTIPLIER * SHOWER_SPRAY_VOLUME / max(reagents.total_volume, SHOWER_SPRAY_VOLUME))
if(isliving(target))
diff --git a/code/game/objects/structures/signs/_signs.dm b/code/game/objects/structures/signs/_signs.dm
index 31eb646808b..aa8db6f0340 100644
--- a/code/game/objects/structures/signs/_signs.dm
+++ b/code/game/objects/structures/signs/_signs.dm
@@ -6,10 +6,9 @@
layer = SIGN_LAYER
custom_materials = list(/datum/material/plastic = 2000)
max_integrity = 100
- armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
///Determines if a sign is unwrenchable.
var/buildable_sign = TRUE
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
resistance_flags = FLAMMABLE
///This determines if you can select this sign type when using a pen on a sign backing. False by default, set to true per sign type to override.
var/is_editable = FALSE
@@ -33,7 +32,7 @@
righthand_file = 'icons/mob/inhands/items_righthand.dmi'
w_class = WEIGHT_CLASS_NORMAL
custom_materials = list(/datum/material/plastic = 2000)
- armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
resistance_flags = FLAMMABLE
max_integrity = 100
///The type of sign structure that will be created when placed on a turf, the default looks just like a sign backing item.
diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm
index 9a384c454cd..edad35b4305 100644
--- a/code/game/objects/structures/tables_racks.dm
+++ b/code/game/objects/structures/tables_racks.dm
@@ -317,7 +317,7 @@
canSmoothWith = list(SMOOTH_GROUP_GLASS_TABLES)
max_integrity = 70
resistance_flags = ACID_PROOF
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 100)
var/list/debris = list()
/obj/structure/table/glass/Initialize(mapload)
@@ -520,7 +520,7 @@
buildstack = /obj/item/stack/sheet/plasteel
max_integrity = 200
integrity_failure = 0.25
- armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
+ armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, FIRE = 80, ACID = 70)
//SKYRAT EDIT ADDITION
/obj/structure/table/reinforced/Initialize()
diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm
index b834b086382..10d6188e297 100644
--- a/code/game/objects/structures/window.dm
+++ b/code/game/objects/structures/window.dm
@@ -6,11 +6,11 @@
layer = ABOVE_OBJ_LAYER //Just above doors
pressure_resistance = 4*ONE_ATMOSPHERE
anchored = TRUE //initially is 0 for tile smoothing
- flags_1 = ON_BORDER_1 | RAD_PROTECT_CONTENTS_1
+ flags_1 = ON_BORDER_1
max_integrity = 25
can_be_unanchored = TRUE
resistance_flags = ACID_PROOF
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 100)
can_atmos_pass = ATMOS_PASS_PROC
rad_insulation = RAD_VERY_LIGHT_INSULATION
pass_flags_self = PASSGLASS
@@ -394,8 +394,8 @@
icon_state = "rwindow"
reinf = TRUE
heat_resistance = 1600
- //armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100) //ORIGINAL
- armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
+ //armor = list(MELEE = 80, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 80, ACID = 100) //ORIGINAL
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, FIRE = 80, ACID = 100)
max_integrity = 75
explosion_block = 1
damage_deflection = 11
@@ -507,7 +507,7 @@
icon_state = "plasmawindow"
reinf = FALSE
heat_resistance = 25000
- armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
+ armor = list(MELEE = 80, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, FIRE = 99, ACID = 100)
max_integrity = 200
explosion_block = 1
glass_type = /obj/item/stack/sheet/plasmaglass
@@ -544,7 +544,7 @@
icon_state = "plasmarwindow"
reinf = TRUE
heat_resistance = 50000
- armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
+ armor = list(MELEE = 80, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, FIRE = 99, ACID = 100)
max_integrity = 500
damage_deflection = 21
explosion_block = 2
@@ -672,7 +672,7 @@
flags_1 = PREVENT_CLICK_UNDER_1
reinf = TRUE
heat_resistance = 1600
- armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
+ armor = list(MELEE = 90, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, 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)
@@ -701,7 +701,7 @@
fulltile = TRUE
flags_1 = PREVENT_CLICK_UNDER_1
heat_resistance = 1600
- armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
+ armor = list(MELEE = 95, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, 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)
@@ -734,7 +734,7 @@
decon_speed = 10
can_atmos_pass = ATMOS_PASS_YES
resistance_flags = FLAMMABLE
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
knocksound = "pageturn"
bashsound = 'sound/weapons/slashmiss.ogg'
breaksound = 'sound/items/poster_ripped.ogg'
diff --git a/code/game/shuttle_engines.dm b/code/game/shuttle_engines.dm
index cd0de04812f..57f99b11589 100644
--- a/code/game/shuttle_engines.dm
+++ b/code/game/shuttle_engines.dm
@@ -9,7 +9,7 @@
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
smoothing_groups = list(SMOOTH_GROUP_SHUTTLE_PARTS)
max_integrity = 500
- armor = list(MELEE = 100, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70) //default + ignores melee
+ armor = list(MELEE = 100, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 70) //default + ignores melee
can_atmos_pass = ATMOS_PASS_DENSITY
/obj/structure/shuttle/engine
diff --git a/code/game/turfs/closed/_closed.dm b/code/game/turfs/closed/_closed.dm
index 19717ccc383..333cf42b5f3 100644
--- a/code/game/turfs/closed/_closed.dm
+++ b/code/game/turfs/closed/_closed.dm
@@ -3,7 +3,6 @@
opacity = TRUE
density = TRUE
blocks_air = TRUE
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
rad_insulation = RAD_MEDIUM_INSULATION
pass_flags_self = PASSCLOSEDTURF
diff --git a/code/game/turfs/closed/wall/mineral_walls.dm b/code/game/turfs/closed/wall/mineral_walls.dm
index 084d0c4525b..930b8b67e6a 100644
--- a/code/game/turfs/closed/wall/mineral_walls.dm
+++ b/code/game/turfs/closed/wall/mineral_walls.dm
@@ -92,7 +92,13 @@
if(!active)
if(world.time > last_event+15)
active = 1
- radiation_pulse(src, 40)
+ radiation_pulse(
+ src,
+ max_range = 3,
+ threshold = RAD_LIGHT_INSULATION,
+ chance = URANIUM_IRRADIATION_CHANCE,
+ minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
+ )
for(var/turf/closed/wall/mineral/uranium/T in orange(1,src))
T.radiate()
last_event = world.time
diff --git a/code/game/turfs/open/_open.dm b/code/game/turfs/open/_open.dm
index b654ebd4b3b..2ac36c0a96f 100644
--- a/code/game/turfs/open/_open.dm
+++ b/code/game/turfs/open/_open.dm
@@ -313,28 +313,3 @@
/turf/open/proc/ClearWet()//Nuclear option of immediately removing slipperyness from the tile instead of the natural drying over time
qdel(GetComponent(/datum/component/wet_floor))
-
-/turf/open/rad_act(strength)
- . = ..()
- var/gas_change = FALSE
- var/list/cached_gases = air.gases
- if(cached_gases[/datum/gas/oxygen] && cached_gases[/datum/gas/carbon_dioxide] && air.temperature <= PLUOXIUM_TEMP_CAP)
- gas_change = TRUE
- var/pulse_strength = min(strength, cached_gases[/datum/gas/oxygen][MOLES] * 1000, cached_gases[/datum/gas/carbon_dioxide][MOLES] * 2000)
- cached_gases[/datum/gas/carbon_dioxide][MOLES] -= pulse_strength / 2000
- cached_gases[/datum/gas/oxygen][MOLES] -= pulse_strength / 1000
- ASSERT_GAS(/datum/gas/pluoxium, air)
- cached_gases[/datum/gas/pluoxium][MOLES] += pulse_strength / 4000
- strength -= pulse_strength
-
- if(cached_gases[/datum/gas/hydrogen])
- gas_change = TRUE
- var/pulse_strength = min(strength, cached_gases[/datum/gas/hydrogen][MOLES] * 1000)
- cached_gases[/datum/gas/hydrogen][MOLES] -= pulse_strength / 1000
- ASSERT_GAS(/datum/gas/tritium, air)
- cached_gases[/datum/gas/tritium][MOLES] += pulse_strength / 1000
- strength -= pulse_strength
-
- if(gas_change)
- air.garbage_collect()
- air_update_turf(FALSE, FALSE)
diff --git a/code/game/turfs/open/floor/mineral_floor.dm b/code/game/turfs/open/floor/mineral_floor.dm
index 07f6bddafaa..1fe6fdd28ed 100644
--- a/code/game/turfs/open/floor/mineral_floor.dm
+++ b/code/game/turfs/open/floor/mineral_floor.dm
@@ -286,7 +286,13 @@
if(!active)
if(world.time > last_event+15)
active = TRUE
- radiation_pulse(src, 10)
+ radiation_pulse(
+ src,
+ max_range = 1,
+ threshold = RAD_VERY_LIGHT_INSULATION,
+ chance = (URANIUM_IRRADIATION_CHANCE / 3),
+ minimum_exposure_time = URANIUM_RADIATION_MINIMUM_EXPOSURE_TIME,
+ )
for(var/turf/open/floor/mineral/uranium/T in orange(1,src))
T.radiate()
last_event = world.time
diff --git a/code/modules/antagonists/abductor/equipment/abduction_gear.dm b/code/modules/antagonists/abductor/equipment/abduction_gear.dm
index 32be980042a..3c1db11ed3f 100644
--- a/code/modules/antagonists/abductor/equipment/abduction_gear.dm
+++ b/code/modules/antagonists/abductor/equipment/abduction_gear.dm
@@ -13,7 +13,7 @@
icon_state = "vest_stealth"
inhand_icon_state = "armor"
blood_overlay_type = "armor"
- armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 25, BOMB = 15, BIO = 15, RAD = 15, FIRE = 70, ACID = 70)
+ armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 25, BOMB = 15, BIO = 15, FIRE = 70, ACID = 70)
actions_types = list(/datum/action/item_action/hands_free/activate)
allowed = list(
/obj/item/abductor,
@@ -26,8 +26,8 @@
/// Cooldown in seconds
var/combat_cooldown = 20
var/datum/icon_snapshot/disguise
- var/stealth_armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 25, BOMB = 15, BIO = 15, RAD = 15, FIRE = 70, ACID = 70)
- var/combat_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, RAD = 50, FIRE = 90, ACID = 90)
+ var/stealth_armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 25, BOMB = 15, BIO = 15, FIRE = 70, ACID = 70)
+ var/combat_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/abductor/vest/Initialize(mapload)
. = ..()
@@ -866,5 +866,5 @@ Congratulations! You are now trained for invasive xenobiology research!"}
icon_state = "abductor"
inhand_icon_state = "bl_suit"
worn_icon = 'icons/mob/clothing/under/syndicate.dmi'
- armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0, fire = 0, acid = 0)
+ armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, fire = 0, acid = 0)
can_adjust = FALSE
diff --git a/code/modules/antagonists/blob/structures/_blob.dm b/code/modules/antagonists/blob/structures/_blob.dm
index 076b2e80d98..b7c3814daa4 100644
--- a/code/modules/antagonists/blob/structures/_blob.dm
+++ b/code/modules/antagonists/blob/structures/_blob.dm
@@ -14,7 +14,7 @@
/// How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed.
var/point_return = 0
max_integrity = BLOB_REGULAR_MAX_HP
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 70)
/// how much health this blob regens when pulsed
var/health_regen = BLOB_REGULAR_HP_REGEN
/// We got pulsed when?
diff --git a/code/modules/antagonists/blob/structures/core.dm b/code/modules/antagonists/blob/structures/core.dm
index 305cd2b07b3..f8830b43279 100644
--- a/code/modules/antagonists/blob/structures/core.dm
+++ b/code/modules/antagonists/blob/structures/core.dm
@@ -4,7 +4,7 @@
icon_state = "blank_blob"
desc = "A huge, pulsating yellow mass."
max_integrity = BLOB_CORE_MAX_HP
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 90)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 75, ACID = 90)
explosion_block = 6
point_return = -1
health_regen = 0 //we regen in Life() instead of when pulsed
diff --git a/code/modules/antagonists/blob/structures/node.dm b/code/modules/antagonists/blob/structures/node.dm
index 0ee8a1a6001..fd018cdaf6b 100644
--- a/code/modules/antagonists/blob/structures/node.dm
+++ b/code/modules/antagonists/blob/structures/node.dm
@@ -5,7 +5,7 @@
desc = "A large, pulsating yellow mass."
max_integrity = BLOB_NODE_MAX_HP
health_regen = BLOB_NODE_HP_REGEN
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 65, ACID = 90)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 65, ACID = 90)
point_return = BLOB_REFUND_NODE_COST
claim_range = BLOB_NODE_CLAIM_RANGE
pulse_range = BLOB_NODE_PULSE_RANGE
diff --git a/code/modules/antagonists/blob/structures/shield.dm b/code/modules/antagonists/blob/structures/shield.dm
index 9809545e735..d086050210c 100644
--- a/code/modules/antagonists/blob/structures/shield.dm
+++ b/code/modules/antagonists/blob/structures/shield.dm
@@ -10,7 +10,7 @@
explosion_block = 3
point_return = BLOB_REFUND_STRONG_COST
atmosblock = TRUE
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 90, ACID = 90)
/obj/structure/blob/shield/scannerreport()
if(atmosblock)
diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm
index 6fb3bb8a4df..2d497702796 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, RAD = 0, FIRE = 90, ACID = 90) //No armor at all.
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, 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, RAD = 0, FIRE = 90, ACID = 90)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, 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, RAD = 0, FIRE = 90, ACID = 90)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 4, 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, RAD = 0, FIRE = 90, ACID = 90)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 10, BIO = 4, 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 8f0b5af478c..ea4a2133e6c 100644
--- a/code/modules/antagonists/clown_ops/clown_weapons.dm
+++ b/code/modules/antagonists/clown_ops/clown_weapons.dm
@@ -17,7 +17,7 @@
desc = "advanced clown shoes that protect the wearer and render them nearly immune to slipping on their own peels. They also squeak at 100% capacity."
clothing_flags = NOSLIP
slowdown = SHOES_SLOWDOWN
- armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
+ armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, FIRE = 70, ACID = 50)
strip_delay = 70
resistance_flags = NONE
permeability_coefficient = 0.05
@@ -32,7 +32,7 @@
name = "mk-honk combat shoes"
desc = "The culmination of years of clown combat research, these shoes leave a trail of chaos in their wake. They will slowly recharge themselves over time, or can be manually charged with bananium."
slowdown = SHOES_SLOWDOWN
- armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
+ armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, FIRE = 70, ACID = 50)
strip_delay = 70
resistance_flags = NONE
permeability_coefficient = 0.05
diff --git a/code/modules/antagonists/cult/cult_items.dm b/code/modules/antagonists/cult/cult_items.dm
index 5897c80e0df..36c1c4575ce 100644
--- a/code/modules/antagonists/cult/cult_items.dm
+++ b/code/modules/antagonists/cult/cult_items.dm
@@ -322,7 +322,7 @@
desc = "A torn, dust-caked hood. Strange letters line the inside."
flags_inv = HIDEFACE|HIDEHAIR|HIDEEARS
flags_cover = HEADCOVERSEYES
- armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 40, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 40, BOMB = 25, BIO = 10, FIRE = 10, ACID = 10)
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -335,7 +335,7 @@
inhand_icon_state = "cultrobes"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
- armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 40, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 40, BOMB = 25, BIO = 10, FIRE = 10, ACID = 10)
flags_inv = HIDEJUMPSUIT
cold_protection = CHEST|GROIN|LEGS|ARMS
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
@@ -371,7 +371,7 @@
inhand_icon_state = "magus"
desc = "A helm worn by the followers of Nar'Sie."
flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEARS|HIDEEYES|HIDESNOUT
- armor = list(MELEE = 50, BULLET = 30, LASER = 50,ENERGY = 50, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
+ armor = list(MELEE = 50, BULLET = 30, LASER = 50,ENERGY = 50, BOMB = 25, BIO = 10, FIRE = 10, ACID = 10)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
/obj/item/clothing/suit/magusred
@@ -381,7 +381,7 @@
inhand_icon_state = "magusred"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
- armor = list(MELEE = 50, BULLET = 30, LASER = 50,ENERGY = 50, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
+ armor = list(MELEE = 50, BULLET = 30, LASER = 50,ENERGY = 50, BOMB = 25, BIO = 10, FIRE = 10, ACID = 10)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
/obj/item/clothing/head/helmet/space/hardsuit/cult
@@ -389,7 +389,7 @@
desc = "A heavily-armored helmet worn by warriors of the Nar'Sien cult. It can withstand hard vacuum."
icon_state = "cult_helmet"
inhand_icon_state = "cult_helmet"
- armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 30, RAD = 30, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 30, FIRE = 100, ACID = 100)
light_system = NO_LIGHT_SUPPORT
light_range = 0
actions_types = list()
@@ -401,7 +401,7 @@
desc = "A heavily-armored exosuit worn by warriors of the Nar'Sien cult. It can withstand hard vacuum."
w_class = WEIGHT_CLASS_BULKY
allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals/)
- armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 30, RAD = 30, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 30, FIRE = 100, ACID = 100)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/cult
/obj/item/clothing/suit/space/hardsuit/cult/real
@@ -426,7 +426,7 @@
icon_state = "cult_armor"
inhand_icon_state = "cult_armor"
w_class = WEIGHT_CLASS_BULKY
- armor = list(MELEE = 50, BULLET = 40, LASER = 50,ENERGY = 50, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 60)
+ armor = list(MELEE = 50, BULLET = 40, LASER = 50,ENERGY = 50, BOMB = 50, BIO = 30, FIRE = 50, ACID = 60)
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/cult_shield
/obj/item/clothing/suit/hooded/cultrobes/cult_shield/setup_shielding()
@@ -443,7 +443,7 @@
name = "empowered cultist helmet"
desc = "Empowered helmet which creates a powerful shield around the user."
icon_state = "cult_hoodalt"
- armor = list(MELEE = 50, BULLET = 40, LASER = 50,ENERGY = 50, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 60)
+ armor = list(MELEE = 50, BULLET = 40, LASER = 50,ENERGY = 50, BOMB = 50, BIO = 30, FIRE = 50, ACID = 60)
/obj/item/clothing/suit/hooded/cultrobes/cult_shield/equipped(mob/living/user, slot)
..()
@@ -458,14 +458,14 @@
name = "flagellant's robes"
desc = "Blood-soaked robes infused with dark magic; allows the user to move at inhuman speeds, but at the cost of increased damage."
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
- armor = list(MELEE = -45, BULLET = -45, LASER = -45,ENERGY = -55, BOMB = -45, BIO = -45, RAD = -45, FIRE = 0, ACID = 0)
+ armor = list(MELEE = -45, BULLET = -45, LASER = -45,ENERGY = -55, BOMB = -45, BIO = -45, FIRE = 0, ACID = 0)
slowdown = -0.6
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/berserkerhood
/obj/item/clothing/head/hooded/cult_hoodie/berserkerhood
name = "flagellant's hood"
desc = "Blood-soaked hood infused with dark magic."
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/hooded/cultrobes/berserker/equipped(mob/living/user, slot)
..()
diff --git a/code/modules/antagonists/eldritch_cult/eldritch_items.dm b/code/modules/antagonists/eldritch_cult/eldritch_items.dm
index 43d9c0d7315..8805d27dbc2 100644
--- a/code/modules/antagonists/eldritch_cult/eldritch_items.dm
+++ b/code/modules/antagonists/eldritch_cult/eldritch_items.dm
@@ -159,7 +159,7 @@
allowed = list(/obj/item/melee/sickly_blade, /obj/item/forbidden_book, /obj/item/living_heart)
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/eldritch
// slightly better than normal cult robes
- armor = list(MELEE = 50, BULLET = 65, LASER = 35,ENERGY = 45, BOMB = 35, BIO = 20, RAD = 0, FIRE = 20, ACID = 20) //SKYRAT EDIT - ORIGINAL: armor = list(MELEE = 50, BULLET = 50, LASER = 50,ENERGY = 50, BOMB = 35, BIO = 20, RAD = 0, FIRE = 20, ACID = 20)
+ armor = list(MELEE = 50, BULLET = 65, LASER = 35,ENERGY = 45, BOMB = 35, BIO = 20, FIRE = 20, ACID = 20) //SKYRAT EDIT - ORIGINAL: armor = list(MELEE = 50, BULLET = 50, LASER = 50,ENERGY = 50, BOMB = 35, BIO = 20, FIRE = 20, ACID = 20)
/obj/item/reagent_containers/glass/beaker/eldritch
name = "flask of eldritch essence"
@@ -175,7 +175,7 @@
flags_cover = NONE
desc = "Black like tar, doesn't reflect any light. Runic symbols line the outside, with each flash you loose comprehension of what you are seeing."
item_flags = EXAMINE_SKIP
- armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 15, BIO = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/hooded/cultrobes/void
name = "void cloak"
@@ -186,7 +186,7 @@
hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/void
flags_inv = NONE
// slightly worse than normal cult robes
- armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 15, BIO = 0, FIRE = 0, ACID = 0)
pocket_storage_component_path = /datum/component/storage/concrete/pockets/void_cloak
alternative_mode = TRUE
diff --git a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm
index 1a1cc8e73b0..9fb83735989 100644
--- a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm
+++ b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm
@@ -641,7 +641,7 @@ This is here to make the tiles around the station mininuke change when it's arme
desc = "Better keep this safe."
icon_state = "nucleardisk"
max_integrity = 250
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/fake = FALSE
var/turf/lastlocation
diff --git a/code/modules/antagonists/revenant/revenant.dm b/code/modules/antagonists/revenant/revenant.dm
index 934e6d8a3a5..f72a5716eb0 100644
--- a/code/modules/antagonists/revenant/revenant.dm
+++ b/code/modules/antagonists/revenant/revenant.dm
@@ -72,7 +72,6 @@
/mob/living/simple_animal/revenant/Initialize(mapload)
. = ..()
AddElement(/datum/element/simple_flying)
- flags_1 |= RAD_NO_CONTAMINATE_1
ADD_TRAIT(src, TRAIT_SPACEWALK, INNATE_TRAIT)
ADD_TRAIT(src, TRAIT_SIXTHSENSE, INNATE_TRAIT)
AddSpell(new /obj/effect/proc_holder/spell/targeted/night_vision/revenant(null))
diff --git a/code/modules/atmospherics/gasmixtures/reactions.dm b/code/modules/atmospherics/gasmixtures/reactions.dm
index f5cd9a66bc5..b3f10328785 100644
--- a/code/modules/atmospherics/gasmixtures/reactions.dm
+++ b/code/modules/atmospherics/gasmixtures/reactions.dm
@@ -165,10 +165,6 @@
energy_released += (FIRE_HYDROGEN_ENERGY_RELEASED * burned_fuel)
cached_results["fire"] += burned_fuel * 10
- if(burned_fuel)
- if(location && prob(10) && burned_fuel > TRITIUM_MINIMUM_RADIATION_ENERGY) //woah there let's not crash the server
- radiation_pulse(location, energy_released / TRITIUM_BURN_RADIOACTIVITY_FACTOR)
-
if(energy_released > 0)
var/new_heat_capacity = air.heat_capacity()
if(new_heat_capacity > MINIMUM_HEAT_CAPACITY)
@@ -862,7 +858,6 @@
if(cached_gases[/datum/gas/bz][MOLES] - consumed_amount < 0)
return NO_REACTION
if(cached_gases[/datum/gas/bz][MOLES] < 30)
- radiation_pulse(location, consumed_amount * 20, 2.5, TRUE, FALSE)
cached_gases[/datum/gas/bz][MOLES] -= consumed_amount
else
for(var/mob/living/carbon/L in location)
@@ -898,7 +893,6 @@
var produced_amount = min(5, cached_gases[/datum/gas/tritium][MOLES], cached_gases[/datum/gas/proto_nitrate][MOLES] * INVERSE(0.01))
if(cached_gases[/datum/gas/tritium][MOLES] - produced_amount < 0 || cached_gases[/datum/gas/proto_nitrate][MOLES] - produced_amount * 0.01 < 0)
return NO_REACTION
- location.rad_act(produced_amount * 2.4)
ASSERT_GAS(/datum/gas/hydrogen, air)
cached_gases[/datum/gas/tritium][MOLES] -= produced_amount
cached_gases[/datum/gas/proto_nitrate][MOLES] -= produced_amount * 0.01
diff --git a/code/modules/atmospherics/machinery/airalarm.dm b/code/modules/atmospherics/machinery/airalarm.dm
index 859647758cc..e9dbe002f55 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, RAD = 100, FIRE = 90, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 90, ACID = 30)
resistance_flags = FIRE_PROOF
var/danger_level = 0
diff --git a/code/modules/atmospherics/machinery/atmosmachinery.dm b/code/modules/atmospherics/machinery/atmosmachinery.dm
index cd0be18e3c4..b3359b28d99 100644
--- a/code/modules/atmospherics/machinery/atmosmachinery.dm
+++ b/code/modules/atmospherics/machinery/atmosmachinery.dm
@@ -77,7 +77,7 @@
normalize_cardinal_directions()
nodes = new(device_type)
if (!armor)
- armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, 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 01f429aae95..a0346376b24 100644
--- a/code/modules/atmospherics/machinery/bluespace_vendor.dm
+++ b/code/modules/atmospherics/machinery/bluespace_vendor.dm
@@ -18,7 +18,7 @@
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, RAD = 100, FIRE = 80, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30)
layer = OBJ_LAYER
///The bluespace sender that this vendor is connected to
diff --git a/code/modules/atmospherics/machinery/components/binary_devices/thermomachine.dm b/code/modules/atmospherics/machinery/components/binary_devices/thermomachine.dm
index ad4aaf777cb..43500d97de3 100644
--- a/code/modules/atmospherics/machinery/components/binary_devices/thermomachine.dm
+++ b/code/modules/atmospherics/machinery/components/binary_devices/thermomachine.dm
@@ -10,7 +10,7 @@
density = TRUE
max_integrity = 300
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 80, ACID = 30)
layer = OBJ_LAYER
circuit = /obj/item/circuitboard/machine/thermomachine
diff --git a/code/modules/atmospherics/machinery/components/fusion/hfr_core.dm b/code/modules/atmospherics/machinery/components/fusion/hfr_core.dm
index 114d4f2cbc6..92b2bbe2378 100644
--- a/code/modules/atmospherics/machinery/components/fusion/hfr_core.dm
+++ b/code/modules/atmospherics/machinery/components/fusion/hfr_core.dm
@@ -76,8 +76,6 @@
var/power_output = 0
///Instability effects how chaotic the behavior of the reaction is
var/instability = 0
- ///Amount of radiation that the machine can output
- var/rad_power = 0
///Difference between the gases temperature and the internal temperature of the reaction
var/delta_temperature = 0
///Energy from the reaction lost from the molecule colliding between themselves.
diff --git a/code/modules/atmospherics/machinery/components/fusion/hfr_main_processes.dm b/code/modules/atmospherics/machinery/components/fusion/hfr_main_processes.dm
index 67b07bad742..04de52b589e 100644
--- a/code/modules/atmospherics/machinery/components/fusion/hfr_main_processes.dm
+++ b/code/modules/atmospherics/machinery/components/fusion/hfr_main_processes.dm
@@ -403,7 +403,7 @@
check_gravity_pulse(delta_time)
- emit_rads(radiation)
+ emit_rads()
/obj/machinery/atmospherics/components/unary/hypertorus/core/proc/evaporate_moderator(delta_time)
// Don't evaporate if the reaction is dead
diff --git a/code/modules/atmospherics/machinery/components/fusion/hfr_procs.dm b/code/modules/atmospherics/machinery/components/fusion/hfr_procs.dm
index cef3fc64a46..385dc6cb42d 100644
--- a/code/modules/atmospherics/machinery/components/fusion/hfr_procs.dm
+++ b/code/modules/atmospherics/machinery/components/fusion/hfr_procs.dm
@@ -415,7 +415,6 @@
var/emp_light_size = 0
var/emp_heavy_size = 0
var/rad_pulse_size = 0
- var/rad_pulse_strength = 0
var/gas_spread = 0
var/gas_pockets = 0
var/critical = selected_fuel.meltdown_flags & HYPERTORUS_FLAG_CRITICAL_MELTDOWN
@@ -440,8 +439,7 @@
emp_light_size = power_level * 3
emp_heavy_size = power_level * 1
if(rad_pulse)
- rad_pulse_size = (1 / (power_level + 1))
- rad_pulse_strength = power_level * 3000
+ rad_pulse_size = 2 * power_level + 8
gas_pockets = 5
gas_spread = power_level * 2
@@ -450,8 +448,7 @@
emp_light_size = power_level * 5
emp_heavy_size = power_level * 3
if(rad_pulse)
- rad_pulse_size = (1 / (power_level + 3))
- rad_pulse_strength = power_level * 5000
+ rad_pulse_size = power_level + 24
gas_pockets = 7
gas_spread = power_level * 4
@@ -460,8 +457,7 @@
emp_light_size = power_level * 7
emp_heavy_size = power_level * 5
if(rad_pulse)
- rad_pulse_size = (1 / (power_level + 5))
- rad_pulse_strength = power_level * 7000
+ rad_pulse_size = power_level + 34
gas_pockets = 10
gas_spread = power_level * 6
@@ -470,8 +466,7 @@
emp_light_size = power_level * 9
emp_heavy_size = power_level * 7
if(rad_pulse)
- rad_pulse_size = (1 / (power_level + 7))
- rad_pulse_strength = power_level * 9000
+ rad_pulse_size = power_level + 44
gas_pockets = 15
gas_spread = power_level * 8
@@ -513,10 +508,9 @@
if(rad_pulse)
radiation_pulse(
source = loc,
- intensity = rad_pulse_strength,
- range_modifier = rad_pulse_size,
- log = TRUE
- )
+ max_range = rad_pulse_size,
+ threshold = 0.05,
+ )
if(em_pulse)
empulse(
@@ -544,9 +538,12 @@
/**
* Emit radiation
*/
-/obj/machinery/atmospherics/components/unary/hypertorus/core/proc/emit_rads(radiation)
- rad_power = clamp(radiation / 1e5, 0, FUSION_RAD_MAX)
- radiation_pulse(loc, rad_power)
+/obj/machinery/atmospherics/components/unary/hypertorus/core/proc/emit_rads()
+ radiation_pulse(
+ src,
+ max_range = 6,
+ threshold = 0.3,
+ )
/*
* HFR cracking related procs
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 9ef81e80cdc..b41bc780f37 100644
--- a/code/modules/atmospherics/machinery/components/gas_recipe_machines/crystallizer.dm
+++ b/code/modules/atmospherics/machinery/components/gas_recipe_machines/crystallizer.dm
@@ -11,7 +11,7 @@
layer = ABOVE_MOB_LAYER
density = TRUE
max_integrity = 300
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, 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 ba88a1edc4c..e3d47a71425 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, RAD = 100, FIRE = 80, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, 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 6e26eb86492..567acf2a0ea 100644
--- a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
+++ b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
@@ -69,7 +69,7 @@
icon_state = "pod-off"
density = TRUE
max_integrity = 350
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 30, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 30, ACID = 30)
layer = MOB_LAYER
state_open = FALSE
circuit = /obj/item/circuitboard/machine/cryo_tube
diff --git a/code/modules/atmospherics/machinery/other/meter.dm b/code/modules/atmospherics/machinery/other/meter.dm
index 015eb06348d..9ac268c1826 100644
--- a/code/modules/atmospherics/machinery/other/meter.dm
+++ b/code/modules/atmospherics/machinery/other/meter.dm
@@ -9,7 +9,7 @@
idle_power_usage = 2
active_power_usage = 4
max_integrity = 150
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 40, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 40, ACID = 0)
greyscale_config = /datum/greyscale_config/meter
greyscale_colors = COLOR_GRAY
///To connect to the ntnet
diff --git a/code/modules/atmospherics/machinery/portable/canister.dm b/code/modules/atmospherics/machinery/portable/canister.dm
index fc19b2ce65d..450b2983e7c 100644
--- a/code/modules/atmospherics/machinery/portable/canister.dm
+++ b/code/modules/atmospherics/machinery/portable/canister.dm
@@ -44,7 +44,7 @@ GLOBAL_LIST_INIT(gas_id_to_canister, init_gas_id_to_canister())
greyscale_colors = "#ffff00#000000"
density = TRUE
volume = 1000
- armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 50)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 100, FIRE = 80, ACID = 50)
max_integrity = 250
integrity_failure = 0.4
pressure_resistance = 7 * ONE_ATMOSPHERE
diff --git a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
index 862b58411ea..11a70627bd2 100644
--- a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
+++ b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
@@ -3,7 +3,7 @@
icon = 'icons/obj/atmos.dmi'
use_power = NO_POWER_USE
max_integrity = 250
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 60, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, 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
@@ -190,28 +190,3 @@
investigate_log("was smacked with \a [item] by [key_name(user)].", INVESTIGATE_ATMOS)
add_fingerprint(user)
return ..()
-
-/obj/machinery/portable_atmospherics/rad_act(strength)
- . = ..()
- var/gas_change = FALSE
- var/list/cached_gases = air_contents.gases
- if(cached_gases[/datum/gas/oxygen] && cached_gases[/datum/gas/carbon_dioxide] && air_contents.temperature <= PLUOXIUM_TEMP_CAP)
- gas_change = TRUE
- var/pulse_strength = min(strength, cached_gases[/datum/gas/oxygen][MOLES] * 1000, cached_gases[/datum/gas/carbon_dioxide][MOLES] * 2000)
- cached_gases[/datum/gas/carbon_dioxide][MOLES] -= pulse_strength / 2000
- cached_gases[/datum/gas/oxygen][MOLES] -= pulse_strength / 1000
- ASSERT_GAS(/datum/gas/pluoxium, air_contents)
- cached_gases[/datum/gas/pluoxium][MOLES] += pulse_strength / 4000
- strength -= pulse_strength
-
- if(cached_gases[/datum/gas/hydrogen])
- gas_change = TRUE
- var/pulse_strength = min(strength, cached_gases[/datum/gas/hydrogen][MOLES] * 1000)
- cached_gases[/datum/gas/hydrogen][MOLES] -= pulse_strength / 1000
- ASSERT_GAS(/datum/gas/tritium, air_contents)
- cached_gases[/datum/gas/tritium][MOLES] += pulse_strength / 1000
- strength -= pulse_strength
-
- if(gas_change)
- air_contents.garbage_collect()
- SSair.start_processing_machine(src)
diff --git a/code/modules/awaymissions/mission_code/snowdin.dm b/code/modules/awaymissions/mission_code/snowdin.dm
index 0425df76041..dad9e25f702 100644
--- a/code/modules/awaymissions/mission_code/snowdin.dm
+++ b/code/modules/awaymissions/mission_code/snowdin.dm
@@ -440,7 +440,7 @@
/obj/item/clothing/under/syndicate/coldres
name = "insulated tactical turtleneck"
desc = "A nondescript and slightly suspicious-looking turtleneck with digital camouflage cargo pants. The interior has been padded with special insulation for both warmth and protection."
