From 173bfb92f553cfb38e7b5e54d047017f9b31e5fe Mon Sep 17 00:00:00 2001 From: DGamerL <108773801+DGamerL@users.noreply.github.com> Date: Sat, 3 Jun 2023 10:50:22 +0200 Subject: [PATCH] Removes bio resist from the code (#21108) * BIO armor is kill * some more stuff that uses bio resist * I did a scuffed merge conflict solve but it works --- code/__DEFINES/combat_defines.dm | 1 - code/datums/armor.dm | 21 +++--- code/datums/datumvars.dm | 6 +- code/game/gamemodes/cult/cult_items.dm | 18 ++--- .../miniantags/abduction/abduction_gear.dm | 6 +- code/game/gamemodes/nuclear/nuclearbomb.dm | 2 +- code/game/machinery/ai_slipper.dm | 2 +- code/game/machinery/buttons.dm | 2 +- code/game/machinery/camera/camera.dm | 2 +- code/game/machinery/computer/computer.dm | 2 +- code/game/machinery/deployable.dm | 4 +- code/game/machinery/doors/airlock_types.dm | 2 +- code/game/machinery/doors/door.dm | 2 +- code/game/machinery/doors/firedoor.dm | 2 +- code/game/machinery/doors/poddoor.dm | 2 +- code/game/machinery/doors/windowdoor.dm | 2 +- code/game/machinery/firealarm.dm | 2 +- code/game/machinery/floor_igniter.dm | 2 +- code/game/machinery/hologram.dm | 2 +- code/game/machinery/machinery.dm | 2 +- code/game/machinery/navbeacon.dm | 2 +- code/game/machinery/portable_turret.dm | 2 +- code/game/machinery/requests_console.dm | 2 +- code/game/machinery/spaceheater.dm | 2 +- .../machinery/vendors/contraband_vendors.dm | 4 +- .../machinery/vendors/departmental_vendors.dm | 2 +- .../game/machinery/vendors/generic_vendors.dm | 6 +- code/game/machinery/vendors/vending.dm | 2 +- code/game/mecha/combat/combat.dm | 2 +- code/game/mecha/combat/durand.dm | 4 +- code/game/mecha/combat/gygax.dm | 4 +- code/game/mecha/combat/honker.dm | 2 +- code/game/mecha/combat/marauder.dm | 4 +- code/game/mecha/combat/phazon.dm | 2 +- code/game/mecha/combat/reticence.dm | 2 +- code/game/mecha/mecha.dm | 2 +- code/game/mecha/working/ripley.dm | 6 +- code/game/objects/effects/effects.dm | 2 +- .../game/objects/items/stacks/sheets/glass.dm | 12 ++-- .../items/stacks/sheets/sheet_types.dm | 4 +- .../objects/items/stacks/tiles/tile_types.dm | 2 +- code/game/objects/items/tools/crowbar.dm | 2 +- code/game/objects/items/tools/screwdriver.dm | 2 +- code/game/objects/items/tools/welder.dm | 2 +- code/game/objects/items/tools/wirecutters.dm | 2 +- code/game/objects/items/tools/wrench.dm | 2 +- code/game/objects/items/weapons/RCD.dm | 2 +- code/game/objects/items/weapons/RSF.dm | 2 +- code/game/objects/items/weapons/cards_ids.dm | 2 +- code/game/objects/items/weapons/defib.dm | 2 +- code/game/objects/items/weapons/handcuffs.dm | 2 +- code/game/objects/items/weapons/kitchen.dm | 6 +- .../weapons/melee/energy_melee_weapons.dm | 2 +- .../objects/items/weapons/pneumaticCannon.dm | 2 +- code/game/objects/items/weapons/powerfist.dm | 2 +- code/game/objects/items/weapons/rpd.dm | 2 +- code/game/objects/items/weapons/shards.dm | 2 +- code/game/objects/items/weapons/shields.dm | 4 +- .../objects/items/weapons/storage/backpack.dm | 2 +- code/game/objects/items/weapons/stunbaton.dm | 2 +- .../game/objects/items/weapons/tanks/tanks.dm | 2 +- .../objects/items/weapons/tanks/watertank.dm | 2 +- .../objects/items/weapons/teleportation.dm | 4 +- code/game/objects/items/weapons/twohanded.dm | 8 +-- .../objects/items/weapons/vending_items.dm | 2 +- code/game/objects/items/weapons/weaponry.dm | 6 +- code/game/objects/structures.dm | 2 +- code/game/objects/structures/aliens.dm | 2 +- code/game/objects/structures/barsign.dm | 2 +- .../structures/crates_lockers/closets.dm | 2 +- .../crates_lockers/closets/fireaxe.dm | 2 +- .../closets/secure/secure_closets.dm | 2 +- .../structures/crates_lockers/crates.dm | 2 +- code/game/objects/structures/displaycase.dm | 2 +- code/game/objects/structures/grille.dm | 2 +- code/game/objects/structures/holosigns.dm | 2 +- code/game/objects/structures/lattice.dm | 2 +- code/game/objects/structures/mineral_doors.dm | 2 +- code/game/objects/structures/plasticflaps.dm | 2 +- code/game/objects/structures/signs.dm | 2 +- code/game/objects/structures/tables_racks.dm | 12 ++-- code/game/objects/structures/window.dm | 20 +++--- code/game/shuttle_engines.dm | 2 +- .../changeling/powers/mutations.dm | 10 +-- .../atmospherics/machinery/airalarm.dm | 2 +- .../atmospherics/machinery/atmospherics.dm | 2 +- .../components/unary_devices/cryo.dm | 2 +- .../components/unary_devices/thermomachine.dm | 2 +- .../atmospherics/machinery/other/meter.dm | 2 +- .../machinery/portable/canister.dm | 2 +- .../portable/portable_atmospherics.dm | 2 +- .../mission_code/ruins/oldstation.dm | 4 +- code/modules/clothing/chameleon.dm | 14 ++-- code/modules/clothing/clothing.dm | 8 +-- code/modules/clothing/glasses/glasses.dm | 2 +- .../modules/clothing/gloves/colored_gloves.dm | 2 +- code/modules/clothing/gloves/misc_gloves.dm | 6 +- code/modules/clothing/head/beanie.dm | 2 +- code/modules/clothing/head/hardhat.dm | 2 +- code/modules/clothing/head/helmet.dm | 28 ++++---- code/modules/clothing/head/job_hats.dm | 24 +++---- code/modules/clothing/head/misc_hats.dm | 6 +- code/modules/clothing/head/misc_special.dm | 8 +-- code/modules/clothing/head/soft_caps.dm | 8 +-- code/modules/clothing/masks/gasmask.dm | 8 +-- code/modules/clothing/masks/misc_masks.dm | 2 +- code/modules/clothing/shoes/misc_shoes.dm | 8 +-- .../clothing/spacesuits/alien_suits.dm | 4 +- .../modules/clothing/spacesuits/chronosuit.dm | 4 +- .../clothing/spacesuits/ert_hardsuits.dm | 20 +++--- code/modules/clothing/spacesuits/hardsuit.dm | 68 +++++++++---------- .../clothing/spacesuits/misc_spacesuits.dm | 18 ++--- code/modules/clothing/spacesuits/plasmamen.dm | 12 ++-- code/modules/clothing/spacesuits/syndi.dm | 12 ++-- code/modules/clothing/spacesuits/void.dm | 4 +- code/modules/clothing/suits/armor_suits.dm | 46 ++++++------- code/modules/clothing/suits/bio.dm | 8 +-- code/modules/clothing/suits/job_suits.dm | 14 ++-- code/modules/clothing/suits/labcoat.dm | 2 +- code/modules/clothing/suits/misc_suits.dm | 42 ++++++------ code/modules/clothing/suits/utility.dm | 10 +-- code/modules/clothing/suits/wiz_robe.dm | 16 ++--- .../clothing/under/accessories/accessory.dm | 4 +- code/modules/clothing/under/centcom.dm | 10 +-- code/modules/clothing/under/jobs/civilian.dm | 2 +- .../under/jobs/engineering_jumpsuits.dm | 4 +- .../clothing/under/jobs/medical_jumpsuits.dm | 20 +++--- .../under/jobs/plasmamen/_plasmamen.dm | 2 +- .../jobs/plasmamen/engineering_plasmasuits.dm | 2 +- .../jobs/plasmamen/security_plasmasuits.dm | 2 +- code/modules/clothing/under/jobs/rnd.dm | 6 +- .../clothing/under/jobs/security_jumpsuits.dm | 4 +- code/modules/clothing/under/misc_jumpsuits.dm | 4 +- code/modules/clothing/under/solgov.dm | 2 +- .../clothing/under/syndicate_jumpsuits.dm | 4 +- .../events/blob/blob_structures/blob_core.dm | 2 +- .../blob/blob_structures/captured_nuke.dm | 2 +- .../events/blob/blob_structures/node.dm | 2 +- .../blob/blob_structures/strong_blob.dm | 2 +- code/modules/events/blob/theblob.dm | 2 +- code/modules/holiday/christmas.dm | 2 +- code/modules/library/library_equipment.dm | 2 +- code/modules/martial_arts/krav_maga.dm | 2 +- .../modules/mining/equipment/explorer_gear.dm | 8 +-- .../mining/equipment/marker_beacons.dm | 4 +- .../mining/lavaland/necropolis_chests.dm | 4 +- .../mob/living/carbon/human/species/golem.dm | 2 +- .../mob/living/silicon/robot/robot_modules.dm | 4 +- code/modules/newscaster/obj/newscaster.dm | 2 +- code/modules/ninja/suit/ninja_head.dm | 2 +- code/modules/ninja/suit/ninja_shoes.dm | 2 +- code/modules/ninja/suit/ninja_suit.dm | 2 +- code/modules/pda/PDA.dm | 2 +- code/modules/power/apc/apc.dm | 2 +- .../engines/singularity/field_generator.dm | 2 +- .../particle_accelerator.dm | 2 +- code/modules/power/lights.dm | 2 +- .../reagent_containers/glass_containers.dm | 4 +- code/modules/recycling/disposal.dm | 4 +- .../modules/ruins/lavalandruin_code/puzzle.dm | 2 +- code/modules/vehicle/atv.dm | 2 +- code/modules/vehicle/secway.dm | 2 +- code/modules/vehicle/vehicle.dm | 2 +- 163 files changed, 428 insertions(+), 430 deletions(-) diff --git a/code/__DEFINES/combat_defines.dm b/code/__DEFINES/combat_defines.dm index 1c90711d70c..9135ae16339 100644 --- a/code/__DEFINES/combat_defines.dm +++ b/code/__DEFINES/combat_defines.dm @@ -16,7 +16,6 @@ #define LASER "laser" #define ENERGY "energy" #define BOMB "bomb" -#define BIO "bio" #define RAD "rad" #define FIRE "fire" #define ACID "acid" diff --git a/code/datums/armor.dm b/code/datums/armor.dm index c36f6822344..2bfec974941 100644 --- a/code/datums/armor.dm +++ b/code/datums/armor.dm @@ -1,9 +1,9 @@ -#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[bio]-[rad]-[fire]-[acid]-[magic]" +#define ARMORID "armor-[melee]-[bullet]-[laser]-[energy]-[bomb]-[rad]-[fire]-[acid]-[magic]" -/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0, magic = 0) +/proc/getArmor(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, rad = 0, fire = 0, acid = 0, magic = 0) . = locate(ARMORID) if (!.) - . = new /datum/armor(melee, bullet, laser, energy, bomb, bio, rad, fire, acid, magic) + . = new /datum/armor(melee, bullet, laser, energy, bomb, rad, fire, acid, magic) /datum/armor var/melee @@ -11,7 +11,6 @@ var/laser var/energy var/bomb - var/bio var/rad var/fire var/acid @@ -23,18 +22,17 @@ laser = laser_value energy = energy_value bomb = bomb_value - bio = bio_value rad = rad_value fire = fire_value acid = acid_value magic = magic_value tag = ARMORID -/datum/armor/proc/modifyRating(melee_value = 0, bullet_value = 0, laser_value = 0, energy_value = 0, bomb_value = 