- armor = list(MELEE = 20, BULLET = 10, LASER = 0,ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 25, ACID = 25)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 0,ENERGY = 5, BOMB = 0, BIO = 0, FIRE = 25, ACID = 25)
cold_protection = CHEST|GROIN|ARMS|LEGS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
diff --git a/code/modules/capture_the_flag/ctf_equipment.dm b/code/modules/capture_the_flag/ctf_equipment.dm
index 217e61c4c56..598ac1c7986 100644
--- a/code/modules/capture_the_flag/ctf_equipment.dm
+++ b/code/modules/capture_the_flag/ctf_equipment.dm
@@ -198,7 +198,7 @@
worn_icon = 'icons/mob/clothing/suits/ctf.dmi'
icon_state = "standard"
// Adding TRAIT_NODROP is done when the CTF spawner equips people
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) // CTF gear gives no protection outside of the shield
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) // CTF gear gives no protection outside of the shield
allowed = null
greyscale_config = /datum/greyscale_config/ctf_standard
greyscale_config_worn = /datum/greyscale_config/ctf_standard_worn
diff --git a/code/modules/cargo/supplypod.dm b/code/modules/cargo/supplypod.dm
index 49503053b81..01585228bac 100644
--- a/code/modules/cargo/supplypod.dm
+++ b/code/modules/cargo/supplypod.dm
@@ -11,7 +11,7 @@
allow_dense = TRUE
delivery_icon = null
can_weld_shut = FALSE
- armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 100, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 100, BIO = 0, FIRE = 100, ACID = 80)
anchored = TRUE //So it cant slide around after landing
anchorable = FALSE
flags_1 = PREVENT_CONTENTS_EXPLOSION_1
diff --git a/code/modules/clothing/chameleon.dm b/code/modules/clothing/chameleon.dm
index 54563b92900..45874677550 100644
--- a/code/modules/clothing/chameleon.dm
+++ b/code/modules/clothing/chameleon.dm
@@ -381,9 +381,9 @@
random_sensor = FALSE
resistance_flags = NONE
can_adjust = FALSE
- 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, RAD = 0, 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
@@ -412,9 +412,9 @@
inhand_icon_state = "armor"
blood_overlay_type = "armor"
resistance_flags = NONE
- armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
- special_desc_requirement = EXAMINE_CHECK_SYNDICATE // Skyrat edit
- special_desc = "A chameleon vest 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)
+ special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT
+ special_desc = "A chameleon vest employed by the Syndicate in infiltration operations." // SKYRAT EDIT
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -442,9 +442,9 @@
icon_state = "meson"
inhand_icon_state = "meson"
resistance_flags = NONE
- armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
- special_desc_requirement = EXAMINE_CHECK_SYNDICATE // Skyrat edit
- special_desc = "Chameleon glasses 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)
+ special_desc_requirement = EXAMINE_CHECK_SYNDICATE // SKYRAT EDIT
+ special_desc = "Chameleon glasses employed by the Syndicate in infiltration operations." // SKYRAT EDIT
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -475,7 +475,7 @@
special_desc = "A pair of chameleon gloves employed by the Syndicate in infiltration operations." // Skyrat edit
resistance_flags = NONE
- armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -505,7 +505,7 @@
special_desc = "A chameleon hat employed by the Syndicate in infiltration operations."
resistance_flags = NONE
- armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -530,7 +530,7 @@
/obj/item/clothing/head/chameleon/drone
// The camohat, I mean, holographic hat projection, is part of the
// drone itself.
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
// which means it offers no protection, it's just air and light
/obj/item/clothing/head/chameleon/drone/Initialize(mapload)
@@ -548,7 +548,7 @@
icon_state = "gas_alt"
inhand_icon_state = "gas_alt"
resistance_flags = NONE
- armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
clothing_flags = BLOCK_GAS_SMOKE_EFFECT | MASKINTERNALS
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR|HIDESNOUT
permeability_coefficient = 0.01
@@ -586,7 +586,7 @@
/obj/item/clothing/mask/chameleon/drone
//Same as the drone chameleon hat, undroppable and no protection
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
// Can drones use the voice changer part? Let's not find out.
voice_change = 0
@@ -611,7 +611,7 @@
desc = "A pair of black shoes."
permeability_coefficient = 0.05
resistance_flags = NONE
- armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, 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
@@ -764,7 +764,7 @@
desc = "A neosilk clip-on tie."
icon_state = "blacktie"
resistance_flags = NONE
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50)
w_class = WEIGHT_CLASS_SMALL
special_desc_requirement = EXAMINE_CHECK_SYNDICATE // Skyrat edit
special_desc = "A chameleon tie employed by the Syndicate in infiltration operations." // Skyrat edit
diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm
index 11b6f3efdda..a0ee09a3f21 100644
--- a/code/modules/clothing/clothing.dm
+++ b/code/modules/clothing/clothing.dm
@@ -335,8 +335,6 @@
armor_list += list("MAGIC" = armor.magic)
if(armor.melee)
armor_list += list("MELEE" = armor.melee)
- if(armor.rad)
- armor_list += list("RADIATION" = armor.rad)
if(LAZYLEN(durability_list))
durability_list.Cut()
diff --git a/code/modules/clothing/glasses/_glasses.dm b/code/modules/clothing/glasses/_glasses.dm
index 66d3bf8870b..da028138978 100644
--- a/code/modules/clothing/glasses/_glasses.dm
+++ b/code/modules/clothing/glasses/_glasses.dm
@@ -145,7 +145,7 @@
actions_types = list(/datum/action/item_action/toggle_research_scanner)
glass_colour_type = /datum/client_colour/glass_colour/purple
resistance_flags = ACID_PROOF
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 100)
/obj/item/clothing/glasses/science/item_action_slot_check(slot)
if(slot == ITEM_SLOT_EYES)
diff --git a/code/modules/clothing/glasses/engine_goggles.dm b/code/modules/clothing/glasses/engine_goggles.dm
index 0822e85eeda..0f3c24cc159 100644
--- a/code/modules/clothing/glasses/engine_goggles.dm
+++ b/code/modules/clothing/glasses/engine_goggles.dm
@@ -3,7 +3,6 @@
#define MODE_NONE ""
#define MODE_MESON "meson"
#define MODE_TRAY "t-ray"
-#define MODE_RAD "radiation"
#define MODE_SHUTTLE "shuttle"
#define MODE_PIPE_CONNECTABLE "connectable"
@@ -20,7 +19,7 @@
darkness_view = 2
invis_view = SEE_INVISIBLE_LIVING
- var/list/modes = list(MODE_NONE = MODE_MESON, MODE_MESON = MODE_TRAY, MODE_TRAY = MODE_RAD, MODE_RAD = MODE_NONE)
+ var/list/modes = list(MODE_NONE = MODE_MESON, MODE_MESON = MODE_TRAY, MODE_TRAY = MODE_NONE)
var/mode = MODE_NONE
var/range = 1
var/list/connection_images = list()
@@ -59,9 +58,6 @@
if(MODE_PIPE_CONNECTABLE)
change_glass_color(user, /datum/client_colour/glass_colour/lightblue)
- if(MODE_RAD)
- change_glass_color(user, /datum/client_colour/glass_colour/lightgreen)
-
if(MODE_SHUTTLE)
change_glass_color(user, /datum/client_colour/glass_colour/red)
@@ -88,37 +84,11 @@
switch(mode)
if(MODE_TRAY)
t_ray_scan(user, 8, range)
- if(MODE_RAD)
- show_rads()
if(MODE_SHUTTLE)
show_shuttle()
if(MODE_PIPE_CONNECTABLE)
show_connections()
-/obj/item/clothing/glasses/meson/engine/proc/show_rads()
- var/mob/living/carbon/human/user = loc
- var/list/rad_places = list()
- for(var/datum/component/radioactive/thing in SSradiation.processing)
- var/atom/owner = thing.parent
- var/turf/place = get_turf(owner)
- if(rad_places[place])
- rad_places[place] += thing.strength
- else
- rad_places[place] = thing.strength
-
- for(var/i in rad_places)
- var/turf/place = i
- if(get_dist(user, place) >= range*5) //Rads are easier to see than wires under the floor
- continue
- var/strength = round(rad_places[i] / 1000, 0.1)
- var/image/pic = image(loc = place)
- var/mutable_appearance/MA = new()
- MA.maptext = MAPTEXT("[strength]k")
- MA.color = "#04e604"
- MA.plane = RAD_TEXT_PLANE
- pic.appearance = MA
- flick_overlay(pic, list(user.client), 10)
-
/obj/item/clothing/glasses/meson/engine/proc/show_shuttle()
var/mob/living/carbon/human/user = loc
var/obj/docking_port/mobile/port = SSshuttle.get_containing_shuttle(user)
@@ -190,6 +160,5 @@
#undef MODE_NONE
#undef MODE_MESON
#undef MODE_TRAY
-#undef MODE_RAD
#undef MODE_SHUTTLE
#undef MODE_PIPE_CONNECTABLE
diff --git a/code/modules/clothing/gloves/bone.dm b/code/modules/clothing/gloves/bone.dm
index 756c35bd9ef..34bbe805960 100644
--- a/code/modules/clothing/gloves/bone.dm
+++ b/code/modules/clothing/gloves/bone.dm
@@ -11,4 +11,4 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
- armor = list(MELEE = 15, BULLET = 25, LASER = 15, ENERGY = 15, BOMB = 20, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 15, BULLET = 25, LASER = 15, ENERGY = 15, BOMB = 20, BIO = 10, FIRE = 0, ACID = 0)
diff --git a/code/modules/clothing/gloves/botany.dm b/code/modules/clothing/gloves/botany.dm
index 86f9236d100..219a47e4193 100644
--- a/code/modules/clothing/gloves/botany.dm
+++ b/code/modules/clothing/gloves/botany.dm
@@ -10,4 +10,4 @@
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, RAD = 0, FIRE = 70, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 70, ACID = 30)
diff --git a/code/modules/clothing/gloves/color.dm b/code/modules/clothing/gloves/color.dm
index bfea03b0180..073cc5b521b 100644
--- a/code/modules/clothing/gloves/color.dm
+++ b/code/modules/clothing/gloves/color.dm
@@ -192,7 +192,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 70, ACID = 50)
resistance_flags = NONE
/obj/item/clothing/gloves/color/chief_engineer
diff --git a/code/modules/clothing/gloves/combat.dm b/code/modules/clothing/gloves/combat.dm
index ce4f955eb9a..0be5dea19e1 100644
--- a/code/modules/clothing/gloves/combat.dm
+++ b/code/modules/clothing/gloves/combat.dm
@@ -11,4 +11,4 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 50)
diff --git a/code/modules/clothing/gloves/plasmaman.dm b/code/modules/clothing/gloves/plasmaman.dm
index a3426e48270..681e1dd7b1a 100644
--- a/code/modules/clothing/gloves/plasmaman.dm
+++ b/code/modules/clothing/gloves/plasmaman.dm
@@ -9,7 +9,7 @@
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
permeability_coefficient = 0.05
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
/obj/item/clothing/gloves/color/plasmaman/black
name = "black envirogloves"
@@ -66,7 +66,7 @@
icon_state = "botanyplasma"
inhand_icon_state = "botanyplasma"
permeability_coefficient = 0.05
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
/obj/item/clothing/gloves/color/plasmaman/prototype
name = "prototype envirogloves"
diff --git a/code/modules/clothing/head/beanie.dm b/code/modules/clothing/head/beanie.dm
index 5509ba14512..313bffa99fc 100644
--- a/code/modules/clothing/head/beanie.dm
+++ b/code/modules/clothing/head/beanie.dm
@@ -75,7 +75,7 @@
name = "durathread beanie"
desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beaniedurathread"
- armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 25, BOMB = 10, BIO = 0, RAD = 0, FIRE = 30, ACID = 5)
+ armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 25, BOMB = 10, BIO = 0, FIRE = 30, ACID = 5)
/obj/item/clothing/head/beanie/waldo
name = "red striped bobble hat"
diff --git a/code/modules/clothing/head/cakehat.dm b/code/modules/clothing/head/cakehat.dm
index 624e5ddc671..d78664430f6 100644
--- a/code/modules/clothing/head/cakehat.dm
+++ b/code/modules/clothing/head/cakehat.dm
@@ -13,7 +13,7 @@
var/throwforce_on = 15
var/damtype_on = BURN
flags_inv = HIDEEARS|HIDEHAIR
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
light_range = 2 //luminosity when on
light_system = MOVABLE_LIGHT
flags_cover = HEADCOVERSEYES
diff --git a/code/modules/clothing/head/costume.dm b/code/modules/clothing/head/costume.dm
index bb0bfa46942..36f38d26180 100644
--- a/code/modules/clothing/head/costume.dm
+++ b/code/modules/clothing/head/costume.dm
@@ -121,7 +121,7 @@
icon_state = "clockwork_helmet_old"
clothing_flags = SNUG_FIT
flags_inv = HIDEEARS|HIDEHAIR
- armor = list(MELEE = 5, BULLET = 0, LASER = -5, ENERGY = -15, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
+ armor = list(MELEE = 5, BULLET = 0, LASER = -5, ENERGY = -15, BOMB = 10, BIO = 0, FIRE = 20, ACID = 20)
/obj/item/clothing/head/irs
name = "internal revenue service cap"
diff --git a/code/modules/clothing/head/crown.dm b/code/modules/clothing/head/crown.dm
index 239b1938e8e..2a3eb907e1d 100644
--- a/code/modules/clothing/head/crown.dm
+++ b/code/modules/clothing/head/crown.dm
@@ -2,7 +2,7 @@
name = "crown"
desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown"
- armor = list(MELEE = 15, BULLET = 0, LASER = 0,ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50, WOUND = 5)
+ armor = list(MELEE = 15, BULLET = 0, LASER = 0,ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50, WOUND = 5)
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = ""
diff --git a/code/modules/clothing/head/hardhat.dm b/code/modules/clothing/head/hardhat.dm
index 1cd5707efcb..5e2aba2cc5f 100644
--- a/code/modules/clothing/head/hardhat.dm
+++ b/code/modules/clothing/head/hardhat.dm
@@ -3,7 +3,7 @@
desc = "A piece of headgear used in dangerous working conditions to protect the head. Comes with a built-in flashlight."
icon_state = "hardhat0_yellow"
inhand_icon_state = "hardhat0_yellow"
- armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 10, RAD = 20, FIRE = 100, ACID = 50, WOUND = 10) // surprisingly robust against head trauma
+ armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 10, 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
@@ -191,7 +191,7 @@
hat_type = "pumpkin"
clothing_flags = SNUG_FIT | PLASMAMAN_HELMET_EXEMPT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
light_range = 2 //luminosity when on
flags_cover = HEADCOVERSEYES
light_color = "#fff2bf"
@@ -246,7 +246,7 @@
inhand_icon_state = "hardhat0_reindeer"
hat_type = "reindeer"
flags_inv = 0
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
light_range = 1 //luminosity when on
dynamic_hair_suffix = ""
diff --git a/code/modules/clothing/head/hat.dm b/code/modules/clothing/head/hat.dm
index 86d6e048742..3c8f5fa0df1 100644
--- a/code/modules/clothing/head/hat.dm
+++ b/code/modules/clothing/head/hat.dm
@@ -4,7 +4,7 @@
desc = "It's good to be emperor."
inhand_icon_state = "that"
flags_inv = 0
- armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
strip_delay = 80
/obj/item/clothing/head/spacepolice
@@ -71,7 +71,7 @@
icon_state = "cowboy"
worn_icon_state = "hunter"
inhand_icon_state = "hunter"
- armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/santa
@@ -134,7 +134,7 @@
desc = "A cap for a party coordinator, stylish!."
icon_state = "capcap"
inhand_icon_state = "that"
- armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
/obj/item/clothing/head/jackbros
name = "frosty hat"
@@ -154,7 +154,7 @@
desc = "Worn by the finest of CentCom commanders. Inside the lining of the cap, lies two faint initials."
inhand_icon_state = "that"
flags_inv = 0
- armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
strip_delay = (8 SECONDS)
/obj/item/clothing/head/human_leather
diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm
index 9677f247bde..148b0fbac19 100644
--- a/code/modules/clothing/head/helmet.dm
+++ b/code/modules/clothing/head/helmet.dm
@@ -3,7 +3,7 @@
desc = "Standard Security gear. Protects the head from impacts."
icon_state = "helmet"
inhand_icon_state = "helmet"
- armor = list(MELEE = 35, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50, WOUND = 10)
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -116,7 +116,7 @@
desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "helmetalt"
inhand_icon_state = "helmetalt"
- armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 5)
+ armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, FIRE = 50, ACID = 50, WOUND = 5)
can_flashlight = TRUE
dog_fashion = null
@@ -125,7 +125,7 @@
desc = "A multirole helmet painted in a tactical black, the added binoculars aren't functional, but they make you feel operator as fuck."
icon_state = "marine_command"
inhand_icon_state = "helmetalt"
- armor = list(MELEE = 35, BULLET = 60, LASER = 30, ENERGY = 30, BOMB = 40, BIO = 20, RAD = 0, FIRE = 40, ACID = 50, WOUND = 20)
+ armor = list(MELEE = 35, BULLET = 60, LASER = 30, ENERGY = 30, BOMB = 40, BIO = 20, FIRE = 40, ACID = 50, WOUND = 20)
can_flashlight = TRUE
dog_fashion = null
@@ -139,19 +139,19 @@
name = "marine heavy helmet"
desc = "A heavier armored marine helmet, painted black and with an added ballistic screen for extra protection from dangers to the face."
icon_state = "marine_security"
- armor = list(MELEE = 35, BULLET = 60, LASER = 30, ENERGY = 30, BOMB = 40, BIO = 20, RAD = 0, FIRE = 50, ACID = 50, WOUND = 20)
+ armor = list(MELEE = 35, BULLET = 60, LASER = 30, ENERGY = 30, BOMB = 40, BIO = 20, FIRE = 50, ACID = 50, WOUND = 20)
/obj/item/clothing/head/helmet/marine/engineer
name = "marine utility helmet"
desc = "A helmet with a pair of military grade welding goggles, sacrificing some armor protection for more environmental protection."
icon_state = "marine_engineer"
- armor = list(MELEE = 35, BULLET = 40, LASER = 20, ENERGY = 20, BOMB = 70, BIO = 20, RAD = 30, FIRE = 70, ACID = 70, WOUND = 10)
+ armor = list(MELEE = 35, BULLET = 40, LASER = 20, ENERGY = 20, BOMB = 70, BIO = 20, FIRE = 70, ACID = 70, WOUND = 10)
/obj/item/clothing/head/helmet/marine/medic
name = "marine medic helmet"
desc = "A multirole helmet with an attached antenna, which looks cool despite being useless. Has some extra biological protection installed."
icon_state = "marine_medic"
- armor = list(MELEE = 35, BULLET = 40, LASER = 20, ENERGY = 20, BOMB = 30, BIO = 30, RAD = 10, FIRE = 50, ACID = 70, WOUND = 10)
+ armor = list(MELEE = 35, BULLET = 40, LASER = 20, ENERGY = 20, BOMB = 30, BIO = 30, FIRE = 50, ACID = 70, WOUND = 10)
/obj/item/clothing/head/helmet/old
name = "degrading helmet"
@@ -173,7 +173,7 @@
toggle_message = "You pull the visor down on"
alt_toggle_message = "You push the visor up on"
can_toggle = 1
- armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80, WOUND = 15)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 80, ACID = 80, WOUND = 15)
flags_inv = HIDEEARS|HIDEFACE|HIDESNOUT
strip_delay = 80
actions_types = list(/datum/action/item_action/toggle)
@@ -239,7 +239,7 @@
desc = "An extremely robust, space-worthy helmet in a nefarious red and black stripe pattern."
icon_state = "swatsyndie"
inhand_icon_state = "swatsyndie"
- armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 50, BIO = 90, RAD = 20, FIRE = 100, ACID = 100, WOUND = 15)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 50, BIO = 90, FIRE = 100, ACID = 100, WOUND = 15)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -275,7 +275,7 @@
flags_inv = HIDEEARS|HIDEHAIR
icon_state = "thunderdome"
inhand_icon_state = "thunderdome"
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 90, ACID = 90)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -286,14 +286,14 @@
/obj/item/clothing/head/helmet/thunderdome/holosuit
cold_protection = null
heat_protection = null
- armor = list(MELEE = 10, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/head/helmet/roman
name = "\improper Roman helmet"
desc = "An ancient helmet made of bronze and leather."
flags_inv = HIDEEARS|HIDEHAIR
flags_cover = HEADCOVERSEYES
- armor = list(MELEE = 25, BULLET = 0, LASER = 25, ENERGY = 10, BOMB = 10, BIO = 0, RAD = 0, FIRE = 100, ACID = 50, WOUND = 5)
+ armor = list(MELEE = 25, BULLET = 0, LASER = 25, ENERGY = 10, BOMB = 10, BIO = 0, FIRE = 100, ACID = 50, WOUND = 5)
resistance_flags = FIRE_PROOF
icon_state = "roman"
inhand_icon_state = "roman"
@@ -302,7 +302,7 @@
/obj/item/clothing/head/helmet/roman/fake
desc = "An ancient helmet made of plastic and leather."
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/head/helmet/roman/legionnaire
name = "\improper Roman legionnaire helmet"
@@ -312,7 +312,7 @@
/obj/item/clothing/head/helmet/roman/legionnaire/fake
desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it."
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/head/helmet/gladiator
name = "gladiator helmet"
@@ -329,7 +329,7 @@
icon_state = "redtaghelm"
flags_cover = HEADCOVERSEYES
inhand_icon_state = "redtaghelm"
- armor = list(MELEE = 15, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
+ armor = list(MELEE = 15, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 20, BIO = 0, FIRE = 0, ACID = 50)
// Offer about the same protection as a hardhat.
dog_fashion = null
@@ -339,7 +339,7 @@
icon_state = "bluetaghelm"
flags_cover = HEADCOVERSEYES
inhand_icon_state = "bluetaghelm"
- armor = list(MELEE = 15, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
+ armor = list(MELEE = 15, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 20, BIO = 0, FIRE = 0, ACID = 50)
// Offer about the same protection as a hardhat.
dog_fashion = null
@@ -348,7 +348,7 @@
desc = "A classic metal helmet."
icon_state = "knight_green"
inhand_icon_state = "knight_green"
- armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80) // no wound armor cause getting domed in a bucket head sounds like concussion city
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 80, ACID = 80) // no wound armor cause getting domed in a bucket head sounds like concussion city
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
@@ -371,7 +371,7 @@
desc = "A classic medieval helmet, if you hold it upside down you could see that it's actually a bucket."
icon_state = "knight_greyscale"
inhand_icon_state = "knight_greyscale"
- armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 40, ACID = 40)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, FIRE = 40, ACID = 40)
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
/obj/item/clothing/head/helmet/skull
@@ -379,7 +379,7 @@
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDESNOUT
flags_cover = HEADCOVERSEYES
- armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
icon_state = "skull"
inhand_icon_state = "skull"
strip_delay = 100
@@ -390,7 +390,7 @@
icon_state = "durathread"
inhand_icon_state = "durathread"
resistance_flags = FLAMMABLE
- armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 40, BOMB = 15, BIO = 0, RAD = 0, FIRE = 40, ACID = 50, WOUND = 5)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 40, BOMB = 15, BIO = 0, FIRE = 40, ACID = 50, WOUND = 5)
strip_delay = 60
/obj/item/clothing/head/helmet/rus_helmet
@@ -398,7 +398,7 @@
desc = "It can hold a bottle of vodka."
icon_state = "rus_helmet"
inhand_icon_state = "rus_helmet"
- armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 10, BOMB = 10, BIO = 0, RAD = 20, FIRE = 20, ACID = 50, WOUND = 5)
+ armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 10, BOMB = 10, BIO = 0, FIRE = 20, ACID = 50, WOUND = 5)
pocket_storage_component_path = /datum/component/storage/concrete/pockets/helmet
/obj/item/clothing/head/helmet/rus_ushanka
@@ -409,14 +409,14 @@
body_parts_covered = HEAD
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
- armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 50, RAD = 20, FIRE = -10, ACID = 50, WOUND = 5)
+ armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 50, FIRE = -10, ACID = 50, WOUND = 5)
/obj/item/clothing/head/helmet/infiltrator
name = "infiltrator helmet"
desc = "The galaxy isn't big enough for the two of us."
icon_state = "infiltrator"
inhand_icon_state = "infiltrator"
- armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
flash_protect = FLASH_PROTECTION_WELDER
flags_inv = HIDEHAIR|HIDEFACIALHAIR|HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDESNOUT
@@ -428,7 +428,7 @@
desc = "A superb helmet made with the toughest and rarest materials available to man."
icon_state = "h2helmet"
inhand_icon_state = "h2helmet"
- armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 30, BOMB = 85, BIO = 10, RAD = 50, FIRE = 65, ACID = 40, WOUND = 15)
+ armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 30, BOMB = 85, BIO = 10, FIRE = 65, ACID = 40, WOUND = 15)
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm
index 7a501a22e08..30889f907ad 100644
--- a/code/modules/clothing/head/jobs.dm
+++ b/code/modules/clothing/head/jobs.dm
@@ -46,7 +46,7 @@
icon_state = "captain"
inhand_icon_state = "that"
flags_inv = 0
- armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 5)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50, WOUND = 5)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
@@ -71,7 +71,7 @@
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
- armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
dog_fashion = /datum/dog_fashion/head/hop
//Chaplain
@@ -91,7 +91,7 @@
/obj/item/clothing/head/fedora/det_hat
name = "detective's fedora"
desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat."
- armor = list(MELEE = 25, BULLET = 5, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 50, WOUND = 5)
+ armor = list(MELEE = 25, BULLET = 5, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, FIRE = 30, ACID = 50, WOUND = 5)
icon_state = "detective"
var/candy_cooldown = 0
pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/fedora/detective
@@ -138,7 +138,7 @@
name = "head of security cap"
desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge."
icon_state = "hoscap"
- armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 10, RAD = 0, FIRE = 50, ACID = 60, WOUND = 10)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 10, FIRE = 50, ACID = 60, WOUND = 10)
strip_delay = 80
dynamic_hair_suffix = ""
@@ -167,7 +167,7 @@
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
- armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 30, ACID = 60, WOUND = 6)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 30, ACID = 60, WOUND = 6)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
@@ -247,7 +247,7 @@
greyscale_config = /datum/greyscale_config/beret_badge
greyscale_config_worn = /datum/greyscale_config/beret_badge/worn
greyscale_colors = "#972A2A#F2F2F2"
- armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 50, WOUND = 4)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 20, ACID = 50, WOUND = 4)
strip_delay = 60
dog_fashion = null
flags_1 = NONE
@@ -257,7 +257,7 @@
name = "warden's beret"
desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class."
greyscale_colors = "#3C485A#00AEEF"
- armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 30, ACID = 50, WOUND = 6)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 30, ACID = 50, WOUND = 6)
strip_delay = 60
/obj/item/clothing/head/beret/sec/navyofficer
@@ -344,7 +344,7 @@
greyscale_config = /datum/greyscale_config/beret_badge
greyscale_config_worn = /datum/greyscale_config/beret_badge/worn
greyscale_colors = "#C5D4F3#ECF1F8"
- armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 25, BOMB = 10, BIO = 0, RAD = 0, FIRE = 30, ACID = 5, WOUND = 4)
+ armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 25, BOMB = 10, BIO = 0, FIRE = 30, ACID = 5, WOUND = 4)
/obj/item/clothing/head/beret/highlander
desc = "That was white fabric. Was."
@@ -364,7 +364,7 @@
greyscale_config = /datum/greyscale_config/beret_badge
greyscale_config_worn = /datum/greyscale_config/beret_badge/worn
greyscale_colors = "#397F3F#FFCE5B"
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 90, FIRE = 100, ACID = 90, WOUND = 10)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 100, ACID = 90, WOUND = 10)
strip_delay = 10 SECONDS
diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm
index 90846d20a2b..f65b6885558 100644
--- a/code/modules/clothing/head/misc.dm
+++ b/code/modules/clothing/head/misc.dm
@@ -6,7 +6,7 @@
desc = "It's good to be emperor."
inhand_icon_state = "that"
flags_inv = 0
- armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
strip_delay = 80
/obj/item/clothing/head/spacepolice
@@ -186,7 +186,7 @@
to_chat(user, span_boldnotice("You can no longer speak like a pirate."))
/obj/item/clothing/head/pirate/armored
- armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
@@ -203,7 +203,7 @@
dynamic_hair_suffix = ""
/obj/item/clothing/head/bandana/armored
- armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
@@ -329,7 +329,7 @@
icon_state = "cowboy"
worn_icon_state = "hunter"
inhand_icon_state = "hunter"
- armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/cone
@@ -391,7 +391,7 @@
name = "crown"
desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown"
- armor = list(MELEE = 15, BULLET = 0, LASER = 0,ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50, WOUND = 5)
+ armor = list(MELEE = 15, BULLET = 0, LASER = 0,ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50, WOUND = 5)
resistance_flags = FIRE_PROOF
dynamic_hair_suffix = ""
@@ -521,7 +521,7 @@
desc = "A cap for a party coordinator, stylish!."
icon_state = "capcap"
inhand_icon_state = "that"
- armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
/obj/item/clothing/head/jackbros
name = "frosty hat"
@@ -541,7 +541,7 @@
desc = "Worn by the finest of CentCom commanders. Inside the lining of the cap, lies two faint initials."
inhand_icon_state = "that"
flags_inv = 0
- armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
strip_delay = (8 SECONDS)
/obj/item/clothing/head/human_leather
diff --git a/code/modules/clothing/head/pirate.dm b/code/modules/clothing/head/pirate.dm
index 70829a6abb5..c66c58211e3 100644
--- a/code/modules/clothing/head/pirate.dm
+++ b/code/modules/clothing/head/pirate.dm
@@ -26,7 +26,7 @@
to_chat(user, span_boldnotice("You can no longer speak like a pirate."))
/obj/item/clothing/head/pirate/armored
- armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
@@ -43,6 +43,6 @@
dynamic_hair_suffix = ""
/obj/item/clothing/head/bandana/armored
- armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
diff --git a/code/modules/clothing/head/soft_caps.dm b/code/modules/clothing/head/soft_caps.dm
index 3b252d00862..af61de74a39 100644
--- a/code/modules/clothing/head/soft_caps.dm
+++ b/code/modules/clothing/head/soft_caps.dm
@@ -126,7 +126,7 @@
desc = "It's a robust baseball hat in tasteful red colour."
icon_state = "secsoft"
soft_type = "sec"
- armor = list(MELEE = 30, BULLET = 25, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 50)
+ armor = list(MELEE = 30, BULLET = 25, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 20, ACID = 50)
strip_delay = 60
dog_fashion = null
diff --git a/code/modules/clothing/head/tinfoilhat.dm b/code/modules/clothing/head/tinfoilhat.dm
index d07b304408d..a81f8b9eed3 100644
--- a/code/modules/clothing/head/tinfoilhat.dm
+++ b/code/modules/clothing/head/tinfoilhat.dm
@@ -3,7 +3,7 @@
desc = "Thought control rays, psychotronic scanning. Don't mind that, I'm protected cause I made this hat."
icon_state = "foilhat"
inhand_icon_state = "foilhat"
- armor = list(MELEE = 0, BULLET = 0, LASER = -5,ENERGY = -15, BOMB = 0, BIO = 0, RAD = -5, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = -5,ENERGY = -15, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
equip_delay_other = 140
clothing_flags = ANTI_TINFOIL_MANEUVER
var/datum/brain_trauma/mild/phobia/conspiracies/paranoia
diff --git a/code/modules/clothing/head/welding.dm b/code/modules/clothing/head/welding.dm
index c36aee1cdf7..b953e085661 100644
--- a/code/modules/clothing/head/welding.dm
+++ b/code/modules/clothing/head/welding.dm
@@ -7,7 +7,7 @@
custom_materials = list(/datum/material/iron=1750, /datum/material/glass=400)
flash_protect = FLASH_PROTECTION_WELDER
tint = 2
- armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 60)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 60)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDESNOUT
actions_types = list(/datum/action/item_action/toggle)
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDESNOUT
diff --git a/code/modules/clothing/masks/boxing.dm b/code/modules/clothing/masks/boxing.dm
index 861dd961b9e..9fc65822837 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, RAD = 10, FIRE = 100, ACID = 40)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 0, BIO = 0, FIRE = 100, ACID = 40)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/voice_unknown = FALSE ///This makes it so that your name shows up as unknown when wearing the mask.
diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm
index c51457c9510..a49f5a27c44 100644
--- a/code/modules/clothing/masks/gasmask.dm
+++ b/code/modules/clothing/masks/gasmask.dm
@@ -91,7 +91,7 @@
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, RAD = 10, FIRE = 20, ACID = 10)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 20, ACID = 10)
w_class = WEIGHT_CLASS_SMALL
permeability_coefficient = 0.001
resistance_flags = FIRE_PROOF
@@ -120,7 +120,7 @@
flash_protect = FLASH_PROTECTION_WELDER
custom_materials = list(/datum/material/iron=4000, /datum/material/glass=2000)
tint = 2
- armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 55)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 55)
actions_types = list(/datum/action/item_action/toggle)
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDESNOUT
flags_cover = MASKCOVERSEYES
@@ -145,7 +145,7 @@
desc = "A modernised version of the classic design, this mask will not only filter out toxins but it can also be connected to an air supply."
icon_state = "plaguedoctor"
inhand_icon_state = "gas_mask"
- armor = list(MELEE = 0, BULLET = 0, LASER = 2,ENERGY = 2, BOMB = 0, BIO = 75, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 2,ENERGY = 2, BOMB = 0, BIO = 75, FIRE = 0, ACID = 0)
/obj/item/clothing/mask/gas/syndicate
name = "syndicate mask"
diff --git a/code/modules/clothing/masks/surgical.dm b/code/modules/clothing/masks/surgical.dm
index f13bf3f6f16..118bed29e96 100644
--- a/code/modules/clothing/masks/surgical.dm
+++ b/code/modules/clothing/masks/surgical.dm
@@ -9,7 +9,7 @@
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, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 25, 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/boots.dm b/code/modules/clothing/shoes/boots.dm
index cf038198a34..9e7ce1ac0d0 100644
--- a/code/modules/clothing/shoes/boots.dm
+++ b/code/modules/clothing/shoes/boots.dm
@@ -5,7 +5,7 @@
inhand_icon_state = "jackboots"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
- armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
+ armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, FIRE = 70, ACID = 50)
strip_delay = 40
resistance_flags = NONE
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
@@ -26,7 +26,7 @@
desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01
clothing_flags = NOSLIP
- armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 30, RAD = 30, FIRE = 90, ACID = 50)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 30, FIRE = 90, ACID = 50)
/obj/item/clothing/shoes/jackboots
name = "jackboots"
diff --git a/code/modules/clothing/shoes/cowboy.dm b/code/modules/clothing/shoes/cowboy.dm
index 0f827e38a64..4225be85dbf 100644
--- a/code/modules/clothing/shoes/cowboy.dm
+++ b/code/modules/clothing/shoes/cowboy.dm
@@ -78,7 +78,7 @@
name = "lizard skin boots"
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
icon_state = "lizardboots_green"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 0) //lizards like to stay warm
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, 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 c836bc0af3f..9fe6b3789b7 100644
--- a/code/modules/clothing/shoes/galoshes.dm
+++ b/code/modules/clothing/shoes/galoshes.dm
@@ -8,7 +8,7 @@
strip_delay = 30
equip_delay_other = 50
resistance_flags = NONE
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 40, ACID = 75)
can_be_bloody = FALSE
custom_price = PAYCHECK_EASY * 3
can_be_tied = FALSE
diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm
index 59ebfe99cd4..76287dfaa78 100644
--- a/code/modules/clothing/shoes/miscellaneous.dm
+++ b/code/modules/clothing/shoes/miscellaneous.dm
@@ -9,7 +9,7 @@
inhand_icon_state = "jackboots"
lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi'
- armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
+ armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, FIRE = 70, ACID = 50)
strip_delay = 40
resistance_flags = NONE
permeability_coefficient = 0.05 //Thick soles, and covers the ankle
@@ -30,7 +30,7 @@
desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01
clothing_flags = NOSLIP
- armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 30, RAD = 30, FIRE = 90, ACID = 50)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 30, FIRE = 90, ACID = 50)
/obj/item/clothing/shoes/sandal
desc = "A pair of rather plain wooden sandals."
@@ -71,7 +71,7 @@
strip_delay = 30
equip_delay_other = 50
resistance_flags = NONE
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 40, ACID = 75)
can_be_bloody = FALSE
custom_price = PAYCHECK_EASY * 3
can_be_tied = FALSE
@@ -513,7 +513,7 @@
name = "lizard skin boots"
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
icon_state = "lizardboots_green"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 0) //lizards like to stay warm
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 40, ACID = 0) //lizards like to stay warm
/obj/item/clothing/shoes/cowboy/lizard/masterwork
name = "\improper Hugs-The-Feet lizard skin boots"
diff --git a/code/modules/clothing/spacesuits/_spacesuits.dm b/code/modules/clothing/spacesuits/_spacesuits.dm
index 1bf346c87a4..cb231cc5b23 100644
--- a/code/modules/clothing/spacesuits/_spacesuits.dm
+++ b/code/modules/clothing/spacesuits/_spacesuits.dm
@@ -9,7 +9,7 @@
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT | 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, RAD = 50, FIRE = 80, ACID = 70)
+ 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
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""
@@ -35,7 +35,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals)
slowdown = 1
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 50, FIRE = 80, ACID = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 80, ACID = 70)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDESEXTOY //SKYRAT EDIT CHANGE - ADDED HIDESEXTOY FLAG TO PREVENT VISUAL BUGS.
cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT_OFF
diff --git a/code/modules/clothing/spacesuits/bountyhunter.dm b/code/modules/clothing/spacesuits/bountyhunter.dm
index ad1944b39fe..3c7daa4e464 100644
--- a/code/modules/clothing/spacesuits/bountyhunter.dm
+++ b/code/modules/clothing/spacesuits/bountyhunter.dm
@@ -4,7 +4,7 @@
icon_state = "hunter"
inhand_icon_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/knife/combat)
- armor = list(MELEE = 60, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 60, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100)
strip_delay = 130
resistance_flags = FIRE_PROOF | ACID_PROOF
cell = /obj/item/stock_parts/cell/hyper
diff --git a/code/modules/clothing/spacesuits/chronosuit.dm b/code/modules/clothing/spacesuits/chronosuit.dm
index fe245a4f009..5ad87221a9c 100644
--- a/code/modules/clothing/spacesuits/chronosuit.dm
+++ b/code/modules/clothing/spacesuits/chronosuit.dm
@@ -4,7 +4,7 @@
icon_state = "chronohelmet"
inhand_icon_state = "chronohelmet"
slowdown = 1
- armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, RAD = 90, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/obj/item/clothing/suit/space/chronos/suit
@@ -24,7 +24,7 @@
icon_state = "chronosuit"
inhand_icon_state = "chronosuit"
actions_types = list(/datum/action/item_action/toggle_spacesuit, /datum/action/item_action/toggle)
- armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, RAD = 90, FIRE = 100, ACID = 1000)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, FIRE = 100, ACID = 1000)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/list/chronosafe_items = list(/obj/item/chrono_eraser, /obj/item/gun/energy/chrono_gun)
var/obj/item/clothing/head/helmet/space/chronos/helmet
diff --git a/code/modules/clothing/spacesuits/freedom.dm b/code/modules/clothing/spacesuits/freedom.dm
index 5623db69cef..426c8360834 100644
--- a/code/modules/clothing/spacesuits/freedom.dm
+++ b/code/modules/clothing/spacesuits/freedom.dm
@@ -3,7 +3,7 @@
desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
icon_state = "griffinhat"
inhand_icon_state = "griffinhat"
- armor = list(MELEE = 20, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 100, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 20, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 100, BIO = 100, FIRE = 80, ACID = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
@@ -14,7 +14,7 @@
icon_state = "freedom"
inhand_icon_state = "freedom"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list(MELEE = 20, BULLET = 40, LASER = 30,ENERGY = 40, BOMB = 100, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 20, BULLET = 40, LASER = 30,ENERGY = 40, BOMB = 100, BIO = 100, FIRE = 80, ACID = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm
index 136860dd999..21cc8ac80c5 100644
--- a/code/modules/clothing/spacesuits/hardsuit.dm
+++ b/code/modules/clothing/spacesuits/hardsuit.dm
@@ -8,7 +8,7 @@
icon_state = "hardsuit0-engineering"
inhand_icon_state = "eng_helm"
max_integrity = 300
- armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 50, ACID = 75)
light_system = MOVABLE_LIGHT_DIRECTIONAL
light_range = 4
light_power = 1
@@ -20,24 +20,12 @@
actions_types = list(/datum/action/item_action/toggle_helmet_light)
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
visor_flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
- var/current_tick_amount = 0
- var/radiation_count = 0
- var/grace = RAD_GEIGER_GRACE_PERIOD
- var/datum/looping_sound/geiger/soundloop
-
-/obj/item/clothing/head/helmet/space/hardsuit/Initialize(mapload)
- . = ..()
- soundloop = new(src, FALSE, TRUE)
- soundloop.volume = 5
- START_PROCESSING(SSobj, src)
/obj/item/clothing/head/helmet/space/hardsuit/Destroy()
. = ..()
if(!QDELETED(suit))
qdel(suit)
suit = null
- QDEL_NULL(soundloop)
- STOP_PROCESSING(SSobj, src)
/obj/item/clothing/head/helmet/space/hardsuit/attack_self(mob/user)
on = !on
@@ -52,7 +40,6 @@
..()
if(suit)
suit.RemoveHelmet()
- soundloop.stop(user)
/obj/item/clothing/head/helmet/space/hardsuit/item_action_slot_check(slot)
if(slot == ITEM_SLOT_HEAD)
@@ -63,37 +50,14 @@
if(slot != ITEM_SLOT_HEAD)
if(suit)
suit.RemoveHelmet()
- soundloop.stop(user)
else
qdel(src)
- else
- soundloop.start(user)
/obj/item/clothing/head/helmet/space/hardsuit/proc/display_visor_message(msg)
var/mob/wearer = loc
if(msg && ishuman(wearer))
wearer.show_message("[icon2html(src, wearer)][span_robot("[msg]")]", MSG_VISUAL)
-/obj/item/clothing/head/helmet/space/hardsuit/rad_act(amount)
- . = ..()
- if(amount <= RAD_BACKGROUND_RADIATION)
- return
- current_tick_amount += amount
-
-/obj/item/clothing/head/helmet/space/hardsuit/process(delta_time)
- radiation_count = LPFILTER(radiation_count, current_tick_amount, delta_time, RAD_GEIGER_RC)
-
- if(current_tick_amount)
- grace = RAD_GEIGER_GRACE_PERIOD
- else
- grace -= delta_time
- if(grace <= 0)
- radiation_count = 0
-
- current_tick_amount = 0
-
- soundloop.last_radiation = radiation_count
-
/obj/item/clothing/head/helmet/space/hardsuit/emp_act(severity)
. = ..()
display_visor_message("[severity > 1 ? "Light" : "Strong"] electromagnetic pulse detected!")
@@ -105,7 +69,7 @@
icon_state = "hardsuit-engineering"
inhand_icon_state = "eng_hardsuit"
max_integrity = 300
- armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75, WOUND = 10)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 50, ACID = 75, WOUND = 10)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser)
siemens_coefficient = 0
var/obj/item/clothing/head/helmet/space/hardsuit/helmet
@@ -213,19 +177,35 @@
desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding."
icon_state = "hardsuit0-engineering"
inhand_icon_state = "eng_helm"
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 100, ACID = 75, WOUND = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
hardsuit_type = "engineering"
resistance_flags = FIRE_PROOF
+/obj/item/clothing/head/helmet/space/hardsuit/engine/Initialize(mapload)
+ . = ..()
+ AddElement(/datum/element/radiation_protected_clothing)
+
/obj/item/clothing/suit/space/hardsuit/engine
name = "engineering hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding."
icon_state = "hardsuit-engineering"
inhand_icon_state = "eng_hardsuit"
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 100, ACID = 75, WOUND = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
resistance_flags = FIRE_PROOF
+/obj/item/clothing/suit/space/hardsuit/engine/Initialize(mapload)
+ . = ..()
+ AddElement(/datum/element/radiation_protected_clothing)
+
+/obj/item/clothing/suit/space/hardsuit/engine/equipped(mob/user, slot)
+ . = ..()
+ AddComponent(/datum/component/geiger_sound)
+
+/obj/item/clothing/suit/space/hardsuit/engine/dropped()
+ . = ..()
+ qdel(GetComponent(/datum/component/geiger_sound))
+
//Atmospherics
/obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
name = "atmospherics hardsuit helmet"
@@ -233,7 +213,7 @@
icon_state = "hardsuit0-atmospherics"
inhand_icon_state = "atmo_helm"
hardsuit_type = "atmospherics"
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75, WOUND = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -242,7 +222,7 @@
desc = "A modified engineering hardsuit for work in a hazardous, low pressure environment. The radiation shielding plates were removed to allow for improved thermal protection instead."
icon_state = "hardsuit-atmospherics"
inhand_icon_state = "atmo_hardsuit"
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75, WOUND = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos
@@ -255,7 +235,7 @@
icon_state = "hardsuit0-white"
inhand_icon_state = "ce_helm"
hardsuit_type = "white"
- armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90, WOUND = 10)
+ armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 90, WOUND = 10)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -264,7 +244,7 @@
name = "advanced hardsuit"
desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish."
inhand_icon_state = "ce_hardsuit"
- armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90, WOUND = 10)
+ armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 90, WOUND = 10)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite
@@ -281,7 +261,7 @@
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
heat_protection = HEAD
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 50, ACID = 75, WOUND = 15)
light_range = 7
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator)
@@ -313,7 +293,7 @@
hardsuit_type = "mining"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 50, ACID = 75, WOUND = 15)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -346,7 +326,7 @@
icon_state = "hardsuit1-syndi"
inhand_icon_state = "syndie_helm"
hardsuit_type = "syndi"
- armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, RAD = 50, FIRE = 50, ACID = 90, WOUND = 25)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, FIRE = 50, ACID = 90, WOUND = 25)
on = TRUE
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
@@ -421,7 +401,7 @@
inhand_icon_state = "syndie_hardsuit"
hardsuit_type = "syndi"
w_class = WEIGHT_CLASS_NORMAL
- armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, RAD = 50, FIRE = 50, ACID = 90, WOUND = 25)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, FIRE = 50, ACID = 90, WOUND = 25)
allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi
jetpack = /obj/item/tank/jetpack/suit
@@ -434,20 +414,16 @@
alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders."
icon_state = "hardsuit1-syndielite"
hardsuit_type = "syndielite"
- armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 60, BOMB = 55, BIO = 100, RAD = 70, FIRE = 100, ACID = 100, WOUND = 25)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 60, BOMB = 55, BIO = 100, FIRE = 100, ACID = 100, WOUND = 25)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/debug
-/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/debug/Initialize(mapload)
- . = ..()
- soundloop.volume = 0
-
/obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/admin
name = "jannie hardsuit helmet"
- armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 100)
/obj/item/clothing/suit/space/hardsuit/syndi/elite
name = "elite syndicate hardsuit"
@@ -456,7 +432,7 @@
icon_state = "hardsuit1-syndielite"
hardsuit_type = "syndielite"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
- armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 60, BOMB = 55, BIO = 100, RAD = 70, FIRE = 100, ACID = 100, WOUND = 25)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 60, BOMB = 55, BIO = 100, FIRE = 100, ACID = 100, WOUND = 25)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -469,7 +445,7 @@
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/admin
name = "jannie hardsuit"
slowdown = 0
- armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 100)
cell = /obj/item/stock_parts/cell/infinite
clothing_flags = BLOCKS_SHOVE_KNOCKDOWN
strip_delay = 1000
@@ -505,7 +481,7 @@
inhand_icon_state = "wiz_helm"
hardsuit_type = "wiz"
resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles!
- armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 100, FIRE = 100, ACID = 100, WOUND = 30)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -516,7 +492,7 @@
inhand_icon_state = "wiz_hardsuit"
w_class = WEIGHT_CLASS_NORMAL
resistance_flags = FIRE_PROOF | ACID_PROOF
- armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 100, FIRE = 100, ACID = 100, WOUND = 30)
allowed = list(/obj/item/teleportation_scroll, /obj/item/tank/internals)
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -537,7 +513,7 @@
inhand_icon_state = "medical_helm"
hardsuit_type = "medical"
flash_protect = FLASH_PROTECTION_NONE
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75, WOUND = 10)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 60, ACID = 75, WOUND = 10)
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SCAN_REAGENTS | SNUG_FIT
/obj/item/clothing/suit/space/hardsuit/medical
@@ -545,8 +521,8 @@
desc = "A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement."
icon_state = "hardsuit-medical"
inhand_icon_state = "medical_hardsuit"
- allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/healthanalyzer, /obj/item/stack/medical, /obj/item/gun/energy/cell_loaded/medigun) //EDIT MEDIGUNS
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75, WOUND = 10)
+ allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/healthanalyzer, /obj/item/stack/medical, /obj/item/gun/energy/cell_loaded/medigun) // SKYRAT EDIT MEDIGUNS
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 60, ACID = 75, WOUND = 10)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
slowdown = 0.5
@@ -558,7 +534,7 @@
hardsuit_type = "rd"
resistance_flags = ACID_PROOF | FIRE_PROOF
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80, WOUND = 15)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 100, BIO = 100, FIRE = 60, ACID = 80, WOUND = 15)
var/explosion_detection_dist = 21
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SCAN_REAGENTS | SNUG_FIT
actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_research_scanner)
@@ -599,7 +575,7 @@
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure.
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector,
/obj/item/hand_tele, /obj/item/aicard)
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80, WOUND = 15)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 100, BIO = 100, FIRE = 60, ACID = 80, WOUND = 15)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd
cell = /obj/item/stock_parts/cell/super
@@ -610,7 +586,7 @@
icon_state = "hardsuit0-sec"
inhand_icon_state = "sec_helm"
hardsuit_type = "sec"
- armor = list(MELEE = 35, BULLET = 15, LASER = 30,ENERGY = 40, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75, WOUND = 20)
+ armor = list(MELEE = 35, BULLET = 15, LASER = 30,ENERGY = 40, BOMB = 10, BIO = 100, FIRE = 75, ACID = 75, WOUND = 20)
/obj/item/clothing/suit/space/hardsuit/security
@@ -618,7 +594,7 @@
name = "security hardsuit"
desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
inhand_icon_state = "sec_hardsuit"
- armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75, WOUND = 20)
+ armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 100, FIRE = 75, ACID = 75, WOUND = 20)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security
/obj/item/clothing/suit/space/hardsuit/security/Initialize(mapload)
@@ -631,14 +607,14 @@
desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor."
icon_state = "hardsuit0-hos"
hardsuit_type = "hos"
- armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 100, RAD = 50, FIRE = 95, ACID = 95, WOUND = 25)
+ armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 100, FIRE = 95, ACID = 95, WOUND = 25)
/obj/item/clothing/suit/space/hardsuit/security/hos
icon_state = "hardsuit-hos"
name = "head of security's hardsuit"
desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor."
- armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 100, RAD = 50, FIRE = 95, ACID = 95, WOUND = 25)
+ armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 100, FIRE = 95, ACID = 95, WOUND = 25)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
jetpack = /obj/item/tank/jetpack/suit
cell = /obj/item/stock_parts/cell/super
@@ -649,7 +625,7 @@
icon_state = "swat2helm"
inhand_icon_state = "swat2helm"
desc = "A tactical SWAT helmet MK.II."
- armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15)
resistance_flags = FIRE_PROOF | ACID_PROOF
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT //we want to see the mask //this makes the hardsuit not fireproof you genius
heat_protection = HEAD
@@ -663,7 +639,7 @@
desc = "A MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat if worn with the complementary gas mask. The most advanced tactical armor available."
icon_state = "swat2"
inhand_icon_state = "swat2"
- armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15)
resistance_flags = FIRE_PROOF | ACID_PROOF
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT //this needed to be added a long fucking time ago
@@ -695,7 +671,7 @@
desc = "A special helmet designed for work in a hazardous, low-humor environment. Has radiation shielding."
icon_state = "hardsuit0-clown"
inhand_icon_state = "hardsuit0-clown"
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 60, ACID = 30)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 60, ACID = 30)
hardsuit_type = "clown"
/obj/item/clothing/suit/space/hardsuit/clown
@@ -703,7 +679,7 @@
desc = "A special suit that protects against hazardous, low humor environments. Has radiation shielding. Only a true clown can wear it."
icon_state = "hardsuit-clown"
inhand_icon_state = "clown_hardsuit"
- armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 75, FIRE = 60, ACID = 30)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 20, BOMB = 10, BIO = 100, FIRE = 60, ACID = 30)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/clown
/obj/item/clothing/suit/space/hardsuit/clown/mob_can_equip(mob/M, mob/living/equipper, slot, disable_warning = FALSE, bypass_equip_delay_self = FALSE)
@@ -720,7 +696,7 @@
desc = "Early prototype RIG hardsuit helmet, designed to quickly shift over a user's head. Design constraints of the helmet mean it has no inbuilt cameras, thus it restricts the users visability."
icon_state = "hardsuit0-ancient"
inhand_icon_state = "anc_helm"
- armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 50, BIO = 100, FIRE = 100, ACID = 75)
hardsuit_type = "ancient"
resistance_flags = FIRE_PROOF
@@ -729,7 +705,7 @@
desc = "Prototype powered RIG hardsuit. Provides excellent protection from the elements of space while being comfortable to move around in, thanks to the powered locomotives. Remains very bulky however."
icon_state = "hardsuit-ancient"
inhand_icon_state = "anc_hardsuit"
- armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 50, BIO = 100, FIRE = 100, ACID = 75)
slowdown = 3
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient
resistance_flags = FIRE_PROOF
@@ -775,7 +751,7 @@
desc = "An advanced tactical space helmet."
icon_state = "deathsquad"
inhand_icon_state = "deathsquad"
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 20)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -790,7 +766,7 @@
icon_state = "deathsquad"
inhand_icon_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/knife/combat)
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 20)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -805,7 +781,7 @@
icon_state = "hardsuit0-ert_commander"
inhand_icon_state = "hardsuit0-ert_commander"
hardsuit_type = "ert_commander"
- armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 80, ACID = 80)
strip_delay = 130
light_range = 7
resistance_flags = FIRE_PROOF
@@ -822,7 +798,7 @@
inhand_icon_state = "ert_command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 80, ACID = 80)
slowdown = 0
strip_delay = 130
resistance_flags = FIRE_PROOF
@@ -954,7 +930,7 @@
desc = "Spaceworthy and it looks like a space carp's head, smells like one too."
icon_state = "carp_helm"
inhand_icon_state = "syndicate"
- armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75) //As whimpy as a space carp
+ armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 60, ACID = 75) //As whimpy as a space carp
light_system = NO_LIGHT_SUPPORT
light_range = 0 //luminosity when on
actions_types = list()
@@ -970,7 +946,7 @@
icon_state = "carp_suit"
inhand_icon_state = "space_suit_syndicate"
slowdown = 0 //Space carp magic, never stop believing
- armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75) //As whimpy whimpy whoo
+ armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 60, ACID = 75) //As whimpy whimpy whoo
allowed = list(/obj/item/tank/internals, /obj/item/gun/ballistic/rifle/boltaction/harpoon) //I'm giving you a hint here
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
@@ -995,7 +971,7 @@
desc = "The integrated helmet of the combat medic hardsuit, this has a bright, glowing facemask."
icon_state = "hardsuit0-combatmedic"
inhand_icon_state = "hardsuit0-combatmedic"
- armor = list(MELEE = 35, BULLET = 10, LASER = 20, ENERGY = 30, BOMB = 5, BIO = 100, RAD = 50, FIRE = 65, ACID = 75)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 20, ENERGY = 30, BOMB = 5, BIO = 100, FIRE = 65, ACID = 75)
hardsuit_type = "combatmedic"
/obj/item/clothing/suit/space/hardsuit/combatmedic
@@ -1004,7 +980,7 @@
icon_state = "combatmedic"
inhand_icon_state = "combatmedic"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/combatmedic
- armor = list(MELEE = 35, BULLET = 10, LASER = 20, ENERGY = 30, BOMB = 5, BIO = 100, RAD = 50, FIRE = 65, ACID = 75)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 20, ENERGY = 30, BOMB = 5, BIO = 100, FIRE = 65, ACID = 75)
allowed = list(/obj/item/gun, /obj/item/melee/baton, /obj/item/circular_saw, /obj/item/tank/internals, /obj/item/storage/box/pillbottles,\
/obj/item/storage/firstaid, /obj/item/stack/medical/gauze, /obj/item/stack/medical/suture, /obj/item/stack/medical/mesh, /obj/item/storage/bag/chemistry)
@@ -1016,7 +992,7 @@
icon_state = "hardsuit-hos"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
allowed = null
- armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15)
+ armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15)
resistance_flags = FIRE_PROOF | ACID_PROOF
/obj/item/clothing/suit/space/hardsuit/shielded/setup_shielding()
@@ -1032,7 +1008,7 @@
icon_state = "hardsuit1-syndi"
inhand_icon_state = "syndie_hardsuit"
hardsuit_type = "syndi"
- armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, FIRE = 100, ACID = 100, WOUND = 30)
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi
slowdown = 0
@@ -1047,7 +1023,7 @@
icon_state = "hardsuit1-syndi"
inhand_icon_state = "syndie_helm"
hardsuit_type = "syndi"
- armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 40, BOMB = 35, BIO = 100, FIRE = 100, ACID = 100, WOUND = 30)
///SWAT version
/obj/item/clothing/suit/space/hardsuit/shielded/swat
@@ -1056,7 +1032,7 @@
icon_state = "deathsquad"
inhand_icon_state = "swat_suit"
hardsuit_type = "syndi"
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 30)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/swat
@@ -1071,7 +1047,7 @@
icon_state = "deathsquad"
inhand_icon_state = "deathsquad"
hardsuit_type = "syndi"
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 30)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
actions_types = list()
diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm
index 8e8f1e7230b..71ac05aeda5 100644
--- a/code/modules/clothing/spacesuits/miscellaneous.dm
+++ b/code/modules/clothing/spacesuits/miscellaneous.dm
@@ -22,7 +22,7 @@ Contains:
desc = "An advanced tactical space helmet."
icon_state = "deathsquad"
inhand_icon_state = "deathsquad"
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 20)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -37,7 +37,7 @@ Contains:
icon_state = "deathsquad"
inhand_icon_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/knife/combat)
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 20)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 20)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -52,7 +52,7 @@ Contains:
icon_state = "heavy"
inhand_icon_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/knife/combat)
- armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 50, BIO = 90, RAD = 20, FIRE = 100, ACID = 100, WOUND = 15)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 50, BIO = 90, FIRE = 100, ACID = 100, WOUND = 15)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -64,7 +64,7 @@ Contains:
dynamic_hair_suffix = "+generic"
dynamic_fhair_suffix = "+generic"
flags_inv = 0
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 15)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -79,7 +79,7 @@ Contains:
flags_inv = 0
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 15)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -136,7 +136,7 @@ Contains:
desc = "A modified helmet to allow space pirates to intimidate their customers whilst staying safe from the void. Comes with some additional protection."
icon_state = "spacepirate"
inhand_icon_state = "spacepiratehelmet"
- armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
@@ -151,7 +151,7 @@ Contains:
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/reagent_containers/food/drinks/bottle/rum)
slowdown = 0
- armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
@@ -162,7 +162,7 @@ Contains:
icon_state = "hardsuit0-ert_commander"
inhand_icon_state = "hardsuit0-ert_commander"
hardsuit_type = "ert_commander"
- armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 80, ACID = 80)
strip_delay = 130
light_range = 7
resistance_flags = FIRE_PROOF
@@ -179,7 +179,7 @@ Contains:
inhand_icon_state = "ert_command"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 60, BOMB = 50, BIO = 100, FIRE = 80, ACID = 80)
slowdown = 0
strip_delay = 130
resistance_flags = FIRE_PROOF
@@ -273,7 +273,7 @@ Contains:
icon_state = "space"
inhand_icon_state = "s_suit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 20, FIRE = 50, ACID = 65)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 50, ACID = 65)
/obj/item/clothing/head/helmet/space/eva
name = "EVA helmet"
@@ -281,7 +281,7 @@ Contains:
inhand_icon_state = "space"
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
flash_protect = FLASH_PROTECTION_NONE
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 20, FIRE = 50, ACID = 65)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 50, ACID = 65)
/obj/item/clothing/head/helmet/space/eva/examine(mob/user)
. = ..()
@@ -306,7 +306,7 @@ Contains:
desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle."
icon_state = "griffinhat"
inhand_icon_state = "griffinhat"
- armor = list(MELEE = 20, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 100, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 20, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 100, BIO = 100, FIRE = 80, ACID = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
@@ -317,7 +317,7 @@ Contains:
icon_state = "freedom"
inhand_icon_state = "freedom"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list(MELEE = 20, BULLET = 40, LASER = 30,ENERGY = 40, BOMB = 100, BIO = 100, RAD = 100, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 20, BULLET = 40, LASER = 30,ENERGY = 40, BOMB = 100, BIO = 100, FIRE = 80, ACID = 80)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = ACID_PROOF | FIRE_PROOF
@@ -329,7 +329,7 @@ Contains:
desc = "Spaceworthy and it looks like a space carp's head, smells like one too."
icon_state = "carp_helm"
inhand_icon_state = "syndicate"
- armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75) //As whimpy as a space carp
+ armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 60, ACID = 75) //As whimpy as a space carp
light_system = NO_LIGHT_SUPPORT
light_range = 0 //luminosity when on
actions_types = list()
@@ -345,7 +345,7 @@ Contains:
icon_state = "carp_suit"
inhand_icon_state = "space_suit_syndicate"
slowdown = 0 //Space carp magic, never stop believing
- armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75) //As whimpy whimpy whoo
+ armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 60, ACID = 75) //As whimpy whimpy whoo
allowed = list(/obj/item/tank/internals, /obj/item/gun/ballistic/rifle/boltaction/harpoon) //I'm giving you a hint here
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp
@@ -406,7 +406,7 @@ Contains:
inhand_icon_state = "hardsuit-berserker"
slowdown = 0
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/berserker
- armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/pickaxe, /obj/item/spear, /obj/item/organ/regenerative_core/legion, /obj/item/knife, /obj/item/kinetic_crusher, /obj/item/resonator, /obj/item/melee/transforming/cleaving_saw)
@@ -435,7 +435,7 @@ Contains:
icon_state = "hardsuit0-berserker"
inhand_icon_state = "hardsuit0-berserker"
hardsuit_type = "berserker"
- armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
actions_types = list(/datum/action/item_action/berserk_mode)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
@@ -512,7 +512,7 @@ Contains:
desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable."