0, bio_value = 0, rad_value = 0, fire_value = 0, acid_value = 0, magic_value = 0) - return getArmor(melee + melee_value, bullet + bullet_value, laser + laser_value, energy + energy_value, bomb + bomb_value, bio + bio_value, rad + rad_value, fire + fire_value, acid + acid_value, magic + magic_value) +/datum/armor/proc/modifyRating(melee_value = 0, bullet_value = 0, laser_value = 0, energy_value = 0, bomb_value = 0, rad_value = 0, fire_value = 0, acid_value = 0, magic_value = 0) + return getArmor(melee + melee_value, bullet + bullet_value, laser + laser_value, energy + energy_value, bomb + bomb_value, rad + rad_value, fire + fire_value, acid + acid_value, magic + magic_value) /datum/armor/proc/modifyAllRatings(modifier = 0) - return getArmor(melee + modifier, bullet + modifier, laser + modifier, energy + modifier, bomb + modifier, bio + modifier, rad + modifier, fire + modifier, acid + modifier, magic + modifier) + return getArmor(melee + modifier, bullet + modifier, laser + modifier, energy + modifier, bomb + modifier, rad + modifier, fire + modifier, acid + modifier, magic + modifier) /datum/armor/proc/setRating(melee_value, bullet_value, laser_value, energy_value, bomb_value, bio_value, rad_value, fire_value, acid_value, magic_value) return getArmor((isnull(melee_value) ? melee : melee_value),\ @@ -42,7 +40,6 @@ (isnull(laser_value) ? laser : laser_value),\ (isnull(energy_value) ? energy : energy_value),\ (isnull(bomb_value) ? bomb : bomb_value),\ - (isnull(bio_value) ? bio : bio_value),\ (isnull(rad_value) ? rad : rad_value),\ (isnull(fire_value) ? fire : fire_value),\ (isnull(acid_value) ? acid : acid_value),\ @@ -52,13 +49,13 @@ return vars[rating] /datum/armor/proc/getList() - return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, RAD = rad, FIRE = fire, ACID = acid, MAGIC = magic) + return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, RAD = rad, FIRE = fire, ACID = acid, MAGIC = magic) /datum/armor/proc/attachArmor(datum/armor/AA) - return getArmor(melee + AA.melee, bullet + AA.bullet, laser + AA.laser, energy + AA.energy, bomb + AA.bomb, bio + AA.bio, rad + AA.rad, fire + AA.fire, acid + AA.acid, magic + AA.magic) + return getArmor(melee + AA.melee, bullet + AA.bullet, laser + AA.laser, energy + AA.energy, bomb + AA.bomb, rad + AA.rad, fire + AA.fire, acid + AA.acid, magic + AA.magic) /datum/armor/proc/detachArmor(datum/armor/AA) - return getArmor(melee - AA.melee, bullet - AA.bullet, laser - AA.laser, energy - AA.energy, bomb - AA.bomb, bio - AA.bio, rad - AA.rad, fire - AA.fire, acid - AA.acid, magic - AA.magic) + return getArmor(melee - AA.melee, bullet - AA.bullet, laser - AA.laser, energy - AA.energy, bomb - AA.bomb, rad - AA.rad, fire - AA.fire, acid - AA.acid, magic - AA.magic) /datum/armor/vv_edit_var(var_name, var_value) if (var_name == NAMEOF(src, tag)) diff --git a/code/datums/datumvars.dm b/code/datums/datumvars.dm index 80d22911c58..bd58c8446dc 100644 --- a/code/datums/datumvars.dm +++ b/code/datums/datumvars.dm @@ -895,10 +895,10 @@ if(!result || !A) return TRUE - A.armor = A.armor.setRating(armorlist[MELEE], armorlist[BULLET], armorlist[LASER], armorlist[ENERGY], armorlist[BOMB], armorlist[BIO], armorlist[RAD], armorlist[FIRE], armorlist[ACID], armorlist[MAGIC]) + A.armor = A.armor.setRating(armorlist[MELEE], armorlist[BULLET], armorlist[LASER], armorlist[ENERGY], armorlist[BOMB], armorlist[RAD], armorlist[FIRE], armorlist[ACID], armorlist[MAGIC]) - log_admin("[key_name(usr)] modified the armor on [A] to: melee = [armorlist[MELEE]], bullet = [armorlist[BULLET]], laser = [armorlist[LASER]], energy = [armorlist[ENERGY]], bomb = [armorlist[BOMB]], bio = [armorlist[BIO]], rad = [armorlist[RAD]], fire = [armorlist[FIRE]], acid = [armorlist[ACID]], magic = [armorlist[MAGIC]]") - message_admins("[key_name(usr)] modified the armor on [A] to: melee = [armorlist[MELEE]], bullet = [armorlist[BULLET]], laser = [armorlist[LASER]], energy = [armorlist[ENERGY]], bomb = [armorlist[BOMB]], bio = [armorlist[BIO]], rad = [armorlist[RAD]], fire = [armorlist[FIRE]], acid = [armorlist[ACID]], magic = [armorlist[MAGIC]]") + log_admin("[key_name(usr)] modified the armor on [A] to: melee = [armorlist[MELEE]], bullet = [armorlist[BULLET]], laser = [armorlist[LASER]], energy = [armorlist[ENERGY]], bomb = [armorlist[BOMB]], rad = [armorlist[RAD]], fire = [armorlist[FIRE]], acid = [armorlist[ACID]], magic = [armorlist[MAGIC]]") + message_admins("[key_name(usr)] modified the armor on [A] to: melee = [armorlist[MELEE]], bullet = [armorlist[BULLET]], laser = [armorlist[LASER]], energy = [armorlist[ENERGY]], bomb = [armorlist[BOMB]], rad = [armorlist[RAD]], fire = [armorlist[FIRE]], acid = [armorlist[ACID]], magic = [armorlist[MAGIC]]") return TRUE else if(href_list["addreagent"]) /* Made on /TG/, credit to them. */ diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm index 12f34eaa950..c2f4877f7c9 100644 --- a/code/game/gamemodes/cult/cult_items.dm +++ b/code/game/gamemodes/cult/cult_items.dm @@ -93,7 +93,7 @@ flags = BLOCKHAIR flags_inv = HIDEFACE flags_cover = HEADCOVERSEYES - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 5, ACID = 5) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 5, ACID = 5) cold_protection = HEAD min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT magical = TRUE @@ -111,7 +111,7 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS hoodtype = /obj/item/clothing/head/hooded/culthood allowed = list(/obj/item/tome, /obj/item/melee/cultblade) - armor = list(MELEE = 35, BULLET = 20, LASER = 35, ENERGY = 10, BOMB = 15, BIO = 5, RAD = 0, FIRE = 5, ACID = 5) + armor = list(MELEE = 35, BULLET = 20, LASER = 35, ENERGY = 10, BOMB = 15, RAD = 0, FIRE = 5, ACID = 5) flags_inv = HIDEJUMPSUIT magical = TRUE @@ -125,7 +125,7 @@ desc = "A space worthy helmet used by the followers of a cult." icon_state = "cult_helmet" item_state = "cult_helmet" - armor = list(MELEE = 115, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 35, ACID = 150) + armor = list(MELEE = 115, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 35, ACID = 150) magical = TRUE sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/head.dmi') @@ -137,7 +137,7 @@ w_class = WEIGHT_CLASS_NORMAL allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals) slowdown = 1 - armor = list(MELEE = 115, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 35, ACID = 150) + armor = list(MELEE = 115, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 35, ACID = 150) magical = TRUE sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/suit.dmi') @@ -147,7 +147,7 @@ icon_state = "cult_armour" item_state = "cult_armour" w_class = WEIGHT_CLASS_BULKY - armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 20, BOMB = 50, BIO = 20, RAD = 20, FIRE = 50, ACID = 75) + armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 20, BOMB = 50, RAD = 20, FIRE = 50, ACID = 75) body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS allowed = list(/obj/item/tome, /obj/item/melee/cultblade) hoodtype = /obj/item/clothing/head/hooded/cult_hoodie @@ -159,7 +159,7 @@ name = "empowered cultist hood" desc = "An empowered garb which creates a powerful shield around the user." icon_state = "cult_hoodalt" - armor = list(MELEE = 35, BULLET = 20, LASER = 35, ENERGY = 10, BOMB = 15, BIO = 5, RAD = 0, FIRE = 5, ACID = 5) + armor = list(MELEE = 35, BULLET = 20, LASER = 35, ENERGY = 10, BOMB = 15, RAD = 0, FIRE = 5, ACID = 5) body_parts_covered = HEAD flags = BLOCKHAIR flags_inv = HIDEFACE @@ -203,7 +203,7 @@ flags_inv = HIDEJUMPSUIT allowed = list(/obj/item/tome, /obj/item/melee/cultblade) body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - armor = list(MELEE = -25, BULLET = -25, LASER = -25, ENERGY = -25, BOMB = -25, BIO = -25, RAD = -25, FIRE = 0, ACID = 0) + armor = list(MELEE = -25, BULLET = -25, LASER = -25, ENERGY = -25, BOMB = -25, RAD = -25, FIRE = 0, ACID = 0) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', "Drask" = 'icons/mob/clothing/species/drask/suit.dmi', @@ -236,7 +236,7 @@ flags = BLOCKHAIR flags_inv = HIDEFACE flags_cover = HEADCOVERSEYES - armor = list(MELEE = -25, BULLET = -25, LASER = -25, ENERGY = -25, BOMB = -25, BIO = -25, RAD = -25, FIRE = 0, ACID = 0) + armor = list(MELEE = -25, BULLET = -25, LASER = -25, ENERGY = -25, BOMB = -25, RAD = -25, FIRE = 0, ACID = 0) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/head.dmi', "Drask" = 'icons/mob/clothing/species/drask/head.dmi', @@ -404,7 +404,7 @@ item_state = "cultrobesalt" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS allowed = list(/obj/item/tome, /obj/item/melee/cultblade) - armor = list(MELEE = 50, BULLET = 20, LASER = 50, ENERGY = 10, BOMB = 15, BIO = 5, RAD = 0, FIRE = 5, ACID = 5) + armor = list(MELEE = 50, BULLET = 20, LASER = 50, ENERGY = 10, BOMB = 15, RAD = 0, FIRE = 5, ACID = 5) flags_inv = HIDEJUMPSUIT flags = NODROP | DROPDEL diff --git a/code/game/gamemodes/miniantags/abduction/abduction_gear.dm b/code/game/gamemodes/miniantags/abduction/abduction_gear.dm index 5724dd68834..a0123d8d0c2 100644 --- a/code/game/gamemodes/miniantags/abduction/abduction_gear.dm +++ b/code/game/gamemodes/miniantags/abduction/abduction_gear.dm @@ -14,15 +14,15 @@ item_state = "armor" blood_overlay_type = "armor" origin_tech = "magnets=7;biotech=4;powerstorage=4;abductor=4" - armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 115, ACID = 115) + armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = 115, ACID = 115) actions_types = list(/datum/action/item_action/hands_free/activate) allowed = list(/obj/item/abductor, /obj/item/abductor_baton, /obj/item/melee/baton, /obj/item/gun/energy, /obj/item/restraints/handcuffs) var/mode = VEST_STEALTH var/stealth_active = 0 var/combat_cooldown = 10 var/datum/icon_snapshot/disguise - var/stealth_armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 115, ACID = 115) - var/combat_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, RAD = 50, FIRE = 450, ACID = 450) + var/stealth_armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = 115, ACID = 115) + var/combat_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, RAD = 50, FIRE = 450, ACID = 450) sprite_sheets = null /obj/item/clothing/suit/armor/abductor/vest/Initialize(mapload) diff --git a/code/game/gamemodes/nuclear/nuclearbomb.dm b/code/game/gamemodes/nuclear/nuclearbomb.dm index 57f88c9f23f..a808bdbcf8c 100644 --- a/code/game/gamemodes/nuclear/nuclearbomb.dm +++ b/code/game/gamemodes/nuclear/nuclearbomb.dm @@ -606,7 +606,7 @@ GLOBAL_VAR(bomb_set) 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, RAD = 0, FIRE = 100, ACID = 100) resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF /// Is the disk restricted to the station? If true, also respawns the disk when deleted var/restricted_to_station = TRUE diff --git a/code/game/machinery/ai_slipper.dm b/code/game/machinery/ai_slipper.dm index 4aaa8e8ca0e..0007ecc23ff 100644 --- a/code/game/machinery/ai_slipper.dm +++ b/code/game/machinery/ai_slipper.dm @@ -6,7 +6,7 @@ plane = FLOOR_PLANE anchored = TRUE max_integrity = 200 - armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30) + armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, rad = 0, fire = 50, acid = 30) var/uses = 20 var/cooldown_time = 10 SECONDS var/cooldown_on = FALSE diff --git a/code/game/machinery/buttons.dm b/code/game/machinery/buttons.dm index e5e64cce974..58318739393 100644 --- a/code/game/machinery/buttons.dm +++ b/code/game/machinery/buttons.dm @@ -9,7 +9,7 @@ icon = 'icons/obj/objects.dmi' icon_state = "launcherbtt" anchored = TRUE - armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 70) + armor = list(melee = 50, bullet = 50, laser = 50, energy = 50, bomb = 10, rad = 100, fire = 90, acid = 70) idle_power_consumption = 2 active_power_consumption = 4 resistance_flags = LAVA_PROOF | FIRE_PROOF diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm index 2953fbf5133..7fffc5358c5 100644 --- a/code/game/machinery/camera/camera.dm +++ b/code/game/machinery/camera/camera.dm @@ -9,7 +9,7 @@ layer = WALL_OBJ_LAYER resistance_flags = FIRE_PROOF damage_deflection = 12 - armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 50) + armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, RAD = 0, FIRE = 90, ACID = 50) var/datum/wires/camera/wires = null // Wires datum max_integrity = 100 integrity_failure = 50 diff --git a/code/game/machinery/computer/computer.dm b/code/game/machinery/computer/computer.dm index ea84e55eb79..85429c3949a 100644 --- a/code/game/machinery/computer/computer.dm +++ b/code/game/machinery/computer/computer.dm @@ -8,7 +8,7 @@ active_power_consumption = 300 max_integrity = 200 integrity_failure = 100 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 20) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 40, ACID = 20) var/obj/item/circuitboard/circuit = null //if circuit==null, computer can't disassembly var/icon_keyboard = "generic_key" var/icon_screen = "generic" diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm index 9cb33c36821..e8a81b63344 100644 --- a/code/game/machinery/deployable.dm +++ b/code/game/machinery/deployable.dm @@ -143,7 +143,7 @@ anchored = FALSE max_integrity = 180 proj_pass_rate = 20 - armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, bio = 100, rad = 100, fire = 10, acid = 0) + armor = list(melee = 10, bullet = 50, laser = 50, energy = 50, bomb = 10, rad = 100, fire = 10, acid = 0) stacktype = null var/deploy_time = 40 var/deploy_message = TRUE @@ -229,7 +229,7 @@ desc = "A temporary deployable energy shield powered by a generator. Breaking the generator will destroy all the shields connected to it." icon = 'icons/obj/dropwall.dmi' icon_state = "dropwall_dead" //sprite chosen in init - armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 10, ACID = 0) // Copied from the security barrier, but no melee armor + armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, RAD = 100, FIRE = 10, ACID = 0) // Copied from the security barrier, but no melee armor density = FALSE directional_blockage = TRUE proj_pass_rate = 100 //don't worry about it, covered by directional blockage. diff --git a/code/game/machinery/doors/airlock_types.dm b/code/game/machinery/doors/airlock_types.dm index 0da10949fa3..fdc70085099 100644 --- a/code/game/machinery/doors/airlock_types.dm +++ b/code/game/machinery/doors/airlock_types.dm @@ -583,7 +583,7 @@ desc = "An airlock hastily corrupted by blood magic, it is unusually brittle in this state." normal_integrity = 150 damage_deflection = 5 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) ////////////////////////////////// /* diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index 70d8ccc45ae..dc7bd4559bb 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -9,7 +9,7 @@ layer = OPEN_DOOR_LAYER power_channel = PW_CHANNEL_ENVIRONMENT max_integrity = 350 - armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 70) + armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, RAD = 100, FIRE = 80, ACID = 70) flags = PREVENT_CLICK_UNDER damage_deflection = 10 var/closingLayer = CLOSED_DOOR_LAYER diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm index 6ea0767826a..c3586e2d702 100644 --- a/code/game/machinery/doors/firedoor.dm +++ b/code/game/machinery/doors/firedoor.dm @@ -22,7 +22,7 @@ auto_close_time = 5 SECONDS assemblytype = /obj/structure/firelock_frame blocks_emissive = EMISSIVE_BLOCK_GENERIC - armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 95, ACID = 70) + armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, RAD = 100, FIRE = 95, ACID = 70) /// How long does opening by hand take, in deciseconds. var/manual_open_time = 5 SECONDS var/can_crush = TRUE diff --git a/code/game/machinery/doors/poddoor.dm b/code/game/machinery/doors/poddoor.dm index 9ee25f55f1e..ca4a0812b01 100644 --- a/code/game/machinery/doors/poddoor.dm +++ b/code/game/machinery/doors/poddoor.dm @@ -9,7 +9,7 @@ heat_proof = TRUE safe = FALSE max_integrity = 600 - armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 70) + armor = list(MELEE = 50, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 50, RAD = 100, FIRE = 100, ACID = 70) resistance_flags = FIRE_PROOF damage_deflection = 70 var/id_tag = 1.0 diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index f8b2b42287d..130f7d1645c 100644 --- a/code/game/machinery/doors/windowdoor.dm +++ b/code/game/machinery/doors/windowdoor.dm @@ -11,7 +11,7 @@ dir = EAST max_integrity = 150 //If you change this, consider changing ../door/window/brigdoor/ max_integrity at the bottom of this .dm file integrity_failure = 0 - armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 70, ACID = 100) + armor = list(MELEE = 20, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, RAD = 100, FIRE = 70, ACID = 100) glass = TRUE // Used by polarized helpers. Windoors are always glass. var/obj/item/airlock_electronics/electronics var/base_state = "left" diff --git a/code/game/machinery/firealarm.dm b/code/game/machinery/firealarm.dm index bcd697ce590..af2e13ff553 100644 --- a/code/game/machinery/firealarm.dm +++ b/code/game/machinery/firealarm.dm @@ -19,7 +19,7 @@ FIRE ALARM anchored = TRUE max_integrity = 250 integrity_failure = 100 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30) + armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, rad = 100, fire = 90, acid = 30) idle_power_consumption = 2 active_power_consumption = 6 power_channel = PW_CHANNEL_ENVIRONMENT diff --git a/code/game/machinery/floor_igniter.dm b/code/game/machinery/floor_igniter.dm index 7e677361390..cc1e4c220d9 100644 --- a/code/game/machinery/floor_igniter.dm +++ b/code/game/machinery/floor_igniter.dm @@ -5,7 +5,7 @@ icon_state = "igniter1" plane = FLOOR_PLANE max_integrity = 300 - armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 70) + armor = list(melee = 50, bullet = 30, laser = 70, energy = 50, bomb = 20, rad = 0, fire = 100, acid = 70) resistance_flags = FIRE_PROOF anchored = TRUE idle_power_consumption = 2 diff --git a/code/game/machinery/hologram.dm b/code/game/machinery/hologram.dm index 89bd759015d..d138477758e 100644 --- a/code/game/machinery/hologram.dm +++ b/code/game/machinery/hologram.dm @@ -45,7 +45,7 @@ GLOBAL_LIST_EMPTY(holopads) layer = HOLOPAD_LAYER //Preventing mice and drones from sneaking under them. plane = FLOOR_PLANE max_integrity = 300 - armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 0) + armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, rad = 0, fire = 50, acid = 0) var/list/masters = list()//List of living mobs that use the holopad var/list/holorays = list()//Holoray-mob link. diff --git a/code/game/machinery/machinery.dm b/code/game/machinery/machinery.dm index 04e2e07ffb1..9bba680e0e2 100644 --- a/code/game/machinery/machinery.dm +++ b/code/game/machinery/machinery.dm @@ -5,7 +5,7 @@ pressure_resistance = 15 max_integrity = 200 layer = BELOW_OBJ_LAYER - armor = list(melee = 25, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70) + armor = list(melee = 25, bullet = 10, laser = 10, energy = 0, bomb = 0, rad = 0, fire = 50, acid = 70) atom_say_verb = "beeps" var/stat = 0 diff --git a/code/game/machinery/navbeacon.dm