icon_state = "syndicate-helm-orange"
inhand_icon_state = "syndicate-helm-orange"
- armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile
@@ -522,7 +522,7 @@ Contains:
icon_state = "syndicate-orange"
inhand_icon_state = "syndicate-orange"
slowdown = 2
- armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
@@ -541,7 +541,7 @@ Contains:
icon_state = "hunter"
inhand_icon_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/knife/combat)
- armor = list(MELEE = 60, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 60, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100)
strip_delay = 130
resistance_flags = FIRE_PROOF | ACID_PROOF
cell = /obj/item/stock_parts/cell/hyper
@@ -552,7 +552,7 @@ Contains:
desc = "The integrated helmet of the combat medic hardsuit, this has a bright, glowing facemask."
icon_state = "hardsuit0-combatmedic"
inhand_icon_state = "hardsuit0-combatmedic"
- armor = list(MELEE = 35, BULLET = 10, LASER = 20, ENERGY = 30, BOMB = 5, BIO = 100, RAD = 50, FIRE = 65, ACID = 75)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 20, ENERGY = 30, BOMB = 5, BIO = 100, FIRE = 65, ACID = 75)
hardsuit_type = "combatmedic"
/obj/item/clothing/suit/space/hardsuit/combatmedic
@@ -561,6 +561,6 @@ Contains:
icon_state = "combatmedic"
inhand_icon_state = "combatmedic"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/combatmedic
- armor = list(MELEE = 35, BULLET = 10, LASER = 20, ENERGY = 30, BOMB = 5, BIO = 100, RAD = 50, FIRE = 65, ACID = 75)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 20, ENERGY = 30, BOMB = 5, BIO = 100, FIRE = 65, ACID = 75)
allowed = list(/obj/item/gun, /obj/item/melee/baton, /obj/item/circular_saw, /obj/item/tank/internals, /obj/item/storage/box/pillbottles,\
/obj/item/storage/firstaid, /obj/item/stack/medical/gauze, /obj/item/stack/medical/suture, /obj/item/stack/medical/mesh, /obj/item/storage/bag/chemistry)
diff --git a/code/modules/clothing/spacesuits/pirate.dm b/code/modules/clothing/spacesuits/pirate.dm
index ba44254d11a..7aa3541c033 100644
--- a/code/modules/clothing/spacesuits/pirate.dm
+++ b/code/modules/clothing/spacesuits/pirate.dm
@@ -3,7 +3,7 @@
desc = "A modified helmet to allow space pirates to intimidate their customers whilst staying safe from the void. Comes with some additional protection."
icon_state = "spacepirate"
inhand_icon_state = "spacepiratehelmet"
- armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
@@ -18,6 +18,6 @@
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/melee/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/reagent_containers/food/drinks/bottle/rum)
slowdown = 0
- armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
diff --git a/code/modules/clothing/spacesuits/plasmamen.dm b/code/modules/clothing/spacesuits/plasmamen.dm
index bcf2f599f62..853e47c7a5f 100644
--- a/code/modules/clothing/spacesuits/plasmamen.dm
+++ b/code/modules/clothing/spacesuits/plasmamen.dm
@@ -4,7 +4,7 @@
name = "EVA plasma envirosuit"
desc = "A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like its smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges."
allowed = list(/obj/item/gun, /obj/item/ammo_casing, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/energy/sword, /obj/item/restraints/handcuffs, /obj/item/tank)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 100, ACID = 75)
resistance_flags = FIRE_PROOF
icon_state = "plasmaman_suit"
inhand_icon_state = "plasmaman_suit"
@@ -44,7 +44,7 @@
strip_delay = 80
flash_protect = FLASH_PROTECTION_WELDER
tint = 2
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 100, ACID = 75)
resistance_flags = FIRE_PROOF
light_system = MOVABLE_LIGHT_DIRECTIONAL
light_range = 4
@@ -171,7 +171,7 @@
desc = "A plasmaman containment helmet designed for security officers, protecting them from burning alive, alongside other undesirables."
icon_state = "security_envirohelm"
inhand_icon_state = "security_envirohelm"
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 100, ACID = 75)
/obj/item/clothing/head/helmet/space/plasmaman/security/warden
name = "warden's plasma envirosuit helmet"
@@ -184,7 +184,7 @@
desc = "A special containment helmet designed for the Head of Security. A pair of gold stripes are added to differentiate them from other members of security."
icon_state = "hos_envirohelm"
inhand_icon_state = "hos_envirohelm"
- armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 10)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
/obj/item/clothing/head/helmet/space/plasmaman/prisoner
name = "prisoner's plasma envirosuit helmet"
@@ -251,14 +251,14 @@
desc = "A space-worthy helmet specially designed for engineer plasmamen, the usual purple stripes being replaced by engineering's orange."
icon_state = "engineer_envirohelm"
inhand_icon_state = "engineer_envirohelm"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 100, ACID = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 100, ACID = 75)
/obj/item/clothing/head/helmet/space/plasmaman/atmospherics
name = "atmospherics plasma envirosuit helmet"
desc = "A space-worthy helmet specially designed for atmos technician plasmamen, the usual purple stripes being replaced by atmos' blue. Has improved thermal shielding."
icon_state = "atmos_envirohelm"
inhand_icon_state = "atmos_envirohelm"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 100, ACID = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 100, ACID = 75)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT // Same protection as the Atmospherics hardsuit Helmet
/obj/item/clothing/head/helmet/space/plasmaman/chief_engineer
@@ -266,7 +266,7 @@
desc = "A special containment helmet designed for the Chief Engineer, the usual purple stripes being replaced by the chief's green. Has improved thermal shielding."
icon_state = "ce_envirohelm"
inhand_icon_state = "ce_envirohelm"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 100, ACID = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 100, ACID = 75)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT // Same protection as the CE's hardsuit Helmet
@@ -282,7 +282,7 @@
icon_state = "explorer_envirohelm"
inhand_icon_state = "explorer_envirohelm"
visor_icon = "explorer_envisor"
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75)//SKYRAT EDIT
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 100, ACID = 75)//SKYRAT EDIT
/obj/item/clothing/head/helmet/space/plasmaman/chaplain
@@ -344,7 +344,7 @@
desc = "A special containment helmet designed for the Captain. Embarrassingly enough, it looks way too much like the Head of Personnel's design save for the gold stripes. I mean, come on. Gold stripes can fix anything."
icon_state = "captain_envirohelm"
inhand_icon_state = "captain_envirohelm"
- armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 10)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 100, FIRE = 100, ACID = 75, WOUND = 10)
/obj/item/clothing/head/helmet/space/plasmaman/centcom_commander
name = "CentCom commander plasma envirosuit helmet"
diff --git a/code/modules/clothing/spacesuits/softsuit.dm b/code/modules/clothing/spacesuits/softsuit.dm
index 08c706c77e6..b383e25d418 100644
--- a/code/modules/clothing/spacesuits/softsuit.dm
+++ b/code/modules/clothing/spacesuits/softsuit.dm
@@ -32,7 +32,7 @@
icon_state = "space"
inhand_icon_state = "s_suit"
desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies."
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 20, FIRE = 50, ACID = 65)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 50, ACID = 65)
/obj/item/clothing/head/helmet/space/eva
name = "EVA helmet"
@@ -40,7 +40,7 @@
inhand_icon_state = "space"
desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies."
flash_protect = FLASH_PROTECTION_NONE
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 20, FIRE = 50, ACID = 65)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 50, ACID = 65)
/obj/item/clothing/head/helmet/space/eva/examine(mob/user)
. = ..()
@@ -66,7 +66,7 @@
desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable."
icon_state = "syndicate-helm-orange"
inhand_icon_state = "syndicate-helm-orange"
- armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile
@@ -76,7 +76,7 @@
icon_state = "syndicate-orange"
inhand_icon_state = "syndicate-orange"
slowdown = 2
- armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
strip_delay = 65
/obj/item/clothing/suit/space/fragile/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
diff --git a/code/modules/clothing/spacesuits/specialops.dm b/code/modules/clothing/spacesuits/specialops.dm
index 5989646a09a..059a675a308 100644
--- a/code/modules/clothing/spacesuits/specialops.dm
+++ b/code/modules/clothing/spacesuits/specialops.dm
@@ -8,7 +8,7 @@
dynamic_hair_suffix = "+generic"
dynamic_fhair_suffix = "+generic"
flags_inv = 0
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 15)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -23,7 +23,7 @@
flags_inv = 0
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 15)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 60, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100, WOUND = 15)
strip_delay = 130
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
diff --git a/code/modules/clothing/spacesuits/swat.dm b/code/modules/clothing/spacesuits/swat.dm
index 9aa64e9d11f..3a614da0c26 100644
--- a/code/modules/clothing/spacesuits/swat.dm
+++ b/code/modules/clothing/spacesuits/swat.dm
@@ -4,6 +4,6 @@
icon_state = "heavy"
inhand_icon_state = "swat_suit"
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/knife/combat)
- armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 50, BIO = 90, RAD = 20, FIRE = 100, ACID = 100, WOUND = 15)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 40, BOMB = 50, BIO = 90, FIRE = 100, ACID = 100, WOUND = 15)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
diff --git a/code/modules/clothing/spacesuits/syndi.dm b/code/modules/clothing/spacesuits/syndi.dm
index da5ff41829d..c31e95f244d 100644
--- a/code/modules/clothing/spacesuits/syndi.dm
+++ b/code/modules/clothing/spacesuits/syndi.dm
@@ -4,7 +4,7 @@
icon_state = "syndicate"
inhand_icon_state = "syndicate"
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
- armor = list(MELEE = 40, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 80, ACID = 85)
/obj/item/clothing/suit/space/syndicate
name = "red space suit"
@@ -13,7 +13,7 @@
desc = "Has a tag on it: Totally not property of an enemy corporation, honest!"
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals)
- armor = list(MELEE = 40, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 80, ACID = 85)
cell = /obj/item/stock_parts/cell/hyper
//Green syndicate space suit
diff --git a/code/modules/clothing/suits/_suits.dm b/code/modules/clothing/suits/_suits.dm
index 63f632d18df..8816fe698da 100644
--- a/code/modules/clothing/suits/_suits.dm
+++ b/code/modules/clothing/suits/_suits.dm
@@ -3,7 +3,7 @@
name = "suit"
var/fire_resist = T0C+100
allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
slot_flags = ITEM_SLOT_OCLOTHING
diff --git a/code/modules/clothing/suits/ablativecoat.dm b/code/modules/clothing/suits/ablativecoat.dm
index b6ad6f0d0b3..45f74ed2837 100644
--- a/code/modules/clothing/suits/ablativecoat.dm
+++ b/code/modules/clothing/suits/ablativecoat.dm
@@ -2,7 +2,7 @@
name = "ablative hood"
desc = "Hood hopefully belonging to an ablative trenchcoat. Includes a visor for cool-o-vision."
icon_state = "ablativehood"
- armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 60, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 60, BOMB = 0, BIO = 0, FIRE = 100, ACID = 100)
strip_delay = 30
var/hit_reflect_chance = 50
@@ -32,7 +32,7 @@
icon_state = "ablativecoat"
inhand_icon_state = "ablativecoat"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
- armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 60, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 60, BOMB = 0, BIO = 0, FIRE = 100, ACID = 100)
hoodtype = /obj/item/clothing/head/hooded/ablative
strip_delay = 30
equip_delay_other = 40
diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm
index 43370ea02b6..dd05ca0fb18 100644
--- a/code/modules/clothing/suits/armor.dm
+++ b/code/modules/clothing/suits/armor.dm
@@ -9,7 +9,7 @@
equip_delay_other = 40
max_integrity = 250
resistance_flags = NONE
- armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50, WOUND = 10)
/obj/item/clothing/suit/armor/Initialize(mapload)
. = ..()
@@ -72,7 +72,7 @@
icon_state = "marine_command"
inhand_icon_state = "armor"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
- armor = list(MELEE = 40, BULLET = 50, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 20, RAD = 0, FIRE = 40, ACID = 50, WOUND = 20)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 20, FIRE = 40, ACID = 50, WOUND = 20)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
@@ -80,19 +80,19 @@
name = "marine heavy armor"
desc = "A heavy set of armor that still allows full mobility, offering higher protection at the cost of having red targets painted on your shoulders."
icon_state = "marine_security"
- armor = list(MELEE = 45, BULLET = 60, LASER = 30, ENERGY = 30, BOMB = 40, BIO = 20, RAD = 0, FIRE = 50, ACID = 50, WOUND = 20)
+ armor = list(MELEE = 45, BULLET = 60, LASER = 30, ENERGY = 30, BOMB = 40, BIO = 20, FIRE = 50, ACID = 50, WOUND = 20)
/obj/item/clothing/suit/armor/vest/marine/engineer
name = "marine utility armor"
desc = "A light set of armor with a mounted satchel for storing things. You realized too late that pouches are only for looks, and don't actually work. No refunds."
icon_state = "marine_engineer"
- armor = list(MELEE = 35, BULLET = 40, LASER = 20, ENERGY = 20, BOMB = 70, BIO = 20, RAD = 30, FIRE = 70, ACID = 70, WOUND = 10)
+ armor = list(MELEE = 35, BULLET = 40, LASER = 20, ENERGY = 20, BOMB = 70, BIO = 20, FIRE = 70, ACID = 70, WOUND = 10)
/obj/item/clothing/suit/armor/vest/marine/medic
name = "marine medic armor"
desc = "Light armor with needlessly large arm and leg plates, they provide no extra protection, but you feel safer."
icon_state = "marine_medic"
- armor = list(MELEE = 35, BULLET = 40, LASER = 20, ENERGY = 20, BOMB = 30, BIO = 30, RAD = 10, FIRE = 50, ACID = 70, WOUND = 10)
+ armor = list(MELEE = 35, BULLET = 40, LASER = 20, ENERGY = 20, BOMB = 30, BIO = 30, FIRE = 50, ACID = 70, WOUND = 10)
/obj/item/clothing/suit/armor/vest/old
name = "degrading armor vest"
@@ -120,7 +120,7 @@
icon_state = "hos"
inhand_icon_state = "greatcoat"
body_parts_covered = CHEST|GROIN|ARMS|LEGS
- armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 70, ACID = 90, WOUND = 10)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 70, ACID = 90, WOUND = 10)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
strip_delay = 80
@@ -243,7 +243,7 @@
icon_state = "capcarapace"
inhand_icon_state = "armor"
body_parts_covered = CHEST|GROIN
- armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 90, WOUND = 10)
+ armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 0, FIRE = 100, ACID = 90, WOUND = 10)
dog_fashion = null
resistance_flags = FIRE_PROOF
@@ -272,7 +272,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
- armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80, WOUND = 20)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 80, ACID = 80, WOUND = 20)
clothing_flags = BLOCKS_SHOVE_KNOCKDOWN
strip_delay = 80
equip_delay_other = 60
@@ -283,7 +283,7 @@
icon_state = "bonearmor"
inhand_icon_state = "bonearmor"
blood_overlay_type = "armor"
- armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
+ armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50, WOUND = 10)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS
/obj/item/clothing/suit/armor/bulletproof
@@ -292,7 +292,7 @@
icon_state = "bulletproof"
inhand_icon_state = "armor"
blood_overlay_type = "armor"
- armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 20)
+ armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, FIRE = 50, ACID = 50, WOUND = 20)
strip_delay = 70
equip_delay_other = 50
@@ -305,7 +305,7 @@
body_parts_covered = CHEST|GROIN|ARMS
cold_protection = CHEST|GROIN|ARMS
heat_protection = CHEST|GROIN|ARMS
- armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 60, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 60, BOMB = 0, BIO = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/hit_reflect_chance = 50
@@ -331,7 +331,7 @@
desc = "This vest appears to be made of of highly flexible materials that absorb impacts with ease."
icon_state = "infiltrator"
inhand_icon_state = "infiltrator"
- armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
strip_delay = 80
@@ -361,7 +361,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 3
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/tdome
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -369,7 +369,7 @@
clothing_flags = THICKMATERIAL
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
- armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/tdome/red
name = "thunderdome suit"
@@ -385,7 +385,7 @@
/obj/item/clothing/suit/armor/tdome/holosuit
name = "thunderdome suit"
- armor = list(MELEE = 10, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
cold_protection = null
heat_protection = null
@@ -424,7 +424,7 @@
icon_state = "knight_greyscale"
inhand_icon_state = "knight_greyscale"
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix
- armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 40, ACID = 40, WOUND = 15)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, FIRE = 40, ACID = 40, WOUND = 15)
/obj/item/clothing/suit/armor/vest/durathread
name = "durathread vest"
@@ -435,14 +435,14 @@
equip_delay_other = 40
max_integrity = 200
resistance_flags = FLAMMABLE
- armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 40, BOMB = 15, BIO = 0, RAD = 0, FIRE = 40, ACID = 50)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 40, BOMB = 15, BIO = 0, FIRE = 40, ACID = 50)
/obj/item/clothing/suit/armor/vest/russian
name = "russian vest"
desc = "A bulletproof vest with forest camo. Good thing there's plenty of forests to hide in around here, right?"
icon_state = "rus_armor"
inhand_icon_state = "rus_armor"
- armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 10, BOMB = 10, BIO = 0, RAD = 20, FIRE = 20, ACID = 50, WOUND = 10)
+ armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 10, BOMB = 10, BIO = 0, FIRE = 20, ACID = 50, WOUND = 10)
/obj/item/clothing/suit/armor/vest/russian_coat
name = "russian battle coat"
@@ -452,7 +452,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
- armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 50, RAD = 20, FIRE = -10, ACID = 50, WOUND = 10)
+ armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 50, FIRE = -10, ACID = 50, WOUND = 10)
/obj/item/clothing/suit/armor/elder_atmosian
name = "\improper Elder Atmosian Armor"
@@ -460,7 +460,7 @@
icon_state = "h2armor"
inhand_icon_state = "h2armor"
material_flags = MATERIAL_EFFECTS | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS//Can change color and add prefix
- armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 30, BOMB = 85, BIO = 10, RAD = 50, FIRE = 65, ACID = 40, WOUND = 15)
+ armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 30, BOMB = 85, BIO = 10, FIRE = 65, ACID = 40, WOUND = 15)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -471,7 +471,7 @@
icon_state = "centcom_formal"
inhand_icon_state = "centcom"
body_parts_covered = CHEST|GROIN|ARMS
- armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 10, RAD = 10, FIRE = 10, ACID = 60)
+ armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 10, FIRE = 10, ACID = 60)
/obj/item/clothing/suit/armor/centcom_formal/Initialize(mapload)
. = ..()
diff --git a/code/modules/clothing/suits/bio.dm b/code/modules/clothing/suits/bio.dm
index 284066b9c1f..831fc4e192e 100644
--- a/code/modules/clothing/suits/bio.dm
+++ b/code/modules/clothing/suits/bio.dm
@@ -5,7 +5,7 @@
desc = "A hood that protects the head and face from biological contaminants."
permeability_coefficient = 0.01
clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | SNUG_FIT | PLASMAMAN_HELMET_EXEMPT
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 30, ACID = 100)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT
resistance_flags = ACID_PROOF
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
@@ -21,7 +21,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 0.5
allowed = list(/obj/item/tank/internals, /obj/item/reagent_containers/dropper, /obj/item/flashlight/pen, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/glass/beaker)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 30, ACID = 100)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
strip_delay = 70
equip_delay_other = 70
@@ -45,11 +45,11 @@
//Security biosuit, grey with red stripe across the chest
/obj/item/clothing/head/bio_hood/security
- armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 100, FIRE = 30, ACID = 100)
icon_state = "bio_security"
/obj/item/clothing/suit/bio_suit/security
- armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 100, FIRE = 30, ACID = 100)
icon_state = "bio_security"
/obj/item/clothing/suit/bio_suit/security/Initialize(mapload)
diff --git a/code/modules/clothing/suits/cloaks.dm b/code/modules/clothing/suits/cloaks.dm
index fe970eb9003..91a216c563c 100644
--- a/code/modules/clothing/suits/cloaks.dm
+++ b/code/modules/clothing/suits/cloaks.dm
@@ -82,7 +82,7 @@
icon_state = "goliath_cloak"
desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits."
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/pickaxe, /obj/item/spear, /obj/item/organ/regenerative_core/legion, /obj/item/knife/combat/bone, /obj/item/knife/combat/survival)
- armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
+ armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 60, ACID = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
hoodtype = /obj/item/clothing/head/hooded/cloakhood/goliath
body_parts_covered = CHEST|GROIN|ARMS
//SKYRAT ADDITION START -GOLIATH CLOAK EDIT
@@ -93,7 +93,7 @@
name = "goliath cloak hood"
icon_state = "golhood"
desc = "A protective & concealing hood."
- armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 60, ACID = 60)
clothing_flags = SNUG_FIT
flags_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR
transparent_protection = HIDEMASK
@@ -106,7 +106,7 @@
icon_state = "dragon"
desc = "A suit of armour fashioned from the remains of an ash drake."
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/spear)
- armor = list(MELEE = 65, BULLET = 15, LASER = 40, ENERGY = 40, BOMB = 70, BIO = 60, RAD = 50, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 65, BULLET = 15, LASER = 40, ENERGY = 40, BOMB = 70, BIO = 60, FIRE = 100, ACID = 100)
hoodtype = /obj/item/clothing/head/hooded/cloakhood/drake
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -120,7 +120,7 @@
name = "drake helm"
icon_state = "dragon"
desc = "The skull of a dragon."
- armor = list(MELEE = 65, BULLET = 15, LASER = 40, ENERGY = 40, BOMB = 70, BIO = 60, RAD = 50, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 65, BULLET = 15, LASER = 40, ENERGY = 40, BOMB = 70, BIO = 60, FIRE = 100, ACID = 100)
clothing_flags = SNUG_FIT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
@@ -133,7 +133,7 @@
icon_state = "godslayer"
desc = "A suit of armour fashioned from the remnants of a knight's armor, and parts of a wendigo."
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/spear)
- armor = list(MELEE = 50, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 50, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 50, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 50, FIRE = 100, ACID = 100)
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
hoodtype = /obj/item/clothing/head/hooded/cloakhood/godslayer
cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -155,7 +155,7 @@
name = "godslayer helm"
icon_state = "godslayer"
desc = "The horns and skull of a wendigo, held together by the remaining icey energy of a demonic miner."
- armor = list(MELEE = 50, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 50, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 50, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 50, FIRE = 100, ACID = 100)
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | SNUG_FIT
cold_protection = HEAD
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
diff --git a/code/modules/clothing/suits/costume.dm b/code/modules/clothing/suits/costume.dm
index 05f782107a9..205d5b22abd 100644
--- a/code/modules/clothing/suits/costume.dm
+++ b/code/modules/clothing/suits/costume.dm
@@ -22,7 +22,7 @@
species_exception = list(/datum/species/golem)
/obj/item/clothing/suit/pirate/armored
- armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
@@ -33,7 +33,7 @@
inhand_icon_state = "hgpirate"
/obj/item/clothing/suit/pirate/captain/armored
- armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 40, BOMB = 30, BIO = 30, FIRE = 60, ACID = 75)
strip_delay = 40
equip_delay_other = 20
@@ -52,7 +52,7 @@
icon_state = "justice"
inhand_icon_state = "justice"
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
- armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
/obj/item/clothing/suit/judgerobe
name = "judge's robe"
@@ -389,7 +389,7 @@
desc = "A big and clanky suit made of bronze that offers no protection and looks very unfashionable. Nice."
icon = 'icons/obj/clothing/clockwork_garb.dmi'
icon_state = "clockwork_cuirass_old"
- armor = list(MELEE = 5, BULLET = 0, LASER = -5, ENERGY = -15, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
+ armor = list(MELEE = 5, BULLET = 0, LASER = -5, ENERGY = -15, BOMB = 10, BIO = 0, FIRE = 20, ACID = 20)
/obj/item/clothing/suit/hooded/mysticrobe
name = "mystic's robe"
@@ -414,7 +414,7 @@
desc = "A jacket for a party ooordinator, stylish!."
icon_state = "capformal"
inhand_icon_state = "capspacesuit"
- armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 35, BOMB = 25, BIO = 0, FIRE = 50, ACID = 50)
/obj/item/clothing/suit/hawaiian
name = "hawaiian overshirt"
diff --git a/code/modules/clothing/suits/jacket.dm b/code/modules/clothing/suits/jacket.dm
index acea46308ad..80fe54c5918 100644
--- a/code/modules/clothing/suits/jacket.dm
+++ b/code/modules/clothing/suits/jacket.dm
@@ -31,7 +31,7 @@
desc = "A thick jacket with a rubbery, water-resistant shell."
icon_state = "pufferjacket"
inhand_icon_state = "hostrench"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 0, ACID = 0)
species_exception = list(/datum/species/golem/bone)
/obj/item/clothing/suit/jacket/puffer/vest
@@ -41,7 +41,7 @@
inhand_icon_state = "armor"
body_parts_covered = CHEST|GROIN
cold_protection = CHEST|GROIN
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 30, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 30, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/jacket/miljacket
name = "military jacket"
diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm
index 99b311eb244..ed5ec5f8ea5 100644
--- a/code/modules/clothing/suits/jobs.dm
+++ b/code/modules/clothing/suits/jobs.dm
@@ -61,7 +61,7 @@
inhand_icon_state = "det_suit"
blood_overlay_type = "coat"
body_parts_covered = CHEST|GROIN|LEGS|ARMS
- armor = list(MELEE = 25, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, FIRE = 0, ACID = 45)
cold_protection = CHEST|GROIN|LEGS|ARMS
heat_protection = CHEST|GROIN|LEGS|ARMS
@@ -201,7 +201,7 @@
blood_overlay_type = "coat"
body_parts_covered = CHEST|ARMS
allowed = list(/obj/item/tank/internals, /obj/item/melee/curator_whip)
- armor = list(MELEE = 25, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 25, ENERGY = 35, BOMB = 0, BIO = 0, FIRE = 0, ACID = 45)
cold_protection = CHEST|ARMS
heat_protection = CHEST|ARMS
diff --git a/code/modules/clothing/suits/labcoat.dm b/code/modules/clothing/suits/labcoat.dm
index ba322a78648..944bd316e36 100644
--- a/code/modules/clothing/suits/labcoat.dm
+++ b/code/modules/clothing/suits/labcoat.dm
@@ -25,7 +25,7 @@
/obj/item/tank/internals/emergency_oxygen,
/obj/item/tank/internals/plasmaman,
)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 50, ACID = 50)
species_exception = list(/datum/species/golem)
/obj/item/clothing/suit/toggle/labcoat/cmo
diff --git a/code/modules/clothing/suits/reactive_armour.dm b/code/modules/clothing/suits/reactive_armour.dm
index 3f915764cfe..45bbaed5ce3 100644
--- a/code/modules/clothing/suits/reactive_armour.dm
+++ b/code/modules/clothing/suits/reactive_armour.dm
@@ -42,7 +42,7 @@
icon_state = "reactiveoff"
inhand_icon_state = "reactiveoff"
blood_overlay_type = "armor"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 100)
actions_types = list(/datum/action/item_action/toggle)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
hit_reaction_chance = 50
@@ -119,13 +119,11 @@
cooldown_message = "The reactive teleport system is still recharging! It fails to activate!"
reactivearmor_cooldown_duration = 10 SECONDS
var/tele_range = 6
- var/rad_amount= 15
/obj/item/clothing/suit/armor/reactive/teleport/reactive_activation(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
owner.visible_message(span_danger("The reactive teleport system flings [owner] clear of [attack_text]!"))
playsound(get_turf(owner),'sound/magic/blink.ogg', 100, TRUE)
do_teleport(owner, get_turf(owner), tele_range, no_effects = TRUE, channel = TELEPORT_CHANNEL_BLUESPACE)
- owner.rad_act(rad_amount)
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return TRUE
@@ -135,7 +133,6 @@
playsound(get_turf(owner),'sound/machines/buzz-sigh.ogg', 50, TRUE)
playsound(get_turf(owner),'sound/magic/blink.ogg', 100, TRUE)
do_teleport(src, get_turf(owner), tele_range, no_effects = TRUE, channel = TELEPORT_CHANNEL_BLUESPACE)
- owner.rad_act(rad_amount)
reactivearmor_cooldown = world.time + reactivearmor_cooldown_duration
return FALSE //you didn't actually evade the attack now did you
diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm
index d60d62a71db..b3201ac224e 100644
--- a/code/modules/clothing/suits/utility.dm
+++ b/code/modules/clothing/suits/utility.dm
@@ -19,7 +19,7 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/extinguisher, /obj/item/crowbar)
slowdown = 1
- armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 10, RAD = 20, FIRE = 100, ACID = 50)
+ armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 10, FIRE = 100, ACID = 50)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -61,7 +61,7 @@
desc = "Use in case of bomb."
icon_state = "bombsuit"
clothing_flags = THICKMATERIAL | SNUG_FIT
- armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 0, FIRE = 80, ACID = 50)
flags_inv = HIDEFACE|HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
dynamic_hair_suffix = ""
dynamic_fhair_suffix = ""
@@ -85,7 +85,7 @@
clothing_flags = THICKMATERIAL
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
slowdown = 2
- armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 20,ENERGY = 30, BOMB = 100, BIO = 0, FIRE = 80, ACID = 50)
flags_inv = HIDEJUMPSUIT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
@@ -120,21 +120,24 @@
/obj/item/clothing/head/radiation
name = "radiation hood"
- icon_state = RAD
+ icon_state = "rad"
desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'"
clothing_flags = THICKMATERIAL | SNUG_FIT
flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, RAD = 100, FIRE = 30, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, FIRE = 30, ACID = 30)
strip_delay = 60
equip_delay_other = 60
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH | PEPPERPROOF
resistance_flags = NONE
- flags_1 = RAD_PROTECT_CONTENTS_1
+
+/obj/item/clothing/head/radiation/Initialize(mapload)
+ . = ..()
+ AddElement(/datum/element/radiation_protected_clothing)
/obj/item/clothing/suit/radiation
name = "radiation suit"
desc = "A suit that protects against radiation. The label reads, 'Made with lead. Please do not consume insulation.'"
- icon_state = RAD
+ icon_state = "rad"
inhand_icon_state = "rad_suit"
w_class = WEIGHT_CLASS_BULKY
permeability_coefficient = 0.5
@@ -142,12 +145,15 @@
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/geiger_counter)
slowdown = 1.5
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, RAD = 100, FIRE = 30, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, FIRE = 30, ACID = 30)
strip_delay = 60
equip_delay_other = 60
flags_inv = HIDEJUMPSUIT
resistance_flags = NONE
- flags_1 = RAD_PROTECT_CONTENTS_1
+
+/obj/item/clothing/suit/radiation/Initialize(mapload)
+ . = ..()
+ AddElement(/datum/element/radiation_protected_clothing)
/obj/item/clothing/suit/radiation/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
. = ..()
diff --git a/code/modules/clothing/suits/wetfloor.dm b/code/modules/clothing/suits/wetfloor.dm
index de4a10b963f..9bccc903a32 100644
--- a/code/modules/clothing/suits/wetfloor.dm
+++ b/code/modules/clothing/suits/wetfloor.dm
@@ -12,5 +12,5 @@
body_parts_covered = CHEST|GROIN
attack_verb_continuous = list("warns", "cautions", "smashes")
attack_verb_simple = list("warn", "caution", "smash")
- armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
species_exception = list(/datum/species/golem)
diff --git a/code/modules/clothing/suits/wintercoats.dm b/code/modules/clothing/suits/wintercoats.dm
index 234f2bbe7bc..39723d7ff21 100644
--- a/code/modules/clothing/suits/wintercoats.dm
+++ b/code/modules/clothing/suits/wintercoats.dm
@@ -10,7 +10,7 @@
cold_protection = CHEST|GROIN|ARMS
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
allowed = list()
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/hooded/wintercoat/Initialize(mapload)
. = ..()
@@ -36,7 +36,7 @@
cold_protection = HEAD
min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT
flags_inv = HIDEHAIR|HIDEEARS
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
// CentCom
/obj/item/clothing/suit/hooded/wintercoat/centcom
@@ -44,7 +44,7 @@
desc = "A luxurious winter coat woven in the bright green and gold colours of Central Command. It has a small pin in the shape of the Nanotrasen logo for a zipper."
icon_state = "coatcentcom"
inhand_icon_state = "coatcentcom"
- armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 10, RAD = 10, FIRE = 10, ACID = 60)
+ armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 10, FIRE = 10, ACID = 60)
hoodtype = /obj/item/clothing/head/hooded/winterhood/centcom
/obj/item/clothing/suit/hooded/wintercoat/centcom/Initialize(mapload)
@@ -53,7 +53,7 @@
/obj/item/clothing/head/hooded/winterhood/centcom
icon_state = "hood_centcom"
- armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 10, RAD = 10, FIRE = 10, ACID = 60)
+ armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 10, FIRE = 10, ACID = 60)
// Captain
/obj/item/clothing/suit/hooded/wintercoat/captain
@@ -63,7 +63,7 @@
Extremely lavish, and extremely durable."
icon_state = "coatcaptain"
inhand_icon_state = "coatcaptain"
- armor = list(MELEE = 25, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
+ armor = list(MELEE = 25, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 0, ACID = 50)
hoodtype = /obj/item/clothing/head/hooded/winterhood/captain
/obj/item/clothing/suit/hooded/wintercoat/captain/Initialize(mapload)
@@ -72,7 +72,7 @@
/obj/item/clothing/head/hooded/winterhood/captain
icon_state = "hood_captain"
- armor = list(MELEE = 25, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
+ armor = list(MELEE = 25, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 0, ACID = 50)
// Head of Personnel
/obj/item/clothing/suit/hooded/wintercoat/hop
@@ -80,7 +80,7 @@
desc = "A cozy winter coat, covered in thick fur. The breast features a proud yellow chevron, reminding everyone that you're the second banana."
icon_state = "coathop"
inhand_icon_state = "coathop"
- armor = list(MELEE = 10, BULLET = 15, LASER = 15, ENERGY = 25, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 35)
+ armor = list(MELEE = 10, BULLET = 15, LASER = 15, ENERGY = 25, BOMB = 10, BIO = 0, FIRE = 0, ACID = 35)
allowed = list(
/obj/item/melee/baton/telescopic,
)
@@ -136,7 +136,7 @@
desc = "A red, armour-padded winter coat. It glitters with a mild ablative coating and a robust air of authority. The zipper tab is a pair of jingly little handcuffs that get annoying after the first ten seconds."
icon_state = "coatsecurity"
inhand_icon_state = "coatsecurity"
- armor = list(MELEE = 25, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 0, ACID = 45)
hoodtype = /obj/item/clothing/head/hooded/winterhood/security
/obj/item/clothing/suit/hooded/wintercoat/security/Initialize(mapload)
@@ -146,7 +146,7 @@
/obj/item/clothing/head/hooded/winterhood/security
desc = "A red, armour-padded winter hood. Definitely not bulletproof, especially not the part where your face goes."
icon_state = "hood_security"
- armor = list(MELEE = 25, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, FIRE = 0, ACID = 45)
// Head of Security
/obj/item/clothing/suit/hooded/wintercoat/security/hos
@@ -154,7 +154,7 @@
desc = "A black, armour-padded winter coat with red and gold stripes on the arms, lovingly woven with a Kevlar interleave and reinforced with semi-ablative polymers and a silver azide fill material. The zipper tab looks like a tiny replica of Beepsky." // SKYRAT EDIT - ORIGINAL: desc = "A red, armour-padded winter coat, lovingly woven with a Kevlar interleave and reinforced with semi-ablative polymers and a silver azide fill material. The zipper tab looks like a tiny replica of Beepsky."
icon_state = "coathos"
inhand_icon_state = "coathos"
- armor = list(MELEE = 35, BULLET = 25, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 0, RAD = 0, FIRE = 0, ACID = 55)
+ armor = list(MELEE = 35, BULLET = 25, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 0, FIRE = 0, ACID = 55)
hoodtype = /obj/item/clothing/head/hooded/winterhood/security/hos
/obj/item/clothing/head/hooded/winterhood/security/hos
@@ -180,13 +180,13 @@
/obj/item/sensor_device,
/obj/item/storage/pill_bottle,
)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 40, RAD = 0, FIRE = 10, ACID = 20)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 40, FIRE = 10, ACID = 20)
hoodtype = /obj/item/clothing/head/hooded/winterhood/medical
/obj/item/clothing/head/hooded/winterhood/medical
desc = "A white winter coat hood."
icon_state = "hood_medical"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 40, RAD = 0, FIRE = 10, ACID = 20)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 40, FIRE = 10, ACID = 20)
// Chief Medical Officer
/obj/item/clothing/suit/hooded/wintercoat/medical/cmo
@@ -194,7 +194,7 @@
desc = "A winter coat in a vibrant shade of blue with a small silver caduceus instead of a plastic zipper tab. The normal liner is replaced with an exceptionally thick, soft layer of fur."
icon_state = "coatcmo"
inhand_icon_state = "coatcmo"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 20, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 20, ACID = 30)
hoodtype = /obj/item/clothing/head/hooded/winterhood/medical/cmo
/obj/item/clothing/suit/hooded/wintercoat/medical/cmo/Initialize(mapload)
@@ -207,7 +207,7 @@
/obj/item/clothing/head/hooded/winterhood/medical/cmo
desc = "A blue winter coat hood."
icon_state = "hood_cmo"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 20, ACID = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, FIRE = 20, ACID = 30)
// Chemist
/obj/item/clothing/suit/hooded/wintercoat/medical/chemistry
@@ -263,14 +263,14 @@
/obj/item/reagent_containers/syringe,
/obj/item/storage/pill_bottle,
)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, FIRE = 20, ACID = 0)
hoodtype = /obj/item/clothing/head/hooded/winterhood/science
species_exception = list(/datum/species/golem)
/obj/item/clothing/head/hooded/winterhood/science
desc = "A white winter coat hood. This one will keep your brain warm. About as much as the others, really."
icon_state = "hood_science"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, FIRE = 20, ACID = 0)
// Research Director
/obj/item/clothing/suit/hooded/wintercoat/science/rd
@@ -278,7 +278,7 @@
desc = "A thick arctic winter coat with an outdated atomic model instead of a plastic zipper tab. Most in the know are heavily aware that Bohr's model of the atom was outdated by the time of the 1930s when the Heisenbergian and Schrodinger models were generally accepted for true. Nevertheless, we still see its use in anachronism, roleplaying, and, in this case, as a zipper tab. At least it should keep you warm on your ivory pillar."
icon_state = "coatrd"
inhand_icon_state = "coatrd"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 20, BIO = 0, RAD = 0, FIRE = 30, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 20, BIO = 0, FIRE = 30, ACID = 0)
hoodtype = /obj/item/clothing/head/hooded/winterhood/science/rd
/obj/item/clothing/suit/hooded/wintercoat/science/rd/Initialize(mapload)
@@ -290,7 +290,7 @@
/obj/item/clothing/head/hooded/winterhood/science/rd
desc = "A white winter coat hood. It smells faintly of hair gel."
icon_state = "hood_rd"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 20, BIO = 0, RAD = 0, FIRE = 30, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 20, BIO = 0, FIRE = 30, ACID = 0)
// Roboticist
/obj/item/clothing/suit/hooded/wintercoat/science/robotics
@@ -328,7 +328,7 @@
/obj/item/pipe_dispenser,
/obj/item/t_scanner,
)
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 20, ACID = 0)
hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering
species_exception = list(/datum/species/golem/uranium)
@@ -340,7 +340,7 @@
/obj/item/clothing/head/hooded/winterhood/engineering
desc = "A yellow winter coat hood. Definitely not a replacement for a hard hat."
icon_state = "hood_engineer"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 20, ACID = 0)
/obj/item/clothing/head/hooded/winterhood/engineering/worn_overlays(mutable_appearance/standing, isinhands, icon_file)
. = ..()
@@ -353,7 +353,7 @@
desc = "A white winter coat with reflective green and yellow stripes. Stuffed with asbestos, treated with fire retardant PBDE, lined with a micro thin sheet of lead foil and snugly fitted to your body's measurements. This baby's ready to save you from anything except the thyroid cancer and systemic fibrosis you'll get from wearing it. The zipper tab is a tiny golden wrench."
icon_state = "coatce"
inhand_icon_state = "coatce"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 20, FIRE = 30, ACID = 10)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 10)
hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering/ce
/obj/item/clothing/suit/hooded/wintercoat/engineering/ce/Initialize(mapload)
@@ -365,7 +365,7 @@
/obj/item/clothing/head/hooded/winterhood/engineering/ce
desc = "A white winter coat hood. Feels surprisingly heavy. The tag says that it's not child safe."
icon_state = "hood_ce"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 20, FIRE = 30, ACID = 10)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 10)
// Atmospherics Technician
/obj/item/clothing/suit/hooded/wintercoat/engineering/atmos
@@ -417,13 +417,13 @@
/obj/item/t_scanner/adv_mining_scanner,
/obj/item/tank/internals,
)
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
hoodtype = /obj/item/clothing/head/hooded/winterhood/miner
/obj/item/clothing/head/hooded/winterhood/miner
desc = "A dusty winter coat hood."
icon_state = "hood_miner"
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/suit/hooded/wintercoat/custom
name = "tailored winter coat"
diff --git a/code/modules/clothing/suits/wiz_robe.dm b/code/modules/clothing/suits/wiz_robe.dm
index b31ae8f9e60..48cf0cc0fb5 100644
--- a/code/modules/clothing/suits/wiz_robe.dm
+++ b/code/modules/clothing/suits/wiz_robe.dm
@@ -3,7 +3,7 @@
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, RAD = 20, FIRE = 100, ACID = 100, WOUND = 20)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, FIRE = 100, ACID = 100, WOUND = 20)
strip_delay = 50
equip_delay_other = 50
clothing_flags = SNUG_FIT
@@ -33,7 +33,7 @@
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, RAD = 0, FIRE = 0, ACID = 0)
+ 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
@@ -64,7 +64,7 @@
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, RAD = 20, FIRE = 100, ACID = 100, WOUND = 20)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, FIRE = 100, ACID = 100, WOUND = 20)
allowed = list(/obj/item/teleportation_scroll)
flags_inv = HIDEJUMPSUIT
strip_delay = 50
@@ -120,7 +120,7 @@
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, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/head/wizard/marisa/fake
@@ -128,7 +128,7 @@
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, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/suit/wizrobe/marisa/fake
@@ -137,7 +137,7 @@
icon_state = "marisa"
inhand_icon_state = "marisarobe"
permeability_coefficient = 1
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
/obj/item/clothing/suit/wizrobe/paper
@@ -182,7 +182,7 @@
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard
- armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, FIRE = 100, ACID = 100)
slowdown = 0
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -196,7 +196,7 @@
inhand_icon_state = "battlemage"
min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT
max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT
- armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 30, BOMB = 20, BIO = 20, FIRE = 100, ACID = 100)
actions_types = null //No inbuilt light
resistance_flags = FIRE_PROOF | ACID_PROOF
diff --git a/code/modules/clothing/under/_under.dm b/code/modules/clothing/under/_under.dm
index 6f9bc87359a..611b42caeae 100644
--- a/code/modules/clothing/under/_under.dm
+++ b/code/modules/clothing/under/_under.dm
@@ -5,7 +5,7 @@
body_parts_covered = CHEST|GROIN|LEGS|ARMS
permeability_coefficient = 0.9
slot_flags = ITEM_SLOT_ICLOTHING
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0, WOUND = 5)
equip_sound = 'sound/items/equip/jumpsuit_equip.ogg'
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
diff --git a/code/modules/clothing/under/accessories.dm b/code/modules/clothing/under/accessories.dm
index ffd7857e2a7..2341a1c5c90 100644
--- a/code/modules/clothing/under/accessories.dm
+++ b/code/modules/clothing/under/accessories.dm
@@ -237,7 +237,7 @@
desc = "An eccentric medal made of plasma."
icon_state = "plasma"
medaltype = "medal-plasma"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = -10, ACID = 0) //It's made of plasma. Of course it's flammable.
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = -10, ACID = 0) //It's made of plasma. Of course it's flammable.
custom_materials = list(/datum/material/plasma=1000)
/obj/item/clothing/accessory/medal/plasma/Initialize(mapload)
@@ -393,7 +393,7 @@
name = "bone talisman"
desc = "A hunter's talisman, some say the old gods smile on those who wear it."
icon_state = "talisman"
- armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, RAD = 5, FIRE = 0, ACID = 25)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, FIRE = 0, ACID = 25)
attachment_slot = null
/obj/item/clothing/accessory/skullcodpiece
@@ -401,7 +401,7 @@
desc = "A skull shaped ornament, intended to protect the important things in life."
icon_state = "skull"
above_suit = TRUE
- armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, RAD = 5, FIRE = 0, ACID = 25)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, FIRE = 0, ACID = 25)
attachment_slot = GROIN
/obj/item/clothing/accessory/skilt
@@ -410,7 +410,7 @@
icon_state = "skilt"
above_suit = TRUE
minimize_when_attached = FALSE
- armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, RAD = 5, FIRE = 0, ACID = 25)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, FIRE = 0, ACID = 25)
attachment_slot = GROIN
/obj/item/clothing/accessory/allergy_dogtag
diff --git a/code/modules/clothing/under/costume.dm b/code/modules/clothing/under/costume.dm
index 13d2efdd53e..3cdd4200b10 100644
--- a/code/modules/clothing/under/costume.dm
+++ b/code/modules/clothing/under/costume.dm
@@ -249,7 +249,7 @@
inhand_icon_state = "hostanclothes"
worn_icon = 'icons/mob/clothing/under/security.dmi'
alt_covers_chest = TRUE
- armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, 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 9504863ee68..20c5eaecec0 100644
--- a/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm
+++ b/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm
@@ -6,7 +6,7 @@
inhand_icon_state = "plasmaman"
icon = 'icons/obj/clothing/under/plasmaman.dmi'
worn_icon = 'icons/mob/clothing/under/plasmaman.dmi'
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
can_adjust = FALSE
strip_delay = 80
@@ -60,7 +60,7 @@
desc = "An air-tight khaki suit designed for operations on lavaland by plasmamen."
icon_state = "explorer_envirosuit"
inhand_icon_state = "explorer_envirosuit"
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)//SKYRAT EDIT
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)//SKYRAT EDIT
/obj/item/clothing/under/plasmaman/chef
name = "chef's plasma envirosuit"
diff --git a/code/modules/clothing/under/jobs/Plasmaman/command.dm b/code/modules/clothing/under/jobs/Plasmaman/command.dm
index 739c9865939..a2fcac7bbb6 100644
--- a/code/modules/clothing/under/jobs/Plasmaman/command.dm
+++ b/code/modules/clothing/under/jobs/Plasmaman/command.dm
@@ -5,7 +5,7 @@
inhand_icon_state = "captain_envirosuit"
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95, WOUND = 15)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95, WOUND = 15)
/obj/item/clothing/under/plasmaman/head_of_personnel
name = "head of personnel's plasma envirosuit"
@@ -18,7 +18,7 @@
desc = "A plasmaman containment suit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "hos_envirosuit"
inhand_icon_state = "hos_envirosuit"
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95, WOUND = 10)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95, WOUND = 10)
sensor_mode = 3
random_sensor = FALSE
@@ -27,18 +27,18 @@
desc = "An air-tight suit designed to be used by plasmamen insane enough to achieve the rank of \"Chief Engineer\"."
icon_state = "ce_envirosuit"
inhand_icon_state = "ce_envirosuit"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
/obj/item/clothing/under/plasmaman/chief_medical_officer
name = "chief medical officer's plasma envirosuit"
desc = "It's an envirosuit worn by those with the experience to be \"Chief Medical Officer\"."
icon_state = "cmo_envirosuit"
inhand_icon_state = "cmo_envirosuit"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
/obj/item/clothing/under/plasmaman/research_director
name = "research director's plasma envirosuit"
desc = "It's an envirosuit worn by those with the know-how to achieve the position of \"Research Director\"."
icon_state = "rd_envirosuit"
inhand_icon_state = "rd_envirosuit"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
diff --git a/code/modules/clothing/under/jobs/Plasmaman/engineering.dm b/code/modules/clothing/under/jobs/Plasmaman/engineering.dm
index e06317a0322..4a7d162be4f 100644
--- a/code/modules/clothing/under/jobs/Plasmaman/engineering.dm
+++ b/code/modules/clothing/under/jobs/Plasmaman/engineering.dm
@@ -3,12 +3,12 @@
desc = "An air-tight suit designed to be used by plasmamen employed as engineers, the usual purple stripes being replaced by engineering's orange. It protects the user from fire and acid damage."
icon_state = "engineer_envirosuit"
inhand_icon_state = "engineer_envirosuit"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
/obj/item/clothing/under/plasmaman/atmospherics
name = "atmospherics plasma envirosuit"
desc = "An air-tight suit designed to be used by plasmamen employed as atmos technicians, the usual purple stripes being replaced by atmos' blue."
icon_state = "atmos_envirosuit"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
inhand_icon_state = "atmos_envirosuit"
diff --git a/code/modules/clothing/under/jobs/Plasmaman/security.dm b/code/modules/clothing/under/jobs/Plasmaman/security.dm
index 20018b15ac2..12b0671e61e 100644
--- a/code/modules/clothing/under/jobs/Plasmaman/security.dm
+++ b/code/modules/clothing/under/jobs/Plasmaman/security.dm
@@ -3,7 +3,7 @@
desc = "A plasmaman containment suit designed for security officers, offering a limited amount of extra protection."
icon_state = "security_envirosuit"
inhand_icon_state = "security_envirosuit"
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, FIRE = 95, ACID = 95)
sensor_mode = SENSOR_COORDS
random_sensor = FALSE
diff --git a/code/modules/clothing/under/jobs/cargo.dm b/code/modules/clothing/under/jobs/cargo.dm
index e7011fb1540..8375b08db9a 100644
--- a/code/modules/clothing/under/jobs/cargo.dm
+++ b/code/modules/clothing/under/jobs/cargo.dm
@@ -41,7 +41,7 @@
name = "shaft miner's jumpsuit"
icon_state = "miner"
inhand_icon_state = "miner"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 0, WOUND = 10)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 0, WOUND = 10)
resistance_flags = NONE
/obj/item/clothing/under/rank/cargo/miner/lavaland
diff --git a/code/modules/clothing/under/jobs/civilian/civilian.dm b/code/modules/clothing/under/jobs/civilian/civilian.dm
index 4d036fc4524..3b09fc5cc07 100644
--- a/code/modules/clothing/under/jobs/civilian/civilian.dm
+++ b/code/modules/clothing/under/jobs/civilian/civilian.dm
@@ -107,7 +107,7 @@
desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards."
name = "janitor's jumpsuit"
icon_state = "janitor"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/civilian/janitor/skirt
name = "janitor's jumpskirt"
diff --git a/code/modules/clothing/under/jobs/command.dm b/code/modules/clothing/under/jobs/command.dm
index 659214c8773..78f5567ac7b 100644
--- a/code/modules/clothing/under/jobs/command.dm
+++ b/code/modules/clothing/under/jobs/command.dm
@@ -7,7 +7,7 @@
random_sensor = FALSE
icon = 'icons/obj/clothing/under/captain.dmi'
worn_icon = 'icons/mob/clothing/under/captain.dmi'
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 15)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, 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 93f1b9fdb4e..5c9a5ac045f 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, RAD = 10, FIRE = 60, ACID = 20)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, 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, RAD = 10, FIRE = 80, ACID = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, 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 822c57d1edf..621acbbaf81 100644
--- a/code/modules/clothing/under/jobs/medical.dm
+++ b/code/modules/clothing/under/jobs/medical.dm
@@ -2,7 +2,7 @@
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, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/medical/chief_medical_officer
desc = "It's a jumpsuit worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
@@ -81,7 +81,7 @@
name = "chemist's jumpsuit"
icon_state = "chemistry"
inhand_icon_state = "w_suit"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 50, ACID = 65)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, FIRE = 50, ACID = 65)
/obj/item/clothing/under/rank/medical/chemist/skirt
name = "chemist's jumpskirt"
@@ -98,7 +98,7 @@
icon_state = "paramedic"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, 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 9d7c9e417d7..7e082baed0d 100644
--- a/code/modules/clothing/under/jobs/rnd.dm
+++ b/code/modules/clothing/under/jobs/rnd.dm
@@ -7,7 +7,7 @@
name = "research director's vest suit"
icon_state = "director"
inhand_icon_state = "lb_suit"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 35)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 10, FIRE = 0, ACID = 35)
can_adjust = FALSE
/obj/item/clothing/under/rank/rnd/research_director/doctor_hilbert
@@ -96,7 +96,7 @@
icon_state = "genetics"
inhand_icon_state = "w_suit"
permeability_coefficient = 0.5
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, 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 f0c4a03dcaa..959ba6bf102 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, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 30, ACID = 30, WOUND = 10)
strip_delay = 50
alt_covers_chest = TRUE
sensor_mode = SENSOR_COORDS
@@ -235,7 +235,7 @@
desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security."
icon_state = "rhos"
inhand_icon_state = "r_suit"
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 50, WOUND = 10)
strip_delay = 60
// SKYRAT EDIT ADDITION START
uses_advanced_reskins = TRUE
diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm
index 3464202e8d1..9cadd5897ad 100644
--- a/code/modules/clothing/under/miscellaneous.dm
+++ b/code/modules/clothing/under/miscellaneous.dm
@@ -49,7 +49,7 @@
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, RAD = 100, FIRE = 100, ACID = 100)
+ 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
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS
@@ -94,7 +94,7 @@
icon_state = "bouncer"
inhand_icon_state = "bouncer"
can_adjust = FALSE
- armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, 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 d66455146f6..7714b47f99a 100644
--- a/code/modules/clothing/under/syndicate.dm
+++ b/code/modules/clothing/under/syndicate.dm
@@ -4,7 +4,7 @@
icon_state = "syndicate"
inhand_icon_state = "bl_suit"
has_sensor = NO_SENSORS
- armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, 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, RAD = 0, FIRE = 50, ACID = 40)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
alt_covers_chest = TRUE
fitted = FEMALE_UNIFORM_TOP
dying_key = DYE_REGISTRY_JUMPSKIRT
@@ -25,7 +25,7 @@
desc = "It still counts as stealth if there are no witnesses."
icon_state = "bloodred_pajamas"
inhand_icon_state = "bl_suit"
- armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 0, BIO = 0, RAD = 10, FIRE = 50, ACID = 40)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
resistance_flags = FIRE_PROOF | ACID_PROOF
can_adjust = FALSE
@@ -34,21 +34,21 @@
desc = "Do operatives dream of nuclear sheep?"
icon_state = "bloodred_pajamas"
inhand_icon_state = "bl_suit"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
/obj/item/clothing/under/syndicate/tacticool
name = "tacticool turtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool"
inhand_icon_state = "bl_suit"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
/obj/item/clothing/under/syndicate/tacticool/skirt
name = "tacticool skirtleneck"
desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-."
icon_state = "tactifool_skirt"
inhand_icon_state = "bl_suit"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 40)
fitted = FEMALE_UNIFORM_TOP
dying_key = DYE_REGISTRY_JUMPSKIRT
@@ -73,7 +73,7 @@
desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in."
icon_state = "trackpants"
can_adjust = FALSE
- armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = NONE
/obj/item/clothing/under/syndicate/combat
@@ -87,5 +87,5 @@
desc = "Military grade tracksuits for frontline squatting."
icon_state = "rus_under"
can_adjust = FALSE
- armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
resistance_flags = NONE
diff --git a/code/modules/clothing/under/trek.dm b/code/modules/clothing/under/trek.dm
index e652af54c8d..3bb731867cb 100644
--- a/code/modules/clothing/under/trek.dm
+++ b/code/modules/clothing/under/trek.dm
@@ -19,7 +19,7 @@
desc = "The uniform worn by engineering/security officers."
icon_state = "trek_engsec"
inhand_icon_state = "r_suit"
- armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) //more sec than eng, but w/e.
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0) //more sec than eng, but w/e.
strip_delay = 50
/obj/item/clothing/under/trek/medsci
diff --git a/code/modules/events/holiday/xmas.dm b/code/modules/events/holiday/xmas.dm
index 7647e639129..b3051827578 100644
--- a/code/modules/events/holiday/xmas.dm
+++ b/code/modules/events/holiday/xmas.dm
@@ -37,7 +37,7 @@
icon_state = "xmashat"
desc = "A crappy paper hat that you are REQUIRED to wear."
flags_inv = 0
- armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
dog_fashion = /datum/dog_fashion/head/festive
/obj/effect/spawner/xmastree
diff --git a/code/modules/fields/gravity.dm b/code/modules/fields/gravity.dm
index 930c524081f..0914993174a 100644
--- a/code/modules/fields/gravity.dm
+++ b/code/modules/fields/gravity.dm
@@ -7,8 +7,9 @@
/datum/proximity_monitor/advanced/gravity/setup_field_turf(turf/T)
. = ..()
- T.AddElement(/datum/element/forced_gravity, gravity_value)
- modified_turfs[T] = gravity_value
+
+ if (!isnull(modified_turfs[T]))
+ T.AddElement(/datum/element/forced_gravity, gravity_value)
/datum/proximity_monitor/advanced/gravity/cleanup_field_turf(turf/T)
. = ..()
diff --git a/code/modules/library/lib_items.dm b/code/modules/library/lib_items.dm
index 56e8b90a143..2e14c93506d 100644
--- a/code/modules/library/lib_items.dm
+++ b/code/modules/library/lib_items.dm
@@ -24,7 +24,7 @@
opacity = FALSE
resistance_flags = FLAMMABLE
max_integrity = 200
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 0)
var/state = BOOKCASE_UNANCHORED
/// When enabled, books_to_load number of random books will be generated for this bookcase when first interacted with.
var/load_random_books = FALSE
diff --git a/code/modules/meteors/meteors.dm b/code/modules/meteors/meteors.dm
index 8158704d7b4..21e0cd4291f 100644
--- a/code/modules/meteors/meteors.dm
+++ b/code/modules/meteors/meteors.dm
@@ -278,7 +278,7 @@ GLOBAL_LIST_INIT(meteorsC, list(/obj/effect/meteor/dust)) //for space dust event
..()
explosion(src, light_impact_range = 4, flash_range = 3, adminlog = FALSE)
new /obj/effect/decal/cleanable/greenglow(get_turf(src))
- radiation_pulse(src, 500)
+ radiation_pulse(src, max_range = 3, threshold = RAD_MEDIUM_INSULATION, chance = 80)
//Meaty Ore
/obj/effect/meteor/meaty
diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm
index ca15c91494a..60e03e4a450 100644
--- a/code/modules/mining/equipment/explorer_gear.dm
+++ b/code/modules/mining/equipment/explorer_gear.dm
@@ -10,7 +10,7 @@
heat_protection = CHEST|GROIN|LEGS|ARMS
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
hoodtype = /obj/item/clothing/head/hooded/explorer
- armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 50, ACID = 50)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
resistance_flags = FIRE_PROOF
@@ -24,7 +24,7 @@
min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT
- armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50, WOUND = 10)
+ armor = list(MELEE = 30, BULLET = 10, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 50, ACID = 50, WOUND = 10)
resistance_flags = FIRE_PROOF
/obj/item/clothing/suit/hooded/explorer/Initialize(mapload)
@@ -43,7 +43,7 @@
visor_flags_inv = HIDEFACIALHAIR
visor_flags_cover = MASKCOVERSMOUTH
actions_types = list(/datum/action/item_action/adjust)
- armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 50, RAD = 0, FIRE = 20, ACID = 40, WOUND = 5)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 50, FIRE = 20, ACID = 40, WOUND = 5)
resistance_flags = FIRE_PROOF
/obj/item/clothing/mask/gas/explorer/attack_self(mob/user)
diff --git a/code/modules/mining/equipment/marker_beacons.dm b/code/modules/mining/equipment/marker_beacons.dm
index 49c7da3a035..336e6d1a0f4 100644
--- a/code/modules/mining/equipment/marker_beacons.dm
+++ b/code/modules/mining/equipment/marker_beacons.dm
@@ -75,7 +75,7 @@ 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, RAD = 100, FIRE = 25, ACID = 0)
+ armor = list(MELEE = 50, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 25, BIO = 100, 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 e66fe842b5d..46115962f7f 100644
--- a/code/modules/mining/lavaland/megafauna_loot.dm
+++ b/code/modules/mining/lavaland/megafauna_loot.dm
@@ -269,9 +269,13 @@
resistance_flags = FIRE_PROOF | LAVA_PROOF | ACID_PROOF
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/hostile_environment
slowdown = 0
- armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
+/obj/item/clothing/suit/space/hardsuit/hostile_environment/Initialize(mapload)
+ . = ..()
+ AddElement(/datum/element/radiation_protected_clothing)
+
/obj/item/clothing/suit/space/hardsuit/hostile_environment/process(delta_time)
. = ..()
var/mob/living/carbon/wearer = loc
@@ -290,7 +294,7 @@
hardsuit_type = "heck"
w_class = WEIGHT_CLASS_NORMAL
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
- armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | LAVA_PROOF | ACID_PROOF
actions_types = list()
@@ -298,6 +302,7 @@
. = ..()
update_appearance()
AddComponent(/datum/component/butchering, 5, 150, null, null, null, TRUE, CALLBACK(src, .proc/consume))
+ AddElement(/datum/element/radiation_protected_clothing)
/obj/item/clothing/head/helmet/space/hardsuit/hostile_environment/equipped(mob/user, slot, initial = FALSE)
. = ..()
diff --git a/code/modules/mining/lavaland/tendril_loot.dm b/code/modules/mining/lavaland/tendril_loot.dm
index 22e70e9731a..4791ba7aa36 100644
--- a/code/modules/mining/lavaland/tendril_loot.dm
+++ b/code/modules/mining/lavaland/tendril_loot.dm
@@ -554,7 +554,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = LAVA_PROOF | FIRE_PROOF //they are from lavaland after all
- armor = list(MELEE = 15, BULLET = 25, LASER = 15, ENERGY = 15, BOMB = 100, BIO = 0, RAD = 0, FIRE = 100, ACID = 30) //mostly bone bracer armor
+ armor = list(MELEE = 15, BULLET = 25, LASER = 15, ENERGY = 15, BOMB = 100, BIO = 0, FIRE = 100, ACID = 30) //mostly bone bracer armor
/obj/item/clothing/gloves/gauntlets/equipped(mob/user, slot)
. = ..()
@@ -588,7 +588,7 @@
inhand_icon_state = "hardsuit-berserker"
slowdown = 0
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/berserker
- armor = list(MELEE = 30, BULLET = 30, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/pickaxe, /obj/item/spear, /obj/item/organ/regenerative_core/legion, /obj/item/knife, /obj/item/kinetic_crusher, /obj/item/resonator, /obj/item/melee/cleaving_saw)
@@ -617,7 +617,7 @@
icon_state = "hardsuit0-berserker"
inhand_icon_state = "hardsuit0-berserker"
hardsuit_type = "berserker"
- armor = list(MELEE = 30, BULLET = 30, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 10, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 10, ENERGY = 20, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
actions_types = list(/datum/action/item_action/berserk_mode)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
diff --git a/code/modules/mining/satchel_ore_boxdm.dm b/code/modules/mining/satchel_ore_boxdm.dm
index a53cbfc49d1..67cef378df0 100644
--- a/code/modules/mining/satchel_ore_boxdm.dm
+++ b/code/modules/mining/satchel_ore_boxdm.dm
@@ -18,10 +18,6 @@
else
return ..()
-/obj/structure/ore_box/ComponentInitialize()
- . = ..()
- AddElement(/datum/element/rad_insulation, 0.01) //please datum mats no more cancer
-
/obj/structure/ore_box/crowbar_act(mob/living/user, obj/item/I)
if(I.use_tool(src, user, 50, volume=50))
user.visible_message(span_notice("[user] pries \the [src] apart."),
diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm
index cc71d5ce0b9..eb3e92b7c90 100644
--- a/code/modules/mob/living/carbon/human/human.dm
+++ b/code/modules/mob/living/carbon/human/human.dm
@@ -502,7 +502,6 @@
if(prob(current_size * 5) && hand.w_class >= ((11-current_size)/2) && dropItemToGround(hand))
step_towards(hand, src)
to_chat(src, span_warning("\The [S] pulls \the [hand] from your grip!"))
- rad_act(current_size * 3)
#define CPR_PANIC_SPEED (0.8 SECONDS)
diff --git a/code/modules/mob/living/carbon/human/life.dm b/code/modules/mob/living/carbon/human/life.dm
index 5ba204b5342..8ebc09848de 100644
--- a/code/modules/mob/living/carbon/human/life.dm
+++ b/code/modules/mob/living/carbon/human/life.dm
@@ -78,10 +78,6 @@
SEND_SIGNAL(src, COMSIG_CLEAR_MOOD_EVENT, "brain_damage")
return ..()
-/mob/living/carbon/human/handle_mutations_and_radiation(delta_time, times_fired)
- if(!dna || !dna.species.handle_mutations_and_radiation(src, delta_time, times_fired))
- ..()
-
/mob/living/carbon/human/breathe()
if(!HAS_TRAIT(src, TRAIT_NOBREATH))
return ..()
diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm
index b48225e4021..3e09cc65ca3 100644
--- a/code/modules/mob/living/carbon/human/species.dm
+++ b/code/modules/mob/living/carbon/human/species.dm
@@ -1283,32 +1283,26 @@ GLOBAL_LIST_EMPTY(features_by_species)
*
* Arguments:
* - [source][/mob/living/carbon/human]: The mob requesting handling
+ * - time_since_irradiated: The amount of time since the mob was first irradiated
* - delta_time: The amount of time that has passed since the last tick
- * - times_fired: The number of times SSmobs has fired
*/
-/datum/species/proc/handle_mutations_and_radiation(mob/living/carbon/human/source, delta_time, times_fired)
- if(HAS_TRAIT(source, TRAIT_RADIMMUNE))
- source.radiation = 0
- return TRUE
-
- . = FALSE
- var/radiation = source.radiation
- if(radiation > RAD_MOB_KNOCKDOWN && DT_PROB(RAD_MOB_KNOCKDOWN_PROB, delta_time))
+/datum/species/proc/handle_radiation(mob/living/carbon/human/source, time_since_irradiated, delta_time)
+ if(time_since_irradiated > RAD_MOB_KNOCKDOWN && DT_PROB(RAD_MOB_KNOCKDOWN_PROB, delta_time))
if(!source.IsParalyzed())
source.emote("collapse")
source.Paralyze(RAD_MOB_KNOCKDOWN_AMOUNT)
to_chat(source, span_danger("You feel weak."))
- if(radiation > RAD_MOB_VOMIT && DT_PROB(RAD_MOB_VOMIT_PROB, delta_time))
+ if(time_since_irradiated > RAD_MOB_VOMIT && DT_PROB(RAD_MOB_VOMIT_PROB, delta_time))
source.vomit(10, TRUE)
- if(radiation > RAD_MOB_MUTATE && DT_PROB(RAD_MOB_MUTATE_PROB, delta_time))
+ if(time_since_irradiated > RAD_MOB_MUTATE && DT_PROB(RAD_MOB_MUTATE_PROB, delta_time))
to_chat(source, span_danger("You mutate!"))
source.easy_random_mutate(NEGATIVE + MINOR_NEGATIVE)
source.emote("gasp")
source.domutcheck()
- if(radiation > RAD_MOB_HAIRLOSS && DT_PROB(RAD_MOB_HAIRLOSS_PROB, delta_time))
+ if(time_since_irradiated > RAD_MOB_HAIRLOSS && DT_PROB(RAD_MOB_HAIRLOSS_PROB, delta_time))
if(!(source.hairstyle == "Bald") && (HAIR in species_traits))
to_chat(source, span_danger("Your hair starts to fall out in clumps..."))
addtimer(CALLBACK(src, .proc/go_bald, source), 5 SECONDS)
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 9f3c2885217..5f5ad9216ea 100644
--- a/code/modules/mob/living/carbon/human/species_types/golems.dm
+++ b/code/modules/mob/living/carbon/human/species_types/golems.dm
@@ -378,17 +378,9 @@
if(!COOLDOWN_FINISHED(src, radiation_emission_cooldown))
return
else
- radiation_pulse(H, 50)
+ radiation_pulse(H, max_range = 1, threshold = RAD_VERY_LIGHT_INSULATION, chance = 3)
COOLDOWN_START(src, radiation_emission_cooldown, 2 SECONDS)
-/datum/species/golem/uranium/spec_unarmedattacked(mob/living/carbon/human/user, mob/living/carbon/human/target)
- . = ..()
- var/obj/item/bodypart/affecting = target.get_bodypart(ran_zone(user.zone_selected))
- var/radiation_block = target.run_armor_check(affecting, RAD)
- ///standard damage roll for use in determining how much you irradiate per punch
- var/attacker_irradiate_value = rand(user.dna.species.punchdamagelow, user.dna.species.punchdamagehigh)
- target.apply_effect(attacker_irradiate_value*5, EFFECT_IRRADIATE, radiation_block)
-
/datum/species/golem/uranium/spec_attack_hand(mob/living/carbon/human/M, mob/living/carbon/human/H, datum/martial_art/attacker_style)
..()
if(COOLDOWN_FINISHED(src, radiation_emission_cooldown) && M != H && M.combat_mode)
diff --git a/code/modules/mob/living/carbon/human/species_types/monkeys.dm b/code/modules/mob/living/carbon/human/species_types/monkeys.dm
index 9227193ab25..b16936896fb 100644
--- a/code/modules/mob/living/carbon/human/species_types/monkeys.dm
+++ b/code/modules/mob/living/carbon/human/species_types/monkeys.dm
@@ -100,12 +100,6 @@
target.attack_paw(user, modifiers)
return TRUE
-/datum/species/monkey/handle_mutations_and_radiation(mob/living/carbon/human/source, delta_time, times_fired)
- . = ..()
- if(source.radiation > RAD_MOB_MUTATE * 2 && DT_PROB(0.25, delta_time))
- source.gorillize()
- return
-
/datum/species/monkey/check_roundstart_eligible()
if(SSevents.holidays && SSevents.holidays[MONKEYDAY])
return TRUE
diff --git a/code/modules/mob/living/carbon/human/species_types/snail.dm b/code/modules/mob/living/carbon/human/species_types/snail.dm
index c64e9799af0..d8c073a5da2 100644
--- a/code/modules/mob/living/carbon/human/species_types/snail.dm
+++ b/code/modules/mob/living/carbon/human/species_types/snail.dm
@@ -55,7 +55,7 @@
inhand_icon_state = "snailshell"
lefthand_file = 'icons/mob/inhands/equipment/backpack_lefthand.dmi'
righthand_file = 'icons/mob/inhands/equipment/backpack_righthand.dmi'
- armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, FIRE = 0, ACID = 50)
max_integrity = 200
resistance_flags = FIRE_PROOF | ACID_PROOF
diff --git a/code/modules/mob/living/carbon/life.dm b/code/modules/mob/living/carbon/life.dm
index e6e2efbb012..77e3b5fa055 100644
--- a/code/modules/mob/living/carbon/life.dm
+++ b/code/modules/mob/living/carbon/life.dm
@@ -282,11 +282,6 @@
else if(bz_partialpressure > 0.01)
hallucination += 5
- //TRITIUM
- if(breath_gases[/datum/gas/tritium])
- var/tritium_partialpressure = (breath_gases[/datum/gas/tritium][MOLES]/breath.total_moles())*breath_pressure
- radiation += tritium_partialpressure/10
-
//NITRYL
if(breath_gases[/datum/gas/nitryl])
var/nitryl_partialpressure = (breath_gases[/datum/gas/nitryl][MOLES]/breath.total_moles())*breath_pressure
@@ -417,45 +412,42 @@
hud_used.lingchemdisplay.invisibility = INVISIBILITY_ABSTRACT
-/mob/living/carbon/handle_mutations_and_radiation(delta_time, times_fired)
- if(dna?.temporary_mutations.len)
- for(var/mut in dna.temporary_mutations)
- if(dna.temporary_mutations[mut] < world.time)
- if(mut == UI_CHANGED)
- if(dna.previous["UI"])
- dna.unique_identity = merge_text(dna.unique_identity,dna.previous["UI"])
- updateappearance(mutations_overlay_update=1)
- dna.previous.Remove("UI")
- dna.temporary_mutations.Remove(mut)
- continue
- if(mut == UF_CHANGED)
- if(dna.previous["UF"])
- dna.unique_features = merge_text(dna.unique_features,dna.previous["UF"])
- updateappearance(mutcolor_update=1, mutations_overlay_update=1)
- dna.previous.Remove("UF")
- dna.temporary_mutations.Remove(mut)
- continue
- if(mut == UE_CHANGED)
- if(dna.previous["name"])
- real_name = dna.previous["name"]
- name = real_name
- dna.previous.Remove("name")
- if(dna.previous["UE"])
- dna.unique_enzymes = dna.previous["UE"]
- dna.previous.Remove("UE")
- if(dna.previous["blood_type"])
- dna.blood_type = dna.previous["blood_type"]
- dna.previous.Remove("blood_type")
- dna.temporary_mutations.Remove(mut)
- continue
- for(var/datum/mutation/human/HM in dna.mutations)
- if(HM?.timed)
- dna.remove_mutation(HM.type)
-
- radiation = max(radiation - (RAD_LOSS_PER_SECOND * delta_time), 0)
- if(radiation > RAD_MOB_SAFE)
- adjustToxLoss(log(radiation-RAD_MOB_SAFE)*RAD_TOX_COEFFICIENT*delta_time)
+/mob/living/carbon/handle_mutations(time_since_irradiated, delta_time, times_fired)
+ if(!dna?.temporary_mutations.len)
+ return
+ for(var/mut in dna.temporary_mutations)
+ if(dna.temporary_mutations[mut] < world.time)
+ if(mut == UI_CHANGED)
+ if(dna.previous["UI"])
+ dna.unique_identity = merge_text(dna.unique_identity,dna.previous["UI"])
+ updateappearance(mutations_overlay_update=1)
+ dna.previous.Remove("UI")
+ dna.temporary_mutations.Remove(mut)
+ continue
+ if(mut == UF_CHANGED)
+ if(dna.previous["UF"])
+ dna.unique_features = merge_text(dna.unique_features,dna.previous["UF"])
+ updateappearance(mutcolor_update=1, mutations_overlay_update=1)
+ dna.previous.Remove("UF")
+ dna.temporary_mutations.Remove(mut)
+ continue
+ if(mut == UE_CHANGED)
+ if(dna.previous["name"])
+ real_name = dna.previous["name"]
+ name = real_name
+ dna.previous.Remove("name")
+ if(dna.previous["UE"])
+ dna.unique_enzymes = dna.previous["UE"]
+ dna.previous.Remove("UE")
+ if(dna.previous["blood_type"])
+ dna.blood_type = dna.previous["blood_type"]
+ dna.previous.Remove("blood_type")
+ dna.temporary_mutations.Remove(mut)
+ continue
+ for(var/datum/mutation/human/HM in dna.mutations)
+ if(HM?.timed)
+ dna.remove_mutation(HM.type)
/*
Alcohol Poisoning Chart
diff --git a/code/modules/mob/living/damage_procs.dm b/code/modules/mob/living/damage_procs.dm
index 8a8b726b69b..da99c8bab62 100644
--- a/code/modules/mob/living/damage_procs.dm
+++ b/code/modules/mob/living/damage_procs.dm
@@ -104,9 +104,6 @@
Immobilize(effect * hit_percent)
if(EFFECT_UNCONSCIOUS)
Unconscious(effect * hit_percent)
- if(EFFECT_IRRADIATE)
- if(!HAS_TRAIT(src, TRAIT_RADIMMUNE))
- radiation += max(effect * hit_percent, 0)
if(EFFECT_SLUR)
slurring = max(slurring,(effect * hit_percent))
if(EFFECT_STUTTER)
@@ -122,7 +119,7 @@
return TRUE
/// applies multiple effects at once via [/mob/living/proc/apply_effect]
-/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, irradiate = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = 0, stamina = 0, jitter = 0, paralyze = 0, immobilize = 0)
+/mob/living/proc/apply_effects(stun = 0, knockdown = 0, unconscious = 0, slur = 0, stutter = 0, eyeblur = 0, drowsy = 0, blocked = 0, stamina = 0, jitter = 0, paralyze = 0, immobilize = 0)
if(blocked >= 100)
return FALSE
if(stun)
@@ -135,8 +132,6 @@
apply_effect(paralyze, EFFECT_PARALYZE, blocked)
if(immobilize)
apply_effect(immobilize, EFFECT_IMMOBILIZE, blocked)
- if(irradiate)
- apply_effect(irradiate, EFFECT_IRRADIATE, blocked)
if(slur)
apply_effect(slur, EFFECT_SLUR, blocked)
if(stutter)
diff --git a/code/modules/mob/living/life.dm b/code/modules/mob/living/life.dm
index 006ab551f18..65637bb1a51 100644
--- a/code/modules/mob/living/life.dm
+++ b/code/modules/mob/living/life.dm
@@ -43,7 +43,7 @@
if(stat != DEAD)
//Mutations and radiation
- handle_mutations_and_radiation(delta_time, times_fired)
+ handle_mutations(delta_time, times_fired)
if(stat != DEAD)
//Breathing, if applicable
@@ -83,8 +83,7 @@
SEND_SIGNAL(src, COMSIG_LIVING_HANDLE_BREATHING, delta_time, times_fired)
return
-/mob/living/proc/handle_mutations_and_radiation(delta_time, times_fired)
- radiation = 0 //so radiation don't accumulate in simple animals
+/mob/living/proc/handle_mutations(delta_time, times_fired)
return
/mob/living/proc/handle_diseases(delta_time, times_fired)
diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm
index 1eaaf29c3c7..20e06d412ae 100644
--- a/code/modules/mob/living/living.dm
+++ b/code/modules/mob/living/living.dm
@@ -800,7 +800,6 @@
remove_CC()
set_disgust(0)
losebreath = 0
- radiation = 0
set_nutrition(NUTRITION_LEVEL_FED + 50)
bodytemperature = get_body_temp_normal(apply_change=FALSE)
set_blindness(0)
@@ -1421,21 +1420,6 @@
G.Recall()
to_chat(G, span_holoparasite("Your summoner has changed form!"))
-/mob/living/rad_act(amount)
- . = ..()
-
- if(!amount || (amount < RAD_MOB_SKIN_PROTECTION) || HAS_TRAIT(src, TRAIT_RADIMMUNE))
- return
-
- amount -= RAD_BACKGROUND_RADIATION // This will always be at least 1 because of how skin protection is calculated
-
- var/blocked = getarmor(null, RAD)
-
- if(amount > RAD_BURN_THRESHOLD)
- apply_damage(RAD_BURN_CURVE(amount), BURN, null, blocked)
-
- apply_effect((amount*RAD_MOB_COEFFICIENT)/max(1, (radiation**2)*RAD_OVERDOSE_REDUCTION), EFFECT_IRRADIATE, blocked)
-
/mob/living/anti_magic_check(magic = TRUE, holy = FALSE, tinfoil = FALSE, chargecost = 1, self = FALSE)
. = ..()
if(.)
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index 4efa9e614a2..9097979d1ee 100644
--- a/code/modules/mob/living/living_defense.dm
+++ b/code/modules/mob/living/living_defense.dm
@@ -56,7 +56,7 @@
var/on_hit_state = P.on_hit(src, armor, piercing_hit)
if(!P.nodamage && on_hit_state != BULLET_ACT_BLOCK)
apply_damage(P.damage, P.damage_type, def_zone, armor, wound_bonus=P.wound_bonus, bare_wound_bonus=P.bare_wound_bonus, sharpness = P.sharpness)
- apply_effects(P.stun, P.knockdown, P.unconscious, P.irradiate, P.slur, P.stutter, P.eyeblur, P.drowsy, armor, P.stamina, P.jitter, P.paralyze, P.immobilize)
+ apply_effects(P.stun, P.knockdown, P.unconscious, P.slur, P.stutter, P.eyeblur, P.drowsy, armor, P.stamina, P.jitter, P.paralyze, P.immobilize)
if(P.dismemberment)
check_projectile_dismemberment(P, def_zone)
return on_hit_state ? BULLET_ACT_HIT : BULLET_ACT_BLOCK
@@ -374,8 +374,6 @@
return FALSE
return ..()
-//Looking for irradiate()? It's been moved to radiation.dm under the rad_act() for mobs.
-
/mob/living/acid_act(acidpwr, acid_volume)
take_bodypart_damage(acidpwr * min(1, acid_volume * 0.1))
return TRUE
diff --git a/code/modules/mob/living/living_defines.dm b/code/modules/mob/living/living_defines.dm
index 09dd56ea7f8..ba6394b3df0 100644
--- a/code/modules/mob/living/living_defines.dm
+++ b/code/modules/mob/living/living_defines.dm
@@ -143,7 +143,6 @@
///if it can be held, can it be equipped to any slots? (think pAI's on head)
var/worn_slot_flags = NONE
- var/radiation = 0 ///If the mob is irradiated.
var/ventcrawl_layer = PIPING_LAYER_DEFAULT
var/losebreath = 0
diff --git a/code/modules/mob/living/silicon/robot/robot_model.dm b/code/modules/mob/living/silicon/robot/robot_model.dm
index bcacb74c32c..db4791a316f 100644
--- a/code/modules/mob/living/silicon/robot/robot_model.dm
+++ b/code/modules/mob/living/silicon/robot/robot_model.dm
@@ -320,7 +320,6 @@
/obj/item/multitool/cyborg,
/obj/item/t_scanner,
/obj/item/analyzer,
- /obj/item/geiger_counter/cyborg,
/obj/item/holosign_creator/atmos, // Skyrat Edit - Adds Holofans to engineering borgos
/obj/item/assembly/signaler/cyborg,
/obj/item/areaeditor/blueprints/cyborg,
diff --git a/code/modules/mob/living/silicon/silicon.dm b/code/modules/mob/living/silicon/silicon.dm
index aab86589794..7bd0e3f35e6 100644
--- a/code/modules/mob/living/silicon/silicon.dm
+++ b/code/modules/mob/living/silicon/silicon.dm
@@ -11,7 +11,7 @@
mob_biotypes = MOB_ROBOTIC
deathsound = 'sound/voice/borg_deathsound.ogg'
speech_span = SPAN_ROBOT
- flags_1 = PREVENT_CONTENTS_EXPLOSION_1 | RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
+ flags_1 = PREVENT_CONTENTS_EXPLOSION_1
examine_cursor_icon = null
var/datum/ai_laws/laws = null//Now... THEY ALL CAN ALL HAVE LAWS
var/last_lawchange_announce = 0
diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm
index 2af2448d829..b31ae8c5905 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm
@@ -264,7 +264,7 @@
anchored = TRUE
density = TRUE
layer = ABOVE_OBJ_LAYER
- armor = list(MELEE = 0, BULLET = 0, LASER = 100,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 100,ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 0)
///What kind of projectile the actual damaging part should be.
var/projectile_type = /obj/projectile/beam/legion
///Time until the tracer gets shot
diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm
index d91a45d2026..09e999290e9 100644
--- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm
+++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm
@@ -113,7 +113,7 @@ While using this makes the system rely on OnFire, it still gives options for tim
/obj/structure/elite_tumor
name = "pulsing tumor"
desc = "An odd, pulsing tumor sticking out of the ground. You feel compelled to reach out and touch it..."
- armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE
icon = 'icons/obj/lavaland/tumor.dmi'
icon_state = "tumor"
diff --git a/code/modules/mob/living/simple_animal/hostile/space_dragon.dm b/code/modules/mob/living/simple_animal/hostile/space_dragon.dm
index ea0c486adc3..1fc2a47cbcc 100644
--- a/code/modules/mob/living/simple_animal/hostile/space_dragon.dm
+++ b/code/modules/mob/living/simple_animal/hostile/space_dragon.dm
@@ -540,7 +540,7 @@
/obj/structure/carp_rift
name = "carp rift"
desc = "A rift akin to the ones space carp use to travel long distances."
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
max_integrity = 300
icon = 'icons/obj/carp_rift.dmi'
icon_state = "carp_rift_carpspawn"
@@ -655,7 +655,7 @@
icon_state = "carp_rift_charged"
set_light_color(LIGHT_COLOR_YELLOW)
update_light()
- armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE
dragon.rifts_charged += 1
if(dragon.rifts_charged != 3 && !dragon.objective_complete)
diff --git a/code/modules/modular_computers/computers/item/computer.dm b/code/modules/modular_computers/computers/item/computer.dm
index 9af211ab894..344292b02ec 100644
--- a/code/modules/modular_computers/computers/item/computer.dm
+++ b/code/modules/modular_computers/computers/item/computer.dm
@@ -9,7 +9,7 @@
light_on = FALSE
integrity_failure = 0.5
max_integrity = 100
- armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
+ armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 0, ACID = 0)
var/enabled = 0 // Whether the computer is turned on.
var/screen_on = 1 // Whether the computer is active/opened/it's screen is on.
diff --git a/code/modules/ninja/suit/head.dm b/code/modules/ninja/suit/head.dm
index 6c3bb427763..d92fb9b2b24 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, RAD = 25, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 15, BOMB = 30, BIO = 30, 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/ninja_equipment_actions/ninja_status_read.dm b/code/modules/ninja/suit/ninja_equipment_actions/ninja_status_read.dm
index 720aa7967b5..0a9a7ef9387 100644
--- a/code/modules/ninja/suit/ninja_equipment_actions/ninja_status_read.dm
+++ b/code/modules/ninja/suit/ninja_equipment_actions/ninja_status_read.dm
@@ -27,7 +27,6 @@
info_list += "[span_info("Toxin Levels: [ninja.getToxLoss()]")]\n"
info_list += "[span_info("Burn Severity: [ninja.getFireLoss()]")]\n"
info_list += "[span_info("Brute Trauma: [ninja.getBruteLoss()]")]\n"
- info_list += "[span_info("Radiation Levels: [ninja.radiation] rad")]\n"
info_list += "[span_info("Body Temperature: [ninja.bodytemperature-T0C] degrees C ([ninja.bodytemperature*1.8-459.67] degrees F)")]\n"
//Diseases
diff --git a/code/modules/ninja/suit/shoes.dm b/code/modules/ninja/suit/shoes.dm
index f63c5c7c790..a65361e888a 100644
--- a/code/modules/ninja/suit/shoes.dm
+++ b/code/modules/ninja/suit/shoes.dm
@@ -15,7 +15,7 @@
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, RAD = 30, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 15, BOMB = 30, BIO = 30, FIRE = 100, ACID = 100)
strip_delay = 120
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
diff --git a/code/modules/ninja/suit/suit.dm b/code/modules/ninja/suit/suit.dm
index 31e0c8b7147..347621bd7e4 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, RAD = 30, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 30, BOMB = 30, BIO = 30, 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.dm b/code/modules/power/apc.dm
index ab48cf25475..88bfaaeb103 100644
--- a/code/modules/power/apc.dm
+++ b/code/modules/power/apc.dm
@@ -227,7 +227,7 @@
if (!req_access)
req_access = list(ACCESS_ENGINE_EQUIP)
if (!armor)
- armor = list(MELEE = 20, BULLET = 20, LASER = 10, ENERGY = 100, BOMB = 30, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
+ armor = list(MELEE = 20, BULLET = 20, LASER = 10, ENERGY = 100, BOMB = 30, BIO = 100, FIRE = 90, ACID = 50)
..()
GLOB.apcs_list += src
diff --git a/code/modules/power/gravitygenerator.dm b/code/modules/power/gravitygenerator.dm
index 539e480e46c..c6853ee01b8 100644
--- a/code/modules/power/gravitygenerator.dm
+++ b/code/modules/power/gravitygenerator.dm
@@ -26,7 +26,11 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
move_resist = INFINITY
use_power = NO_POWER_USE
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
+
+ var/datum/proximity_monitor/advanced/gravity/gravity_field
+
var/sprite_number = 0
+
///Audio for when the gravgen is on
var/datum/looping_sound/gravgen/soundloop
@@ -35,8 +39,9 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
soundloop = new(src, TRUE)
/obj/machinery/gravity_generator/main/Destroy()
- . = ..()
+ QDEL_NULL(gravity_field)
QDEL_NULL(soundloop)
+ return ..()
/obj/machinery/gravity_generator/safe_throw_at(atom/target, range, speed, mob/thrower, spin = TRUE, diagonals_first = FALSE, datum/callback/callback, force = MOVE_FORCE_STRONG, gentle = FALSE)
return FALSE
@@ -186,7 +191,7 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
charge_count = 0
breaker = FALSE
set_power()
- set_state(0)
+ disable()
investigate_log("has broken down.", INVESTIGATE_GRAVITY)
/obj/machinery/gravity_generator/main/set_fix()
@@ -290,43 +295,71 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
investigate_log("is now [charging_state == POWER_UP ? "charging" : "discharging"].", INVESTIGATE_GRAVITY)
update_appearance()
+/obj/machinery/gravity_generator/main/proc/enable()
+ charging_state = POWER_IDLE
+ on = TRUE
+ update_use_power(ACTIVE_POWER_USE)
+
+ if (!SSticker.IsRoundInProgress())
+ return
+
+ soundloop.start()
+ if (!gravity_in_level())
+ investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
+ message_admins("The gravity generator was brought online [ADMIN_VERBOSEJMP(src)]")
+ shake_everyone()
+ gravity_field = make_field(/datum/proximity_monitor/advanced/gravity, list("current_range" = 2, "host" = src, "gravity_value" = 6))
+
+ complete_state_update()
+
+/obj/machinery/gravity_generator/main/proc/disable()
+ charging_state = POWER_IDLE
+ on = FALSE
+ update_use_power(IDLE_POWER_USE)
+
+ if (!SSticker.IsRoundInProgress())
+ return
+
+ soundloop.stop()
+ if (gravity_in_level())
+ investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
+ message_admins("The gravity generator was brought offline with no backup generator. [ADMIN_VERBOSEJMP(src)]")
+ shake_everyone()
+
+ QDEL_NULL(gravity_field)
+ complete_state_update()
+
+/obj/machinery/gravity_generator/main/proc/complete_state_update()
+ update_appearance()
+ update_list()
+ updateUsrDialog()
+
// Set the state of the gravity.
/obj/machinery/gravity_generator/main/proc/set_state(new_state)
- charging_state = POWER_IDLE
+
on = new_state
update_use_power(on ? ACTIVE_POWER_USE : IDLE_POWER_USE)
// Sound the alert if gravity was just enabled or disabled.
var/alert = FALSE
if(SSticker.IsRoundInProgress())
if(on) // If we turned on and the game is live.
- soundloop.start()
- if(gravity_in_level() == FALSE)
- alert = TRUE
- investigate_log("was brought online and is now producing gravity for this level.", INVESTIGATE_GRAVITY)
- message_admins("The gravity generator was brought online [ADMIN_VERBOSEJMP(src)]")
- else
- soundloop.stop()
- if(gravity_in_level() == TRUE)
- alert = TRUE
- investigate_log("was brought offline and there is now no gravity for this level.", INVESTIGATE_GRAVITY)
- message_admins("The gravity generator was brought offline with no backup generator. [ADMIN_VERBOSEJMP(src)]")
- update_appearance()
- update_list()
- src.updateUsrDialog()
+ else
+
+
+
if(alert)
shake_everyone()
// Charge/Discharge and turn on/off gravity when you reach 0/100 percent.
-// Also emit radiation and handle the overlays.
/obj/machinery/gravity_generator/main/process()
if(machine_stat & BROKEN)
return
if(charging_state != POWER_IDLE)
if(charging_state == POWER_UP && charge_count >= 100)
- set_state(1)
+ enable()
else if(charging_state == POWER_DOWN && charge_count <= 0)
- set_state(0)
+ disable()
else
if(charging_state == POWER_UP)
charge_count += 2
@@ -337,8 +370,6 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
playsound(src.loc, 'sound/effects/empulse.ogg', 100, TRUE)
updateDialog()
- if(prob(25)) // To help stop "Your clothes feel warm." spam.
- pulse_radiation()
var/overlay_state = null
switch(charge_count)
@@ -360,10 +391,6 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
middle.add_overlay(overlay_state)
current_overlay = overlay_state
-
-/obj/machinery/gravity_generator/main/proc/pulse_radiation()
- radiation_pulse(src, 200)
-
// Shake everyone on the z level to let them know that gravity was enagaged/disenagaged.
/obj/machinery/gravity_generator/main/proc/shake_everyone()
var/turf/T = get_turf(src)
@@ -420,8 +447,8 @@ GLOBAL_LIST_EMPTY(gravity_generators) // We will keep track of this by adding ne
name = "paper- 'Generate your own gravity!'"
info = {"
Gravity Generator Instructions For Dummies
Surprisingly, gravity isn't that hard to make! All you have to do is inject deadly radioactive minerals into a ball of
- energy and you have yourself gravity! You can turn the machine on or off when required but you must remember that the generator
- will EMIT RADIATION when charging or discharging, you can tell it is charging or discharging by the noise it makes, so please WEAR PROTECTIVE CLOTHING.
+ energy and you have yourself gravity! You can turn the machine on or off when required.
+ The generator produces a very harmful amount of gravity when enabled, so don't stay close for too long.
It blew up!
Don't panic! The gravity generator was designed to be easily repaired. If, somehow, the sturdy framework did not survive then
diff --git a/code/modules/power/lighting/light_construct.dm b/code/modules/power/lighting/light_construct.dm
index 09131ebc9d9..6a3297176da 100644
--- a/code/modules/power/lighting/light_construct.dm
+++ b/code/modules/power/lighting/light_construct.dm
@@ -6,7 +6,7 @@
anchored = TRUE
layer = WALL_OBJ_LAYER
max_integrity = 200
- armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 80, ACID = 50)
///Light construction stage (LIGHT_CONSTRUCT_EMPTY, LIGHT_CONSTRUCT_WIRED, LIGHT_CONSTRUCT_CLOSED)
var/stage = LIGHT_CONSTRUCT_EMPTY
diff --git a/code/modules/power/rtg.dm b/code/modules/power/rtg.dm
index f4b0195bafd..2b41ee3a282 100644
--- a/code/modules/power/rtg.dm
+++ b/code/modules/power/rtg.dm
@@ -17,8 +17,6 @@
var/power_gen = 1000 // Enough to power a single APC. 4000 output with T4 capacitor.
- var/irradiate = TRUE // RTGs irradiate surroundings, but only when panel is open.
-
/obj/machinery/power/rtg/Initialize(mapload)
. = ..()
connect_to_network()
@@ -26,8 +24,6 @@
/obj/machinery/power/rtg/process()
..()
add_avail(power_gen)
- if(panel_open && irradiate)
- radiation_pulse(src, 60)
/obj/machinery/power/rtg/RefreshParts()
var/part_level = 0
@@ -63,7 +59,6 @@
desc = "An alien power source that produces energy seemingly out of nowhere."
circuit = /obj/item/circuitboard/machine/abductor/core
power_gen = 20000 // 280 000 at T1, 400 000 at T4. Starts at T4.
- irradiate = FALSE // Green energy!
can_buckle = FALSE
pixel_y = 7
var/going_kaboom = FALSE // Is it about to explode?
diff --git a/code/modules/power/singularity/collector.dm b/code/modules/power/singularity/collector.dm
deleted file mode 100644
index c73e08464dc..00000000000
--- a/code/modules/power/singularity/collector.dm
+++ /dev/null
@@ -1,179 +0,0 @@
-//radiation needs to be over this amount to get power
-#define RAD_COLLECTOR_THRESHOLD 80
-//amount of joules created for each rad point over RAD_COLLECTOR_THRESHOLD
-#define RAD_COLLECTOR_COEFFICIENT 200
-
-/obj/machinery/power/energy_accumulator/rad_collector
- name = "Radiation Collector Array"
- desc = "A device which uses radiation and plasma to produce power."
- icon = 'icons/obj/singularity.dmi' //ICON OVERRIDEN IN SKYRAT AESTHETICS - SEE MODULE
- icon_state = "ca"
- req_access = list(ACCESS_ENGINE_EQUIP, ACCESS_ATMOSPHERICS)
- max_integrity = 350
- integrity_failure = 0.2
- rad_insulation = RAD_EXTREME_INSULATION
- ///Stores the loaded tank instance
- var/obj/item/tank/internals/plasma/loaded_tank = null
- ///Is the collector working?
- var/active = FALSE
- ///Is the collector locked with an id?
- var/locked = FALSE
- ///Amount of gas removed per tick
- var/drain_ratio = 0.5
- ///Multiplier for the amount of gas removed per tick
- var/power_production_drain = 0.001
-
-/obj/machinery/power/energy_accumulator/rad_collector/anchored
- anchored = TRUE
-
-/obj/machinery/power/energy_accumulator/rad_collector/process(delta_time)
- if(!loaded_tank)
- return
- var/datum/gas_mixture/tank_mix = loaded_tank.return_air()
- if(!tank_mix.gases[/datum/gas/plasma])
- investigate_log("out of fuel.", INVESTIGATE_SINGULO)
- playsound(src, 'sound/machines/ding.ogg', 50, TRUE)
- eject()
- return
- var/gasdrained = min(power_production_drain * drain_ratio * delta_time, tank_mix.gases[/datum/gas/plasma][MOLES])
- tank_mix.gases[/datum/gas/plasma][MOLES] -= gasdrained
- tank_mix.assert_gas(/datum/gas/tritium)
- tank_mix.gases[/datum/gas/tritium][MOLES] += gasdrained
- tank_mix.garbage_collect()
-
- . = ..()
-
-/obj/machinery/power/energy_accumulator/rad_collector/interact(mob/user)
- if(!anchored)
- return
- if(locked)
- to_chat(user, span_warning("The controls are locked!"))
- return
- toggle_power()
- user.visible_message(span_notice("[user.name] turns the [src.name] [active? "on":"off"]."), \
- span_notice("You turn the [src.name] [active? "on":"off"]."))
- var/datum/gas_mixture/tank_mix = loaded_tank?.return_air()
- var/fuel
- if(loaded_tank)
- fuel = tank_mix.gases[/datum/gas/plasma]
- fuel = fuel ? fuel[MOLES] : 0
- investigate_log("turned [active?"on":"off"] by [key_name(user)]. [loaded_tank?"Fuel: [round(fuel/0.29)]%":"It is empty"].", INVESTIGATE_SINGULO)
-
-/obj/machinery/power/energy_accumulator/rad_collector/can_be_unfasten_wrench(mob/user, silent)
- if(!loaded_tank)
- return ..()
- if(!silent)
- to_chat(user, span_warning("Remove the plasma tank first!"))
- return FAILED_UNFASTEN
-
-/obj/machinery/power/energy_accumulator/rad_collector/attackby(obj/item/item, mob/user, params)
- if(istype(item, /obj/item/tank/internals/plasma))
- if(!anchored)
- to_chat(user, span_warning("[src] needs to be secured to the floor first!"))
- return TRUE
- if(loaded_tank)
- to_chat(user, span_warning("There's already a plasma tank loaded!"))
- return TRUE
- if(panel_open)
- to_chat(user, span_warning("Close the maintenance panel first!"))
- return TRUE
- if(!user.transferItemToLoc(item, src))
- return
- loaded_tank = item
- update_appearance()
- else if(item.GetID())
- if(!allowed(user))
- to_chat(user, span_danger("Access denied."))
- return TRUE
- if(!active)
- to_chat(user, span_warning("The controls can only be locked when \the [src] is active!"))
- return TRUE
- locked = !locked
- to_chat(user, span_notice("You [locked ? "lock" : "unlock"] the controls."))
- return TRUE
- else
- return ..()
-
-/obj/machinery/power/energy_accumulator/rad_collector/wrench_act(mob/living/user, obj/item/item)
- . = ..()
- default_unfasten_wrench(user, item)
- return TRUE
-
-/obj/machinery/power/energy_accumulator/rad_collector/screwdriver_act(mob/living/user, obj/item/item)
- if(..())
- return TRUE
- if(!loaded_tank)
- default_deconstruction_screwdriver(user, icon_state, icon_state, item)
- return TRUE
- to_chat(user, span_warning("Remove the plasma tank first!"))
- return TRUE
-
-/obj/machinery/power/energy_accumulator/rad_collector/crowbar_act(mob/living/user, obj/item/I)
- if(loaded_tank)
- if(!locked)
- eject()
- return TRUE
- to_chat(user, span_warning("The controls are locked!"))
- return TRUE
- if(default_deconstruction_crowbar(I))
- return TRUE
- to_chat(user, span_warning("There isn't a tank loaded!"))
- return TRUE
-
-/obj/machinery/power/energy_accumulator/rad_collector/return_analyzable_air()
- if(!loaded_tank)
- return null
- return loaded_tank.return_analyzable_air()
-
-/obj/machinery/power/energy_accumulator/rad_collector/examine(mob/user)
- . = ..()
- if(!active)
- . += span_notice("[src]'s display displays the words: \"Power production mode. Please insert Plasma.\"")
- . += span_notice("[src]'s display states that it has stored [display_joules(get_stored_joules())], and is processing [display_power(get_power_output())].")
-
-/obj/machinery/power/energy_accumulator/rad_collector/atom_break(damage_flag)
- . = ..()
- if(.)
- eject()
-
-/obj/machinery/power/energy_accumulator/rad_collector/proc/eject()
- locked = FALSE
- var/obj/item/tank/internals/plasma/tank = loaded_tank
- if (!tank)
- return
- tank.forceMove(drop_location())
- tank.layer = initial(tank.layer)
- tank.plane = initial(tank.plane)
- loaded_tank = null
- if(active)
- toggle_power()
- else
- update_appearance()
-
-/obj/machinery/power/energy_accumulator/rad_collector/rad_act(pulse_strength)
- . = ..()
- if(loaded_tank && active && pulse_strength > RAD_COLLECTOR_THRESHOLD)
- stored_energy += joules_to_energy((pulse_strength-RAD_COLLECTOR_THRESHOLD)*RAD_COLLECTOR_COEFFICIENT)
-
-/obj/machinery/power/energy_accumulator/rad_collector/update_overlays()
- . = ..()
- if(loaded_tank)
- . += "ptank"
- if(machine_stat & (NOPOWER|BROKEN))
- return
- if(active)
- . += "on" // SKYRAT EDIT CHANGE - ORIGINAL. += loaded_tank ? "on" : "error"
-
-/obj/machinery/power/energy_accumulator/rad_collector/proc/toggle_power()
- active = !active
- if(active)
- icon_state = "ca_on"
- flick("ca_active", src)
- else
- icon_state = "ca"
- flick("ca_deactive", src)
- update_appearance()
- return
-
-#undef RAD_COLLECTOR_THRESHOLD
-#undef RAD_COLLECTOR_COEFFICIENT
diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm
index aa1072d0d75..5e8150b5922 100644
--- a/code/modules/power/singularity/field_generator.dm
+++ b/code/modules/power/singularity/field_generator.dm
@@ -34,7 +34,7 @@ no power level overlay is currently in the overlays list.
max_integrity = 500
can_atmos_pass = ATMOS_PASS_YES
//100% immune to lasers and energy projectiles since it absorbs their energy.
- armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 50, ACID = 70)
///Amount of energy stored, used for visual overlays (over 9000?)
var/power_level = 0
///Current power mode of the machine, between FG_OFFLINE, FG_CHARGING, FG_ONLINE
diff --git a/code/modules/power/singularity/singularity.dm b/code/modules/power/singularity/singularity.dm
index dbd425992ac..54998cd6878 100644
--- a/code/modules/power/singularity/singularity.dm
+++ b/code/modules/power/singularity/singularity.dm
@@ -154,7 +154,6 @@
/obj/singularity/process(delta_time)
if(current_size >= STAGE_TWO)
- radiation_pulse(src, min(5000, (energy*4.5)+1000), RAD_DISTANCE_COEFFICIENT*0.5)
if(prob(event_chance))//Chance for it to run a special event TODO:Come up with one or two more that fit
event()
dissipate(delta_time)
diff --git a/code/modules/power/supermatter/supermatter.dm b/code/modules/power/supermatter/supermatter.dm
index a372595d487..7502b2a9c41 100644
--- a/code/modules/power/supermatter/supermatter.dm
+++ b/code/modules/power/supermatter/supermatter.dm
@@ -22,7 +22,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
density = TRUE
anchored = TRUE
layer = MOB_LAYER
- flags_1 = PREVENT_CONTENTS_EXPLOSION_1 | RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
+ flags_1 = PREVENT_CONTENTS_EXPLOSION_1
light_range = 4
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF | FREEZE_PROOF
critical_machine = TRUE
@@ -102,7 +102,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
/datum/gas/proto_nitrate = 0,
/datum/gas/zauker = 0,
)
- ///The list of gases mapped against their transmit values. We use it to determine the effect different gases have on radiation
+ ///The list of gases mapped against their transmit values. We use it to determine the effect different gases have on the zaps
var/list/gas_trans = list(
/datum/gas/oxygen = OXYGEN_TRANSMIT_MODIFIER,
/datum/gas/water_vapor = H2O_TRANSMIT_MODIFIER,
@@ -166,7 +166,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
var/powerloss_inhibitor = 1
///Based on co2 percentage, slowly moves between 0 and 1. We use it to calc the powerloss_inhibitor
var/powerloss_dynamic_scaling= 0
- ///Affects the amount of radiation the sm makes. We multiply this with power to find the rads.
+ ///Affects the amount of radiation the sm makes. We multiply this with power to find the zap power.
var/power_transmission_bonus = 0
///Used to increase or lessen the amount of damage the sm takes from heat based on molar counts.
var/mole_heat_penalty = 0
@@ -430,6 +430,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
explode()
/obj/machinery/power/supermatter_crystal/proc/explode()
+
for(var/mob/living/victim as anything in GLOB.alive_mob_list)
if(!istype(victim) || victim.z != z)
continue
@@ -437,8 +438,9 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
//Hilariously enough, running into a closet should make you get hit the hardest.
var/mob/living/carbon/human/human = victim
human.hallucination += max(50, min(300, DETONATION_HALLUCINATION * sqrt(1 / (get_dist(victim, src) + 1)) ) )
- var/rads = DETONATION_RADS * sqrt( 1 / (get_dist(victim, src) + 1) )
- victim.rad_act(rads)
+
+ if (get_dist(victim, src) <= DETONATION_RADIATION_RANGE)
+ SSradiation.irradiate(victim)
var/turf/local_turf = get_turf(src)
alert_sound_to_playing('modular_skyrat/master_files/sound/effects/reactor/explode.ogg', override_volume = TRUE) // SKYRAT EDIT - SM EXPLOSION
@@ -674,9 +676,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
if(power_changes)
power = max((removed.temperature * temp_factor / T0C) * gasmix_power_ratio + power, 0)
- if(prob(50))
- //(1 + (tritRad + pluoxDampen * bzDampen * o2Rad * plasmaRad / (10 - bzrads))) * freonbonus
- radiation_pulse(src, power * max(0, (1 + (power_transmission_bonus/(10-(gas_comp[/datum/gas/bz] * BZ_RADIOACTIVITY_MODIFIER)))) * freonbonus))// RadModBZ(500%)
+ emit_radiation()
//Zaps around 2.5 seconds at 1500 MeV, limited to 0.5 from 4000 MeV and up
if(power && (last_power_zap + 4 SECONDS - (power * 0.001)) < world.time)
@@ -751,9 +751,6 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
seen_by_sm.hallucination += power * hallucination_power * dist
seen_by_sm.hallucination = clamp(seen_by_sm.hallucination, 0, 200)
psyCoeff = clamp(psyCoeff + psy_coeff_diff, 0, 1)
- for(var/mob/living/in_range_living in range(src, round((power * 0.01) ** 0.25)))
- var/rad_amount = (power * 0.1) * sqrt(1 / max(get_dist(in_range_living, src), 1))
- in_range_living.rad_act(rad_amount)
//Transitions between one function and another, one we use for the fast inital startup, the other is used to prevent errors with fusion temperatures.
//Use of the second function improves the power gain imparted by using co2
@@ -1021,14 +1018,14 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
user.visible_message(span_danger("A hideous sound echoes as [item] is ashed out on contact with \the [src]. That didn't seem like a good idea..."))
playsound(src, 'sound/effects/supermatter.ogg', 150, TRUE)
Consume(item)
- radiation_pulse(src, 150, 4)
+ radiation_pulse(src, max_range = 3, threshold = 0.1, chance = 50)
return ..()
else
cig.light()
user.visible_message(span_danger("As [user] lights \their [item] on \the [src], silence fills the room..."),\
span_danger("Time seems to slow to a crawl as you touch \the [src] with \the [item].\n\The [item] flashes alight with an eerie energy as you nonchalantly lift your hand away from \the [src]. Damn."))
playsound(src, 'sound/effects/supermatter.ogg', 50, TRUE)
- radiation_pulse(src, 50, 3)
+ radiation_pulse(src, max_range = 1, threshold = 0, chance = 100)
return
if(istype(item, /obj/item/scalpel/supermatter))
var/obj/item/scalpel/supermatter/scalpel = item
@@ -1051,7 +1048,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
Consume(item)
playsound(get_turf(src), 'sound/effects/supermatter.ogg', 50, TRUE)
- radiation_pulse(src, 150, 4)
+ radiation_pulse(src, max_range = 3, threshold = 0.1, chance = 50)
else if(Adjacent(user)) //if the item is stuck to the person, kill the person too instead of eating just the item.
var/vis_msg = span_danger("[user] reaches out and touches [src] with [item], inducing a resonance... [item] starts to glow briefly before the light continues up to [user]'s body. [user.p_they(TRUE)] bursts into flames before flashing into dust!")
@@ -1110,7 +1107,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal)
matter_power += 200
//Some poor sod got eaten, go ahead and irradiate people nearby.
- radiation_pulse(src, 3000, 2, TRUE)
+ radiation_pulse(src, max_range = 6, threshold = 0.3, chance = 30)
for(var/mob/living/near_mob in range(10))
investigate_log("has irradiated [key_name(near_mob)] after consuming [consumed_object].", INVESTIGATE_SUPERMATTER)
if(near_mob in view())
diff --git a/code/modules/power/supermatter/supermatter_radiation.dm b/code/modules/power/supermatter/supermatter_radiation.dm
new file mode 100644
index 00000000000..546ec13f8f9
--- /dev/null
+++ b/code/modules/power/supermatter/supermatter_radiation.dm
@@ -0,0 +1,57 @@
+// Any power past this number will be clamped down
+#define MAX_ACCEPTED_POWER_OUTPUT 5000
+
+// At the highest power output, assuming no integrity changes, the threshold will be 0.
+#define THRESHOLD_EQUATION_SLOPE (-1 / MAX_ACCEPTED_POWER_OUTPUT)
+
+// The higher this number, the faster low integrity will drop threshold
+// I would've named this "power", but y'know. :P
+#define INTEGRITY_EXPONENTIAL_DEGREE 2
+
+// At INTEGRITY_MIN_NUDGABLE_AMOUNT, the power will be treated as, at most, INTEGRITY_MAX_POWER_NUDGE.
+// Any lower integrity will result in INTEGRITY_MAX_POWER_NUDGE.
+#define INTEGRITY_MAX_POWER_NUDGE 1500
+#define INTEGRITY_MIN_NUDGABLE_AMOUNT 0.7
+
+#define RADIATION_CHANCE_AT_FULL_INTEGRITY 0.03
+#define RADIATION_CHANCE_AT_ZERO_INTEGRITY 0.4
+#define CHANCE_EQUATION_SLOPE (RADIATION_CHANCE_AT_ZERO_INTEGRITY - RADIATION_CHANCE_AT_FULL_INTEGRITY)
+
+/obj/machinery/power/supermatter_crystal/proc/emit_radiation()
+ // As power goes up, rads go up.
+ // A standard N2 SM seems to produce a value of around 1,500.
+ var/power_factor = min(power, MAX_ACCEPTED_POWER_OUTPUT)
+
+ var/integrity = 1 - CLAMP01(damage / explosion_point)
+
+ // When integrity goes down, the threshold (from an observable point of view, rads) go up.
+ // However, the power factor must go up as well, otherwise turning off the emitters
+ // on a delaminating SM would stop radiation from escaping.
+ // To fix this, lower integrities raise the power factor to a minimum.
+ var/integrity_power_nudge = LERP(INTEGRITY_MAX_POWER_NUDGE, 0, CLAMP01((integrity - INTEGRITY_MIN_NUDGABLE_AMOUNT) / (1 - INTEGRITY_MIN_NUDGABLE_AMOUNT)))
+
+ power_factor = max(power_factor, integrity_power_nudge)
+
+ // At the "normal" N2 power output (with max integrity), this is 0.7, which is enough to be stopped
+ // by the walls or the radation shutters.
+ // As integrity does down, rads go up.
+ var/threshold = (THRESHOLD_EQUATION_SLOPE * power_factor + 1) ** ((1 / integrity) ** INTEGRITY_EXPONENTIAL_DEGREE)
+
+ // Calculating chance is done entirely on integrity, so that actively delaminating SMs feel more dangerous
+ var/chance = (CHANCE_EQUATION_SLOPE * (1 - integrity)) + RADIATION_CHANCE_AT_FULL_INTEGRITY
+
+ radiation_pulse(
+ src,
+ max_range = 8,
+ threshold = threshold,
+ chance = chance * 100,
+ )
+
+#undef CHANCE_EQUATION_SLOPE
+#undef INTEGRITY_EXPONENTIAL_DEGREE
+#undef INTEGRITY_MAX_POWER_NUDGE
+#undef INTEGRITY_MIN_NUDGABLE_AMOUNT
+#undef MAX_ACCEPTED_POWER_OUTPUT
+#undef RADIATION_CHANCE_AT_FULL_INTEGRITY
+#undef RADIATION_CHANCE_AT_ZERO_INTEGRITY
+#undef THRESHOLD_EQUATION_SLOPE
diff --git a/code/modules/projectiles/guns/energy/energy_gun.dm b/code/modules/projectiles/guns/energy/energy_gun.dm
index a90b845d85d..0d2fe725c09 100644
--- a/code/modules/projectiles/guns/energy/energy_gun.dm
+++ b/code/modules/projectiles/guns/energy/energy_gun.dm
@@ -129,11 +129,11 @@
switch(fail_tick)
if(0 to 200)
fail_tick += (2*(fail_chance))
- M.rad_act(40)
+ M.adjustFireLoss(3)
to_chat(M, span_userdanger("Your [name] feels warmer."))
if(201 to INFINITY)
SSobj.processing.Remove(src)
- M.rad_act(80)
+ M.adjustFireLoss(10)
reactor_overloaded = TRUE
to_chat(M, span_userdanger("Your [name]'s reactor overloads!"))
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index 4bbd08ffe8e..3d0bddd43c2 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -142,7 +142,6 @@
var/paralyze = 0
var/immobilize = 0
var/unconscious = 0
- var/irradiate = 0
var/stutter = 0
var/slur = 0
var/eyeblur = 0
diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm
index c1669786384..4d35dd5630b 100644
--- a/code/modules/projectiles/projectile/beams.dm
+++ b/code/modules/projectiles/projectile/beams.dm
@@ -73,9 +73,8 @@
/obj/projectile/beam/xray
name = "\improper X-ray beam"
icon_state = "xray"
- flag = RAD
+ flag = TOX
damage = 15
- irradiate = 300
range = 15
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSCLOSEDTURF | PASSMACHINE | PASSSTRUCTURE | PASSDOORS
diff --git a/code/modules/projectiles/projectile/energy/decloner.dm b/code/modules/projectiles/projectile/energy/decloner.dm
index 1b117111198..6e5f6a5f1e7 100644
--- a/code/modules/projectiles/projectile/energy/decloner.dm
+++ b/code/modules/projectiles/projectile/energy/decloner.dm
@@ -3,9 +3,17 @@
icon_state = "declone"
damage = 20
damage_type = CLONE
- irradiate = 100
impact_effect_type = /obj/effect/temp_visual/impact_effect/green_laser
+ /// The chance to be irradiated on hit
+ var/radiation_chance = 30
+
+/obj/projectile/energy/declone/on_hit(atom/target, blocked, pierce_hit)
+ if (ishuman(target) && prob(radiation_chance))
+ radiation_pulse(target, max_range = 0, threshold = RAD_FULL_INSULATION)
+
+ ..()
+
/obj/projectile/energy/declone/weak
damage = 9
- irradiate = 30
+ radiation_chance = 10
diff --git a/code/modules/projectiles/projectile/energy/nuclear_particle.dm b/code/modules/projectiles/projectile/energy/nuclear_particle.dm
index acb389b37a4..3da20744a09 100644
--- a/code/modules/projectiles/projectile/energy/nuclear_particle.dm
+++ b/code/modules/projectiles/projectile/energy/nuclear_particle.dm
@@ -3,8 +3,8 @@
name = "nuclear particle"
icon_state = "nuclear_particle"
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
- flag = RAD
- irradiate = 5000
+ flag = TOX
+ damage = 10
speed = 0.4
hitsound = 'sound/weapons/emitter2.ogg'
impact_type = /obj/effect/projectile/impact/xray
@@ -24,6 +24,12 @@
add_atom_colour(particle_colors[our_color], FIXED_COLOUR_PRIORITY)
set_light(4, 3, particle_colors[our_color]) //Range of 4, brightness of 3 - Same range as a flashlight
+/obj/projectile/energy/nuclear_particle/on_hit(atom/target, blocked, pierce_hit)
+ if (ishuman(target))
+ radiation_pulse(target, max_range = 0, threshold = RAD_FULL_INSULATION)
+
+ ..()
+
/atom/proc/fire_nuclear_particle(angle = rand(0,360)) //used by fusion to fire random nuclear particles. Fires one particle in a random direction.
var/obj/projectile/energy/nuclear_particle/P = new /obj/projectile/energy/nuclear_particle(src)
P.fire(angle)
diff --git a/code/modules/projectiles/projectile/special/floral.dm b/code/modules/projectiles/projectile/special/floral.dm
index 221a19dce07..acd5fbafeee 100644
--- a/code/modules/projectiles/projectile/special/floral.dm
+++ b/code/modules/projectiles/projectile/special/floral.dm
@@ -12,7 +12,7 @@
var/mob/living/L = target
if(L.mob_biotypes & MOB_PLANT)
if(prob(15))
- L.rad_act(rand(30, 80))
+ L.adjustToxLoss(rand(3, 6))
L.Paralyze(100)
L.visible_message(span_warning("[L] writhes in pain as [L.p_their()] vacuoles boil."), span_userdanger("You writhe in pain as your vacuoles boil!"), span_hear("You hear the crunching of leaves."))
if(iscarbon(L) && L.has_dna())
diff --git a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
index 44797d332ad..350233120ae 100644
--- a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm
@@ -292,10 +292,6 @@ All effects don't start immediately, but rather get worse over time; the rate is
ph = 8.1
chemical_flags = REAGENT_CAN_BE_SYNTHESIZED
-/datum/reagent/consumable/ethanol/vodka/on_mob_life(mob/living/carbon/M, delta_time, times_fired)
- M.radiation = max(M.radiation - (2 * REM * delta_time),0)
- return ..()
-
/datum/reagent/consumable/ethanol/bilk
name = "Bilk"
description = "This appears to be beer mixed with milk. Disgusting."
@@ -681,8 +677,14 @@ All effects don't start immediately, but rather get worse over time; the rate is
/datum/reagent/consumable/ethanol/screwdrivercocktail/on_mob_life(mob/living/carbon/M, delta_time, times_fired)
var/obj/item/organ/liver/liver = M.getorganslot(ORGAN_SLOT_LIVER)
if(HAS_TRAIT(liver, TRAIT_ENGINEER_METABOLISM))
- // Engineers lose radiation poisoning at a massive rate.
- M.radiation = max(M.radiation - (25 * REM * delta_time), 0)
+ ADD_TRAIT(M, TRAIT_HALT_RADIATION_EFFECTS, "[type]")
+ if (HAS_TRAIT(M, TRAIT_IRRADIATED))
+ M.adjustToxLoss(-2 * REM * delta_time)
+
+ return ..()
+
+/datum/reagent/consumable/ethanol/screwdrivercocktail/on_mob_end_metabolize(mob/living/L)
+ REMOVE_TRAIT(L, TRAIT_HALT_RADIATION_EFFECTS, "[type]")
return ..()
/datum/reagent/consumable/ethanol/booger
diff --git a/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
index 5211cc5b1a4..eb8fca9e2fa 100644
--- a/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/cat2_medicine_reagents.dm
@@ -299,7 +299,7 @@
/datum/reagent/medicine/c2/seiver //a bit of a gray joke
name = "Seiver"
- description = "A medicine that shifts functionality based on temperature. Colder temperatures incurs radiation removal while hotter temperatures promote antitoxicity. Damages the heart." //CHEM HOLDER TEMPS, NOT AIR TEMPS
+ description = "A medicine that shifts functionality based on temperature. Hotter temperatures will remove amounts of toxins, while coder temperatures will heal larger amounts of toxins only while the patient is irradiated. Damages the heart." //CHEM HOLDER TEMPS, NOT AIR TEMPS
var/radbonustemp = (T0C - 100) //being below this number gives you 10% off rads.
inverse_chem_val = 0.3
ph = 3.7
@@ -325,13 +325,13 @@
//and you're cold
var/radcalc = round((T0C-chemtemp) / 6, 0.1) * REM * delta_time //max ~45 rad loss unless you've hit below 0K. if so, wow.
- if(radcalc > 0)
- //no cost percent healing if you are SUPER cold (on top of cost healing)
- if(chemtemp < radbonustemp*0.1) //if you're super chilly, it takes off 25% of your current rads
- M.radiation = round(M.radiation * (0.75**(REM * delta_time)))
- else if(chemtemp < radbonustemp)//else if you're under the chill-zone, it takes off 10% of your current rads
- M.radiation = round(M.radiation * (0.90**(REM * delta_time)))
- M.radiation -= radcalc * normalise_creation_purity()
+ if(radcalc > 0 && HAS_TRAIT(M, TRAIT_IRRADIATED))
+ radcalc *= normalise_creation_purity()
+ // no cost percent healing if you are SUPER cold (on top of cost healing)
+ if(chemtemp < radbonustemp*0.1)
+ M.adjustToxLoss(radcalc * (0.9**(REM * delta_time)))
+ else if(chemtemp < radbonustemp)
+ M.adjustToxLoss(radcalc * (0.75**(REM * delta_time)))
healypoints += (radcalc / 5)
//you're yes and... oh no!
diff --git a/code/modules/reagents/chemistry/reagents/impure_reagents/impure_medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/impure_reagents/impure_medicine_reagents.dm
index cc7a0d9413b..ec6c72a6311 100644
--- a/code/modules/reagents/chemistry/reagents/impure_reagents/impure_medicine_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/impure_reagents/impure_medicine_reagents.dm
@@ -419,16 +419,21 @@ Basically, we fill the time between now and 2s from now with hands based off the
//Allows the scanner to detect organ health to the nearest 1% (similar use to irl) and upgrates the scan to advanced
/datum/reagent/inverse/technetium
name = "Technetium 99"
- description = "A radioactive tracer agent that can improve a scanner's ability to detect internal organ damage. Will irradiate the patient when present very slowly, purging or using a low dose is recommended after use."
+ description = "A radioactive tracer agent that can improve a scanner's ability to detect internal organ damage. Will poison the patient when present very slowly, purging or using a low dose is recommended after use."
metabolization_rate = 0.3 * REM
chemical_flags = REAGENT_DONOTSPLIT //Do show this on scanner
tox_damage = 0
- ///Accumulates radiation, then adds it as a whole number to the owner
- var/radiation_ticker
+
+ var/time_until_next_poison = 0
+
+ var/poison_interval = (9 SECONDS)
/datum/reagent/inverse/technetium/on_mob_life(mob/living/carbon/owner, delta_time, times_fired)
- //for some reason radiation doesn't work when small
- owner.radiation += creation_purity * delta_time * 0.5
+ time_until_next_poison -= delta_time * (1 SECONDS)
+ if (time_until_next_poison <= 0)
+ time_until_next_poison = poison_interval
+ owner.adjustToxLoss(creation_purity * 1)
+
..()
//Kind of a healing effect, Presumably you're using syrinver to purge so this helps that
diff --git a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
index 4c364fc6a78..1cbafaba298 100644
--- a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm
@@ -88,7 +88,6 @@
M.slurring = 0
M.jitteriness = 0
M.hallucination = 0
- M.radiation = 0
REMOVE_TRAITS_NOT_IN(M, list(SPECIES_TRAIT, ROUNDSTART_TRAIT, ORGAN_TRAIT))
M.reagents.remove_all_type(/datum/reagent/toxin, 5 * REM * delta_time, FALSE, TRUE)
if(M.blood_volume < BLOOD_VOLUME_NORMAL)
@@ -442,29 +441,45 @@
/datum/reagent/medicine/potass_iodide
name = "Potassium Iodide"
- description = "Efficiently restores low radiation damage."
+ description = "Heals low toxin damage while the patient is irradiated, and will halt the damaging effects of radiation."
reagent_state = LIQUID
color = "#BAA15D"
metabolization_rate = 2 * REAGENTS_METABOLISM
ph = 12 //It's a reducing agent
chemical_flags = REAGENT_CAN_BE_SYNTHESIZED
+/datum/reagent/medicine/potass_iodide/on_mob_metabolize(mob/living/L)
+ . = ..()
+ ADD_TRAIT(L, TRAIT_HALT_RADIATION_EFFECTS, "[type]")
+
+/datum/reagent/medicine/potass_iodide/on_mob_end_metabolize(mob/living/L)
+ REMOVE_TRAIT(L, TRAIT_HALT_RADIATION_EFFECTS, "[type]")
+ return ..()
+
/datum/reagent/medicine/potass_iodide/on_mob_life(mob/living/carbon/M, delta_time, times_fired)
- if(M.radiation > 0)
- M.radiation -= min(8 * REM * delta_time, M.radiation)
+ if (HAS_TRAIT(M, TRAIT_IRRADIATED))
+ M.adjustToxLoss(-1 * REM * delta_time)
+
..()
/datum/reagent/medicine/pen_acid
name = "Pentetic Acid"
- description = "Reduces massive amounts of radiation and toxin damage while purging other chemicals from the body."
+ description = "Reduces massive amounts of toxin damage while purging other chemicals from the body."
reagent_state = LIQUID
color = "#E6FFF0"
metabolization_rate = 0.5 * REAGENTS_METABOLISM
ph = 1 //One of the best buffers, NEVERMIND!
chemical_flags = REAGENT_CAN_BE_SYNTHESIZED
+/datum/reagent/medicine/pen_acid/on_mob_metabolize(mob/living/L)
+ . = ..()
+ ADD_TRAIT(L, TRAIT_HALT_RADIATION_EFFECTS, "[type]")
+
+/datum/reagent/medicine/pen_acid/on_mob_end_metabolize(mob/living/L)
+ REMOVE_TRAIT(L, TRAIT_HALT_RADIATION_EFFECTS, "[type]")
+ return ..()
+
/datum/reagent/medicine/pen_acid/on_mob_life(mob/living/carbon/M, delta_time, times_fired)
- M.radiation -= (max(M.radiation - RAD_MOB_SAFE, 0) / 50) * REM * delta_time
M.adjustToxLoss(-2 * REM * delta_time, 0)
for(var/datum/reagent/R in M.reagents.reagent_list)
if(R != src)
diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm
index 1635464e62a..72f692fa1d2 100644
--- a/code/modules/reagents/chemistry/reagents/other_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm
@@ -1024,13 +1024,14 @@
reagent_state = SOLID
color = "#5E9964" //this used to be silver, but liquid uranium can still be green and it's more easily noticeable as uranium like this so why bother?
taste_description = "the inside of a reactor"
- var/irradiation_level = 0.5*REM
+ /// How much tox damage to deal per tick
+ var/tox_damage = 0.5
ph = 4
material = /datum/material/uranium
chemical_flags = REAGENT_CAN_BE_SYNTHESIZED
/datum/reagent/uranium/on_mob_life(mob/living/carbon/M, delta_time, times_fired)
- M.apply_effect(irradiation_level*delta_time/M.metabolism_efficiency, EFFECT_IRRADIATE,0)
+ M.adjustToxLoss(tox_damage * delta_time * REM)
..()
/datum/reagent/uranium/expose_turf(turf/exposed_turf, reac_volume)
@@ -1058,7 +1059,7 @@
reagent_state = SOLID
color = "#00CC00" // ditto
taste_description = "the colour blue and regret"
- irradiation_level = 1*REM
+ tox_damage = 1*REM
material = null
ph = 10
chemical_flags = REAGENT_CAN_BE_SYNTHESIZED
diff --git a/code/modules/reagents/chemistry/reagents/toxin_reagents.dm b/code/modules/reagents/chemistry/reagents/toxin_reagents.dm
index c5e54ea9202..4fb5d09310c 100644
--- a/code/modules/reagents/chemistry/reagents/toxin_reagents.dm
+++ b/code/modules/reagents/chemistry/reagents/toxin_reagents.dm
@@ -60,7 +60,7 @@
exposed_mob.domutcheck()
/datum/reagent/toxin/mutagen/on_mob_life(mob/living/carbon/C, delta_time, times_fired)
- C.apply_effect(5 * REM * delta_time, EFFECT_IRRADIATE, 0)
+ C.adjustToxLoss(0.5 * delta_time * REM)
return ..()
/datum/reagent/toxin/mutagen/on_hydroponics_apply(obj/item/seeds/myseed, datum/reagents/chems, obj/machinery/hydroponics/mytray, mob/user)
@@ -548,7 +548,11 @@
chemical_flags = REAGENT_CAN_BE_SYNTHESIZED
/datum/reagent/toxin/polonium/on_mob_life(mob/living/carbon/M, delta_time, times_fired)
- M.radiation += 4 * REM * delta_time
+ if (!HAS_TRAIT(M, TRAIT_IRRADIATED) && SSradiation.can_irradiate_basic(M))
+ M.AddComponent(/datum/component/irradiated)
+ else
+ M.adjustToxLoss(1 * REM * delta_time)
+
..()
/datum/reagent/toxin/histamine
diff --git a/code/modules/reagents/chemistry/recipes/cat2_medicines.dm b/code/modules/reagents/chemistry/recipes/cat2_medicines.dm
index 0bb6e655582..59a78942f72 100644
--- a/code/modules/reagents/chemistry/recipes/cat2_medicines.dm
+++ b/code/modules/reagents/chemistry/recipes/cat2_medicines.dm
@@ -269,12 +269,6 @@
reaction_flags = REACTION_PH_VOL_CONSTANT | REACTION_CLEAR_INVERSE
reaction_tags = REACTION_TAG_EASY | REACTION_TAG_HEALING | REACTION_TAG_TOXIN
-/datum/chemical_reaction/medicine/seiver/overly_impure(datum/reagents/holder, datum/equilibrium/equilibrium, step_volume_added)
- if(off_cooldown(holder, equilibrium, 1, "seiver_rads"))
- return
- var/modifier = max((100 - holder.chem_temp)*0.025, 0)*step_volume_added //0 - 5 * volume based off temperature(colder is more)
- radiation_pulse(holder.my_atom, modifier, 0.5, can_contaminate=FALSE) //Please advise on this, I don't have a good handle on the numbers
-
/datum/chemical_reaction/medicine/multiver
results = list(/datum/reagent/medicine/c2/multiver = 2)
required_reagents = list(/datum/reagent/ash = 1, /datum/reagent/consumable/salt = 1)
diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm
index 342c5cf5578..a003af8c111 100755
--- a/code/modules/reagents/reagent_containers/glass.dm
+++ b/code/modules/reagents/reagent_containers/glass.dm
@@ -242,7 +242,7 @@
flags_inv = HIDEHAIR
slot_flags = ITEM_SLOT_HEAD
resistance_flags = NONE
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 50) //Weak melee protection, because you can wear it on your head
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 75, ACID = 50) //Weak melee protection, because you can wear it on your head
slot_equipment_priority = list( \
ITEM_SLOT_BACK, ITEM_SLOT_ID,\
ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\
@@ -259,7 +259,7 @@
icon_state = "woodbucket"
inhand_icon_state = "woodbucket"
custom_materials = list(/datum/material/wood = MINERAL_MATERIAL_AMOUNT * 2)
- armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 0, ACID = 50)
resistance_flags = FLAMMABLE
#define SQUEEZING_DISPERSAL_PERCENT 0.75 //SKYRAT EDIT ADDITION
diff --git a/code/modules/recycling/disposal/bin.dm b/code/modules/recycling/disposal/bin.dm
index b1998974d9f..2b721de4fdc 100644
--- a/code/modules/recycling/disposal/bin.dm
+++ b/code/modules/recycling/disposal/bin.dm
@@ -5,12 +5,11 @@
/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, RAD = 100, FIRE = 90, ACID = 30)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 90, ACID = 30)
max_integrity = 200
resistance_flags = FIRE_PROOF
interaction_flags_machine = INTERACT_MACHINE_OPEN | INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON
obj_flags = CAN_BE_HIT | USES_TGUI
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
var/datum/gas_mixture/air_contents // internal reservoir
var/full_pressure = FALSE
diff --git a/code/modules/recycling/disposal/holder.dm b/code/modules/recycling/disposal/holder.dm
index 04987a92284..12b844a37ff 100644
--- a/code/modules/recycling/disposal/holder.dm
+++ b/code/modules/recycling/disposal/holder.dm
@@ -7,7 +7,6 @@
invisibility = INVISIBILITY_MAXIMUM
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF
dir = NONE
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
var/datum/gas_mixture/gas // gas used to flush, will appear at exit point
var/active = FALSE // true if the holder is moving, otherwise inactive
var/count = 1000 // can travel 1000 steps before going inactive (in case of loops)
diff --git a/code/modules/recycling/disposal/outlet.dm b/code/modules/recycling/disposal/outlet.dm
index f7ec46937fa..0b7da0aad41 100644
--- a/code/modules/recycling/disposal/outlet.dm
+++ b/code/modules/recycling/disposal/outlet.dm
@@ -6,7 +6,6 @@
icon_state = "outlet"
density = TRUE
anchored = TRUE
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
var/active = FALSE
var/turf/target // this will be where the output objects are 'thrown' to.
var/obj/structure/disposalpipe/trunk/trunk // the attached pipe trunk
diff --git a/code/modules/recycling/disposal/pipe.dm b/code/modules/recycling/disposal/pipe.dm
index 594ba0e2805..75d38d7b2f1 100644
--- a/code/modules/recycling/disposal/pipe.dm
+++ b/code/modules/recycling/disposal/pipe.dm
@@ -9,9 +9,8 @@
obj_flags = CAN_BE_HIT | ON_BLUEPRINTS
dir = NONE // dir will contain dominant direction for junction pipes
max_integrity = 200
- armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, FIRE = 90, ACID = 30)
layer = DISPOSAL_PIPE_LAYER // slightly lower than wires and other pipes
- flags_1 = RAD_PROTECT_CONTENTS_1 | RAD_NO_CONTAMINATE_1
damage_deflection = 10
var/dpdir = NONE // bitmask of pipe directions
var/initialize_dirs = NONE // bitflags of pipe directions added on init, see \code\_DEFINES\pipe_construction.dm
diff --git a/code/modules/religion/sparring/ceremonial_gear.dm b/code/modules/religion/sparring/ceremonial_gear.dm
index 93fa4d2f244..e1bccad2a94 100644
--- a/code/modules/religion/sparring/ceremonial_gear.dm
+++ b/code/modules/religion/sparring/ceremonial_gear.dm
@@ -23,7 +23,7 @@
sharpness = SHARP_EDGED
max_integrity = 200
material_flags = MATERIAL_EFFECTS | MATERIAL_ADD_PREFIX | MATERIAL_GREYSCALE //doesn't affect stats of the weapon as to avoid gamering your opponent with a dope weapon
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/obj/item/ceremonial_blade/Initialize(mapload)
diff --git a/code/modules/research/designs/mecha_designs.dm b/code/modules/research/designs/mecha_designs.dm
index 6191fe480cc..54c8796c251 100644
--- a/code/modules/research/designs/mecha_designs.dm
+++ b/code/modules/research/designs/mecha_designs.dm
@@ -432,16 +432,6 @@
construction_time = 100
category = list("Exosuit Equipment")
-/datum/design/mech_generator_nuclear
- name = "Exosuit Module (ExoNuclear Reactor)"
- desc = "Compact nuclear reactor module."
- id = "mech_generator_nuclear"
- build_type = MECHFAB
- build_path = /obj/item/mecha_parts/mecha_equipment/generator/nuclear
- materials = list(/datum/material/iron=10000,/datum/material/glass = 1000,/datum/material/silver=500)
- construction_time = 100
- category = list("Exosuit Equipment")
-
/datum/design/mech_plasma_cutter
name = "Exosuit Mining (217-D Heavy Plasma Cutter)"
desc = "A device that shoots resonant plasma bursts at extreme velocity. The blasts are capable of crushing rock and demolishing solid obstacles."
diff --git a/code/modules/research/designs/tool_designs.dm b/code/modules/research/designs/tool_designs.dm
index 33426188ad6..c79f360e243 100644
--- a/code/modules/research/designs/tool_designs.dm
+++ b/code/modules/research/designs/tool_designs.dm
@@ -293,13 +293,3 @@
build_path = /obj/item/wirebrush
category = list("Equipment")
departmental_flags = DEPARTMENTAL_FLAG_SERVICE
-
-/datum/design/wirebrush_adv
- name = "Advanced Wirebrush"
- desc = "An advanced wirebrush."
- id = "wirebrush_adv"
- build_type = PROTOLATHE | AWAY_LATHE
- materials = list(/datum/material/iron = 200, /datum/material/glass = 200, /datum/material/uranium = 200, /datum/material/plasma = 200)
- build_path = /obj/item/wirebrush/advanced
- category = list("Equipment")
- departmental_flags = DEPARTMENTAL_FLAG_SERVICE
diff --git a/code/modules/research/experimentor.dm b/code/modules/research/experimentor.dm
index 892642ea10f..f39692efcf9 100644
--- a/code/modules/research/experimentor.dm
+++ b/code/modules/research/experimentor.dm
@@ -273,7 +273,7 @@
ejectItem()
else if(prob(EFFECT_PROB_VERYLOW-badThingCoeff))
visible_message(span_danger("[src] malfunctions, melting [exp_on] and leaking radiation!"))
- radiation_pulse(src, 500)
+ radiation_pulse(src, max_range = 6, threshold = 0.3)
ejectItem(TRUE)
else if(prob(EFFECT_PROB_LOW-badThingCoeff))
visible_message(span_warning("[src] malfunctions, spewing toxic waste!"))
diff --git a/code/modules/research/techweb/all_nodes.dm b/code/modules/research/techweb/all_nodes.dm
index df768abd180..f2ace5677de 100644
--- a/code/modules/research/techweb/all_nodes.dm
+++ b/code/modules/research/techweb/all_nodes.dm
@@ -1326,7 +1326,6 @@
"laserscalpel",
"mechanicalpinches",
"searingtool",
- "wirebrush_adv",
)
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 7500)
discount_experiments = list(/datum/experiment/scanning/random/material/hard/one = 5000)
@@ -1652,7 +1651,6 @@
design_ids = list(
"mech_ccw_armor",
"mech_energy_relay",
- "mech_generator_nuclear",
"mech_proj_armor",
)
research_costs = list(TECHWEB_POINT_TYPE_GENERIC = 2500)
diff --git a/code/modules/research/xenobiology/crossbreeding/_misc.dm b/code/modules/research/xenobiology/crossbreeding/_misc.dm
index 836360657ac..a69f3a5aeb8 100644
--- a/code/modules/research/xenobiology/crossbreeding/_misc.dm
+++ b/code/modules/research/xenobiology/crossbreeding/_misc.dm
@@ -150,7 +150,7 @@ Slimecrossing Items
icon_state = "frozen"
density = TRUE
max_integrity = 100
- armor = list(MELEE = 30, BULLET = 50, LASER = -50, ENERGY = -50, BOMB = 0, BIO = 100, RAD = 100, FIRE = -80, ACID = 30)
+ armor = list(MELEE = 30, BULLET = 50, LASER = -50, ENERGY = -50, BOMB = 0, BIO = 100, FIRE = -80, ACID = 30)
/obj/structure/ice_stasis/Initialize(mapload)
. = ..()
diff --git a/code/modules/research/xenobiology/crossbreeding/_weapons.dm b/code/modules/research/xenobiology/crossbreeding/_weapons.dm
index 3cffc78dcda..27645495623 100644
--- a/code/modules/research/xenobiology/crossbreeding/_weapons.dm
+++ b/code/modules/research/xenobiology/crossbreeding/_weapons.dm
@@ -61,7 +61,7 @@ Slimecrossing Weapons
icon_state = "adamshield"
inhand_icon_state = "adamshield"
w_class = WEIGHT_CLASS_HUGE
- armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, FIRE = 80, ACID = 70)
slot_flags = ITEM_SLOT_BACK
block_chance = 75
force = 0
diff --git a/code/modules/ruins/lavalandruin_code/puzzle.dm b/code/modules/ruins/lavalandruin_code/puzzle.dm
index df3a7ba3ca2..b0f93fe66f6 100644
--- a/code/modules/ruins/lavalandruin_code/puzzle.dm
+++ b/code/modules/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, RAD = 50, FIRE = 50, ACID = 50)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, FIRE = 50, ACID = 50)
/obj/structure/puzzle_element/prison/relaymove(mob/living/user, direction)
return
diff --git a/code/modules/ruins/spaceruin_code/forgottenship.dm b/code/modules/ruins/spaceruin_code/forgottenship.dm
index 910fbfacc66..3718d2f2dc4 100644
--- a/code/modules/ruins/spaceruin_code/forgottenship.dm
+++ b/code/modules/ruins/spaceruin_code/forgottenship.dm
@@ -133,7 +133,7 @@ GLOBAL_VAR_INIT(fscpassword, generate_password())
icon_state = "cybersun"
inhand_icon_state = "cybersun"
hardsuit_type = "cybersun"
- armor = list(MELEE = 30, BULLET = 40, LASER = 55, ENERGY = 55, BOMB = 30, BIO = 100, RAD = 60, FIRE = 60, ACID = 60)
+ armor = list(MELEE = 30, BULLET = 40, LASER = 55, ENERGY = 55, BOMB = 30, BIO = 100, FIRE = 60, ACID = 60)
strip_delay = 600
actions_types = list()
@@ -144,7 +144,7 @@ GLOBAL_VAR_INIT(fscpassword, generate_password())
hardsuit_type = "cybersun"
name = "Cybersun hardsuit"
desc = "Prototype hardsuit with experimental armor plates, protecting from laser-based weapons very well, while giving limited protection against anything else."
- armor = list(MELEE = 30, BULLET = 40, LASER = 55, ENERGY = 55, BOMB = 30, BIO = 100, RAD = 60, FIRE = 60, ACID = 60)
+ armor = list(MELEE = 30, BULLET = 40, LASER = 55, ENERGY = 55, BOMB = 30, BIO = 100, FIRE = 60, ACID = 60)
slowdown = 0
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/cybersun
actions_types = list(/datum/action/item_action/toggle_helmet, /datum/action/item_action/toggle_spacesuit)
diff --git a/code/modules/surgery/organs/lungs.dm b/code/modules/surgery/organs/lungs.dm
index 9ad37a6406e..de843b945c2 100644
--- a/code/modules/surgery/organs/lungs.dm
+++ b/code/modules/surgery/organs/lungs.dm
@@ -57,6 +57,11 @@
var/plas_breath_dam_max = MAX_TOXIC_GAS_DAMAGE
var/plas_damage_type = TOX
+ var/tritium_irradiation_moles_min = 1
+ var/tritium_irradiation_moles_max = 15
+ var/tritium_irradiation_probability_min = 10
+ var/tritium_irradiation_probability_max = 60
+
var/cold_message = "your face freezing and an icicle forming"
var/cold_level_1_threshold = 260
var/cold_level_2_threshold = 200
@@ -283,10 +288,20 @@
// Tritium
var/trit_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/tritium][MOLES])
- if (trit_pp > 50)
- breather.radiation += trit_pp/2 //If you're breathing in half an atmosphere of radioactive gas, you fucked up.
- else
- breather.radiation += trit_pp/10
+ // If you're breathing in half an atmosphere of radioactive gas, you fucked up.
+ if (trit_pp > tritium_irradiation_moles_min && SSradiation.can_irradiate_basic(breather))
+ var/lerp_scale = min(tritium_irradiation_moles_max, trit_pp - tritium_irradiation_moles_min) / (tritium_irradiation_moles_max - tritium_irradiation_moles_min)
+ var/chance = LERP(tritium_irradiation_probability_min, tritium_irradiation_probability_max, lerp_scale)
+ if (prob(chance))
+ breather.AddComponent(/datum/component/irradiated)
+
+ gas_breathed = breath_gases[/datum/gas/tritium][MOLES]
+
+ if (trit_pp > 0)
+ var/ratio = gas_breathed * 15
+ breather.adjustToxLoss(clamp(ratio, MIN_TOXIC_GAS_DAMAGE, MAX_TOXIC_GAS_DAMAGE))
+
+ breath_gases[/datum/gas/tritium][MOLES] -= gas_breathed
// Nitryl
var/nitryl_pp = breath.get_breath_partial_pressure(breath_gases[/datum/gas/nitryl][MOLES])
diff --git a/code/modules/swarmers/swarmer_objs.dm b/code/modules/swarmers/swarmer_objs.dm
index 89085841fa6..630ce15f184 100644
--- a/code/modules/swarmers/swarmer_objs.dm
+++ b/code/modules/swarmers/swarmer_objs.dm
@@ -44,7 +44,7 @@
desc = "A machine that prints swarmers."
icon = 'icons/mob/swarmer.dmi'
icon_state = "swarmer_console"
- armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, FIRE = 100, ACID = 100)
max_integrity = 500
plane = MASSIVE_OBJ_PLANE
light_color = LIGHT_COLOR_CYAN
diff --git a/code/modules/vehicles/_vehicle.dm b/code/modules/vehicles/_vehicle.dm
index fa2beb8dddf..8f652cc92d2 100644
--- a/code/modules/vehicles/_vehicle.dm
+++ b/code/modules/vehicles/_vehicle.dm
@@ -4,7 +4,7 @@
icon = 'icons/obj/vehicles.dmi'
icon_state = "fuckyou"
max_integrity = 300
- armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, BIO = 0, FIRE = 60, ACID = 60)
density = TRUE
anchored = FALSE
blocks_emissive = EMISSIVE_BLOCK_GENERIC
diff --git a/code/modules/vehicles/atv.dm b/code/modules/vehicles/atv.dm
index b14b90575c5..26329439ad3 100644
--- a/code/modules/vehicles/atv.dm
+++ b/code/modules/vehicles/atv.dm
@@ -4,7 +4,7 @@
desc = "An all-terrain vehicle built for traversing rough terrain with ease. One of the few old-Earth technologies that are still relevant on most planet-bound outposts."
icon_state = "atv"
max_integrity = 150
- armor = list(MELEE = 50, BULLET = 25, LASER = 20, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
+ armor = list(MELEE = 50, BULLET = 25, LASER = 20, ENERGY = 0, BOMB = 50, BIO = 0, FIRE = 60, ACID = 60)
key_type = /obj/item/key/atv
integrity_failure = 0.5
var/static/mutable_appearance/atvcover
diff --git a/code/modules/vehicles/cars/clowncar.dm b/code/modules/vehicles/cars/clowncar.dm
index ed98685650f..8b1d7724a9e 100644
--- a/code/modules/vehicles/cars/clowncar.dm
+++ b/code/modules/vehicles/cars/clowncar.dm
@@ -3,7 +3,7 @@
desc = "How someone could even fit in there is byond me."
icon_state = "clowncar"
max_integrity = 150
- armor = list(MELEE = 70, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 70, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 30, BIO = 0, FIRE = 80, ACID = 80)
enter_delay = 20
max_occupants = 50
movedelay = 0.6
diff --git a/code/modules/vehicles/cars/vim.dm b/code/modules/vehicles/cars/vim.dm
index b720ea13860..fa0302bdee3 100644
--- a/code/modules/vehicles/cars/vim.dm
+++ b/code/modules/vehicles/cars/vim.dm
@@ -9,7 +9,7 @@
desc = "An minature exosuit from Nanotrasen, developed to let the irreplacable station pets live a little longer."
icon_state = "vim"
max_integrity = 50
- armor = list(MELEE = 70, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
+ armor = list(MELEE = 70, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 30, BIO = 0, FIRE = 80, ACID = 80)
enter_delay = 20
movedelay = 0.6
engine_sound_length = 0.3 SECONDS
diff --git a/code/modules/vehicles/mecha/_mecha.dm b/code/modules/vehicles/mecha/_mecha.dm
index 22b1540feb1..1c68ac359cf 100644
--- a/code/modules/vehicles/mecha/_mecha.dm
+++ b/code/modules/vehicles/mecha/_mecha.dm
@@ -23,7 +23,7 @@
icon = 'icons/mecha/mecha.dmi'
resistance_flags = FIRE_PROOF | ACID_PROOF
max_integrity = 300
- armor = list(MELEE = 20, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, FIRE = 100, ACID = 100)
force = 5
movedelay = 1 SECONDS
move_force = MOVE_FORCE_VERY_STRONG
diff --git a/code/modules/vehicles/mecha/combat/combat.dm b/code/modules/vehicles/mecha/combat/combat.dm
index dd5dde8d042..6e4cf7a8d58 100644
--- a/code/modules/vehicles/mecha/combat/combat.dm
+++ b/code/modules/vehicles/mecha/combat/combat.dm
@@ -2,7 +2,7 @@
force = 30
internals_req_access = list(ACCESS_MECH_SCIENCE, ACCESS_MECH_SECURITY)
internal_damage_threshold = 50
- armor = list(MELEE = 30, BULLET = 30, LASER = 15, ENERGY = 20, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 15, ENERGY = 20, BOMB = 20, BIO = 0, FIRE = 100, ACID = 100)
mouse_pointer = 'icons/effects/mouse_pointers/mecha_mouse.dmi'
destruction_sleep_duration = 40
exit_delay = 40
diff --git a/code/modules/vehicles/mecha/combat/durand.dm b/code/modules/vehicles/mecha/combat/durand.dm
index 17dbfbf9d9c..a472fe9820d 100644
--- a/code/modules/vehicles/mecha/combat/durand.dm
+++ b/code/modules/vehicles/mecha/combat/durand.dm
@@ -7,7 +7,7 @@
dir_in = 1 //Facing North.
max_integrity = 400
deflect_chance = 20
- armor = list(MELEE = 40, BULLET = 35, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 50, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 40, BULLET = 35, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, FIRE = 100, ACID = 100)
max_temperature = 30000
force = 40
wreckage = /obj/structure/mecha_wreckage/durand
diff --git a/code/modules/vehicles/mecha/combat/gygax.dm b/code/modules/vehicles/mecha/combat/gygax.dm
index d3055232dea..b7d811a2baa 100644
--- a/code/modules/vehicles/mecha/combat/gygax.dm
+++ b/code/modules/vehicles/mecha/combat/gygax.dm
@@ -8,7 +8,7 @@
dir_in = 1 //Facing North.
max_integrity = 250
deflect_chance = 5
- armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
leg_overload_coeff = 80
force = 25
@@ -24,7 +24,7 @@
base_icon_state = "darkgygax"
max_integrity = 300
deflect_chance = 20
- armor = list(MELEE = 40, BULLET = 40, LASER = 50, ENERGY = 35, BOMB = 20, BIO = 0, RAD =20, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 50, ENERGY = 35, BOMB = 20, BIO = 0, FIRE = 100, ACID = 100)
max_temperature = 35000
leg_overload_coeff = 70
force = 30
diff --git a/code/modules/vehicles/mecha/combat/honker.dm b/code/modules/vehicles/mecha/combat/honker.dm
index c322ba964ae..0e66a40dc2b 100644
--- a/code/modules/vehicles/mecha/combat/honker.dm
+++ b/code/modules/vehicles/mecha/combat/honker.dm
@@ -7,7 +7,7 @@
max_integrity = 140
deflect_chance = 60
internal_damage_threshold = 60
- armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
operation_req_access = list(ACCESS_THEATRE)
internals_req_access = list(ACCESS_MECH_SCIENCE, ACCESS_THEATRE)
@@ -148,7 +148,7 @@
icon_state = "darkhonker"
max_integrity = 300
deflect_chance = 15
- armor = list(MELEE = 40, BULLET = 40, LASER = 50, ENERGY = 35, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 40, BULLET = 40, LASER = 50, ENERGY = 35, BOMB = 20, BIO = 0, FIRE = 100, ACID = 100)
max_temperature = 35000
operation_req_access = list(ACCESS_SYNDICATE)
internals_req_access = list(ACCESS_SYNDICATE)
diff --git a/code/modules/vehicles/mecha/combat/marauder.dm b/code/modules/vehicles/mecha/combat/marauder.dm
index 967e3071a85..a572bcc21b2 100644
--- a/code/modules/vehicles/mecha/combat/marauder.dm
+++ b/code/modules/vehicles/mecha/combat/marauder.dm
@@ -6,7 +6,7 @@
movedelay = 5
max_integrity = 500
deflect_chance = 25
- armor = list(MELEE = 50, BULLET = 55, LASER = 40, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 60, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 50, BULLET = 55, LASER = 40, ENERGY = 30, BOMB = 30, BIO = 0, FIRE = 100, ACID = 100)
max_temperature = 60000
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
operation_req_access = list(ACCESS_CENT_SPECOPS)
diff --git a/code/modules/vehicles/mecha/combat/phazon.dm b/code/modules/vehicles/mecha/combat/phazon.dm
index b83de4f1b5c..4d055c1501d 100644
--- a/code/modules/vehicles/mecha/combat/phazon.dm
+++ b/code/modules/vehicles/mecha/combat/phazon.dm
@@ -8,7 +8,7 @@
step_energy_drain = 3
max_integrity = 200
deflect_chance = 30
- armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 50, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, BIO = 0, FIRE = 100, ACID = 100)
max_temperature = 25000
wreckage = /obj/structure/mecha_wreckage/phazon
internal_damage_threshold = 25
diff --git a/code/modules/vehicles/mecha/combat/reticence.dm b/code/modules/vehicles/mecha/combat/reticence.dm
index 49637aeddca..d4e3fbf8bf6 100644
--- a/code/modules/vehicles/mecha/combat/reticence.dm
+++ b/code/modules/vehicles/mecha/combat/reticence.dm
@@ -7,7 +7,7 @@
dir_in = 1 //Facing North.
max_integrity = 100
deflect_chance = 3
- armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 25, BULLET = 20, LASER = 30, ENERGY = 15, BOMB = 0, BIO = 0, FIRE = 100, ACID = 100)
max_temperature = 15000
wreckage = /obj/structure/mecha_wreckage/reticence
operation_req_access = list(ACCESS_THEATRE)
diff --git a/code/modules/vehicles/mecha/combat/savannah_ivanov.dm b/code/modules/vehicles/mecha/combat/savannah_ivanov.dm
index 41e9559b70b..50ecda7b040 100644
--- a/code/modules/vehicles/mecha/combat/savannah_ivanov.dm
+++ b/code/modules/vehicles/mecha/combat/savannah_ivanov.dm
@@ -28,7 +28,7 @@
dir_in = 2 //Facing South.
max_integrity = 450 //really tanky, like damn
deflect_chance = 25
- armor = list(MELEE = 45, BULLET = 40, LASER = 30, ENERGY = 30, BOMB = 40, BIO = 0, RAD = 80, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 45, BULLET = 40, LASER = 30, ENERGY = 30, BOMB = 40, BIO = 0, FIRE = 100, ACID = 100)
max_temperature = 30000
infra_luminosity = 3
wreckage = /obj/structure/mecha_wreckage/savannah_ivanov
diff --git a/code/modules/vehicles/mecha/equipment/tools/other_tools.dm b/code/modules/vehicles/mecha/equipment/tools/other_tools.dm
index ebcdeb83f1e..1fb3ef26e0e 100644
--- a/code/modules/vehicles/mecha/equipment/tools/other_tools.dm
+++ b/code/modules/vehicles/mecha/equipment/tools/other_tools.dm
@@ -441,26 +441,6 @@
fuel.amount -= min(delta_time * use_fuel / MINERAL_MATERIAL_AMOUNT, fuel.amount)
update_equip_info()
-
-/obj/item/mecha_parts/mecha_equipment/generator/nuclear
- name = "exonuclear reactor"
- desc = "An exosuit module that generates power using uranium as fuel. Pollutes the environment."
- icon_state = "tesla"
- max_fuel = 50000
- fuelrate_idle = 5
- fuelrate_active = 15
- rechargerate = 25
- var/radrate = 15
-
-/obj/item/mecha_parts/mecha_equipment/generator/nuclear/generator_init()
- fuel = new /obj/item/stack/sheet/mineral/uranium(src, 0)
-
-/obj/item/mecha_parts/mecha_equipment/generator/nuclear/process(delta_time)
- . = ..()
- if(!.) //process wasnt killed
- radiation_pulse(get_turf(src), radrate * delta_time)
-
-
/////////////////////////////////////////// THRUSTERS /////////////////////////////////////////////
/obj/item/mecha_parts/mecha_equipment/thrusters
diff --git a/code/modules/vehicles/mecha/working/clarke.dm b/code/modules/vehicles/mecha/working/clarke.dm
index a949bec8ad6..9eefe2f7571 100644
--- a/code/modules/vehicles/mecha/working/clarke.dm
+++ b/code/modules/vehicles/mecha/working/clarke.dm
@@ -11,7 +11,7 @@
lights_power = 7
deflect_chance = 10
step_energy_drain = 15 //slightly higher energy drain since you movin those wheels FAST
- armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 10, BOMB = 60, BIO = 0, RAD = 70, FIRE = 100, ACID = 100) //low armor to compensate for fire protection and speed
+ armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 10, BOMB = 60, BIO = 0, FIRE = 100, ACID = 100) //low armor to compensate for fire protection and speed
max_equip = 7
wreckage = /obj/structure/mecha_wreckage/clarke
enter_delay = 40
diff --git a/code/modules/vehicles/mecha/working/ripley.dm b/code/modules/vehicles/mecha/working/ripley.dm
index 703d3c59239..1b993806f60 100644
--- a/code/modules/vehicles/mecha/working/ripley.dm
+++ b/code/modules/vehicles/mecha/working/ripley.dm
@@ -13,7 +13,7 @@
max_integrity = 200
lights_power = 7
deflect_chance = 15
- armor = list(MELEE = 40, BULLET = 20, LASER = 10, ENERGY = 20, BOMB = 40, BIO = 0, RAD = 20, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 40, BULLET = 20, LASER = 10, ENERGY = 20, BOMB = 40, BIO = 0, FIRE = 100, ACID = 100)
max_equip = 6
wreckage = /obj/structure/mecha_wreckage/ripley
internals_req_access = list(ACCESS_MECH_ENGINE, ACCESS_MECH_SCIENCE, ACCESS_MECH_MINING)
@@ -68,7 +68,7 @@
movedelay = 3 //SKYRAT EDIT - Movedelay is now 3, from 4.
max_temperature = 30000
max_integrity = 250
- armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 60, BIO = 0, RAD = 70, FIRE = 100, ACID = 100)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 60, BIO = 0, FIRE = 100, ACID = 100)
wreckage = /obj/structure/mecha_wreckage/ripley/mk2
enclosed = TRUE
enter_delay = 40
diff --git a/code/modules/vehicles/secway.dm b/code/modules/vehicles/secway.dm
index 9d464b0e3ba..55641607fd1 100644
--- a/code/modules/vehicles/secway.dm
+++ b/code/modules/vehicles/secway.dm
@@ -4,7 +4,7 @@
desc = "A brave security cyborg gave its life to help you look like a complete tool."
icon_state = "secway"
max_integrity = 60
- armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 60, ACID = 60)
key_type = /obj/item/key/security
integrity_failure = 0.5
diff --git a/code/modules/vehicles/wheelchair.dm b/code/modules/vehicles/wheelchair.dm
index 80ebdb312f2..8d03ef2f2da 100644
--- a/code/modules/vehicles/wheelchair.dm
+++ b/code/modules/vehicles/wheelchair.dm
@@ -5,7 +5,7 @@
icon_state = "wheelchair"
layer = OBJ_LAYER
max_integrity = 100
- armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 30) //Wheelchairs aren't super tough yo
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, FIRE = 20, ACID = 30) //Wheelchairs aren't super tough yo
density = FALSE //Thought I couldn't fix this one easily, phew
/// Run speed delay is multiplied with this for vehicle move delay.
var/delay_multiplier = 6.7
@@ -83,7 +83,7 @@
icon_state = "gold_wheelchair"
overlay_icon = "gold_wheelchair_overlay"
max_integrity = 200
- armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 20, BIO = 0, RAD = 0, FIRE = 30, ACID = 40)
+ armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 20, BIO = 0, FIRE = 30, ACID = 40)
custom_materials = list(/datum/material/gold = 10000)
foldabletype = /obj/item/wheelchair/gold
diff --git a/code/modules/vending/_vending.dm b/code/modules/vending/_vending.dm
index d8f3ccc6672..d04cd84faa5 100644
--- a/code/modules/vending/_vending.dm
+++ b/code/modules/vending/_vending.dm
@@ -54,7 +54,7 @@
verb_exclaim = "beeps"
max_integrity = 300
integrity_failure = 0.33
- armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, FIRE = 50, ACID = 70)
circuit = /obj/item/circuitboard/machine/vendor
payment_department = ACCOUNT_SRV
light_power = 0.5
diff --git a/code/modules/vending/liberation.dm b/code/modules/vending/liberation.dm
index 4bdb47f54e8..3bc75718915 100644
--- a/code/modules/vending/liberation.dm
+++ b/code/modules/vending/liberation.dm
@@ -33,7 +33,7 @@
/obj/item/bedsheet/patriot = 5,
/obj/item/food/burger/superbite = 3
) //U S A
- armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
default_price = PAYCHECK_HARD * 2.5
extra_price = PAYCHECK_COMMAND * 2.5
diff --git a/code/modules/vending/liberation_toy.dm b/code/modules/vending/liberation_toy.dm
index c7d5684d6a5..03de2e42194 100644
--- a/code/modules/vending/liberation_toy.dm
+++ b/code/modules/vending/liberation_toy.dm
@@ -27,7 +27,7 @@
/obj/item/dualsaber/toy = 5,
/obj/item/toy/cards/deck/syndicate = 10 //Gambling and it hurts, making it a +18 item
)
- armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
refill_canister = /obj/item/vending_refill/donksoft
default_price = PAYCHECK_HARD
diff --git a/code/modules/vending/magivend.dm b/code/modules/vending/magivend.dm
index 2b91ab57cd7..8494a5d0e50 100644
--- a/code/modules/vending/magivend.dm
+++ b/code/modules/vending/magivend.dm
@@ -17,7 +17,7 @@
/obj/item/staff = 2
)
contraband = list(/obj/item/reagent_containers/glass/bottle/wizarditis = 1) //No one can get to the machine to hack it anyways; for the lulz - Microwave
- armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
default_price = 0 //Just in case, since it's primary use is storage.
extra_price = PAYCHECK_COMMAND
diff --git a/icons/hud/screen_alert.dmi b/icons/hud/screen_alert.dmi
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