b/code/game/machinery/navbeacon.dm index 49a316e0e2a..b53cf03f376 100644 --- a/code/game/machinery/navbeacon.dm +++ b/code/game/machinery/navbeacon.dm @@ -12,7 +12,7 @@ plane = FLOOR_PLANE anchored = TRUE max_integrity = 500 - armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80) + armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, rad = 0, fire = 80, acid = 80) var/open = FALSE // true if cover is open var/locked = TRUE // true if controls are locked var/location = "" // location response text diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm index d6427e8a79a..ccaef17b5de 100644 --- a/code/game/machinery/portable_turret.dm +++ b/code/game/machinery/portable_turret.dm @@ -12,7 +12,7 @@ idle_power_consumption = 50 //when inactive, this turret takes up constant 50 Equipment power active_power_consumption = 300 //when active, this turret takes up constant 300 Equipment power power_channel = PW_CHANNEL_EQUIPMENT //drains power from the EQUIPMENT channel - armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 90, acid = 90) + armor = list(melee = 50, bullet = 30, laser = 30, energy = 30, bomb = 30, rad = 0, fire = 90, acid = 90) var/raised = FALSE //if the turret cover is "open" and the turret is raised var/raising= FALSE //if the turret is currently opening or closing its cover var/health = 80 //the turret's health diff --git a/code/game/machinery/requests_console.dm b/code/game/machinery/requests_console.dm index c2f25998052..db575db584a 100644 --- a/code/game/machinery/requests_console.dm +++ b/code/game/machinery/requests_console.dm @@ -43,7 +43,7 @@ GLOBAL_LIST_EMPTY(allRequestConsoles) icon = 'icons/obj/terminals.dmi' icon_state = "req_comp0" max_integrity = 300 - armor = list(MELEE = 70, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) + armor = list(MELEE = 70, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 0, RAD = 0, FIRE = 90, ACID = 90) var/department = "Unknown" //The list of all departments on the station (Determined from this variable on each unit) Set this to the same thing if you want several consoles in one department var/list/message_log = list() //List of all messages var/departmentType = 0 //Bitflag. Zero is reply-only. Map currently uses raw numbers instead of defines. diff --git a/code/game/machinery/spaceheater.dm b/code/game/machinery/spaceheater.dm index 6ad586fdae2..9e3b83704a5 100644 --- a/code/game/machinery/spaceheater.dm +++ b/code/game/machinery/spaceheater.dm @@ -6,7 +6,7 @@ name = "space heater" desc = "Made by Space Amish using traditional space techniques, this heater is guaranteed not to set the station on fire." max_integrity = 250 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 100, FIRE = 80, ACID = 10) var/obj/item/stock_parts/cell/cell var/on = FALSE var/open = FALSE diff --git a/code/game/machinery/vendors/contraband_vendors.dm b/code/game/machinery/vendors/contraband_vendors.dm index ad2ac09f1e0..eeeff27c0ae 100644 --- a/code/game/machinery/vendors/contraband_vendors.dm +++ b/code/game/machinery/vendors/contraband_vendors.dm @@ -82,7 +82,7 @@ /obj/item/ammo_box/magazine/m556/arg = 2, /obj/item/ammo_box/magazine/ak814 = 2) contraband = list(/obj/item/clothing/under/costume/patriotsuit = 1, /obj/item/bedsheet/patriot = 3) - 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, rad = 0, fire = 100, acid = 50) resistance_flags = FIRE_PROOF /obj/machinery/economy/vending/toyliberationstation @@ -110,5 +110,5 @@ /obj/item/toy/katana = 10, /obj/item/twohanded/dualsaber/toy = 5, /obj/item/deck/cards/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, rad = 0, fire = 100, acid = 50) resistance_flags = FIRE_PROOF diff --git a/code/game/machinery/vendors/departmental_vendors.dm b/code/game/machinery/vendors/departmental_vendors.dm index 94679788d95..2bbe03517f6 100644 --- a/code/game/machinery/vendors/departmental_vendors.dm +++ b/code/game/machinery/vendors/departmental_vendors.dm @@ -185,7 +185,7 @@ contraband = list(/obj/item/reagent_containers/syringe/insulin = 4, /obj/item/reagent_containers/glass/bottle/sulfonal = 1, /obj/item/reagent_containers/glass/bottle/pancuronium = 1) - armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70) + armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, rad = 0, fire = 100, acid = 70) resistance_flags = FIRE_PROOF refill_canister = /obj/item/vending_refill/medical diff --git a/code/game/machinery/vendors/generic_vendors.dm b/code/game/machinery/vendors/generic_vendors.dm index 7e540d663f7..f44e701440c 100644 --- a/code/game/machinery/vendors/generic_vendors.dm +++ b/code/game/machinery/vendors/generic_vendors.dm @@ -458,7 +458,7 @@ /obj/item/clothing/shoes/sandal/marisa = 1, /obj/item/twohanded/staff = 2) contraband = list(/obj/item/reagent_containers/glass/bottle/wizarditis = 1) - armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50) + armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, rad = 0, fire = 100, acid = 50) resistance_flags = FIRE_PROOF tiltable = FALSE // don't let a poor wizard screw themselves @@ -823,7 +823,7 @@ icon_deny = "tool_deny" icon_lightmask = "tool" icon_panel = "generic" - armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70) + armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, rad = 0, fire = 100, acid = 70) resistance_flags = FIRE_PROOF products = list(/obj/item/crowbar = 5, /obj/item/screwdriver = 5, @@ -957,7 +957,7 @@ tiltable = FALSE products = list(/obj/item/stack/medical/bruise_pack = 2, /obj/item/stack/medical/ointment = 2, /obj/item/reagent_containers/hypospray/autoinjector = 4, /obj/item/healthanalyzer = 1) contraband = list(/obj/item/reagent_containers/syringe/charcoal = 4, /obj/item/reagent_containers/syringe/antiviral = 4, /obj/item/reagent_containers/food/pill/tox = 1) - armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70) + armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, rad = 0, fire = 100, acid = 70) //this shouldn't be priced resistance_flags = FIRE_PROOF refill_canister = /obj/item/vending_refill/wallmed diff --git a/code/game/machinery/vendors/vending.dm b/code/game/machinery/vendors/vending.dm index e66c6afaa5b..c4ec3faa12a 100644 --- a/code/game/machinery/vendors/vending.dm +++ b/code/game/machinery/vendors/vending.dm @@ -31,7 +31,7 @@ face_while_pulling = TRUE max_integrity = 300 integrity_failure = 100 - 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, rad = 0, fire = 50, acid = 70) /// Icon_state when vending var/icon_vend diff --git a/code/game/mecha/combat/combat.dm b/code/game/mecha/combat/combat.dm index f807d7cf001..a15406306dc 100644 --- a/code/game/mecha/combat/combat.dm +++ b/code/game/mecha/combat/combat.dm @@ -3,7 +3,7 @@ var/maxsize = 2 internal_damage_threshold = 50 maint_access = 0 - 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, rad = 0, fire = 100, acid = 100) destruction_sleep_duration = 4 SECONDS var/am = "d3c2fbcadca903a41161ccc9df9cf948" diff --git a/code/game/mecha/combat/durand.dm b/code/game/mecha/combat/durand.dm index 5d06873594c..3694b525650 100644 --- a/code/game/mecha/combat/durand.dm +++ b/code/game/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, rad = 50, fire = 100, acid = 100) max_temperature = 30000 infra_luminosity = 8 force = 40 @@ -37,7 +37,7 @@ dir_in = 1 //Facing North. max_integrity = 400 deflect_chance = 20 - armor = list(melee = 50, bullet = 35, laser = 15, energy = 15, bomb = 20, bio = 0, rad = 50, fire = 100, acid = 100) + armor = list(melee = 50, bullet = 35, laser = 15, energy = 15, bomb = 20, rad = 50, fire = 100, acid = 100) max_temperature = 30000 infra_luminosity = 8 force = 40 diff --git a/code/game/mecha/combat/gygax.dm b/code/game/mecha/combat/gygax.dm index 5b970882664..e32ec8e3236 100644 --- a/code/game/mecha/combat/gygax.dm +++ b/code/game/mecha/combat/gygax.dm @@ -7,7 +7,7 @@ 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, rad = 0, fire = 100, acid = 100) max_temperature = 25000 infra_luminosity = 6 leg_overload_coeff = 2 @@ -40,7 +40,7 @@ initial_icon = "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, rad =20, fire = 100, acid = 100) max_temperature = 35000 leg_overload_coeff = 100 operation_req_access = list(ACCESS_SYNDICATE) diff --git a/code/game/mecha/combat/honker.dm b/code/game/mecha/combat/honker.dm index 446b3f1d8c0..c7fbf30b53c 100644 --- a/code/game/mecha/combat/honker.dm +++ b/code/game/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, RAD = 0, FIRE = 100, ACID = 100) max_temperature = 25000 infra_luminosity = 5 operation_req_access = list(ACCESS_CLOWN) diff --git a/code/game/mecha/combat/marauder.dm b/code/game/mecha/combat/marauder.dm index 0f368f4cc4b..6559f69ad4d 100644 --- a/code/game/mecha/combat/marauder.dm +++ b/code/game/mecha/combat/marauder.dm @@ -6,7 +6,7 @@ step_in = 5 max_integrity = 500 deflect_chance = 25 - armor = list(MELEE = 50, BULLET = 55, LASER = 40, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 60, FIRE = 100, ACID = 100) + armor = list(MELEE = 50, BULLET = 55, LASER = 40, ENERGY = 30, BOMB = 30, RAD = 60, FIRE = 100, ACID = 100) max_temperature = 60000 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF infra_luminosity = 3 @@ -52,7 +52,7 @@ initial_icon = "ares" operation_req_access = list(ACCESS_SECURITY) max_integrity = 450 - armor = list(melee = 50, bullet = 40, laser = 20, energy = 20, bomb = 20, bio = 100, rad = 60, fire = 100, acid = 100) + armor = list(melee = 50, bullet = 40, laser = 20, energy = 20, bomb = 20, rad = 60, fire = 100, acid = 100) max_temperature = 40000 wreckage = /obj/structure/mecha_wreckage/ares max_equip = 5 diff --git a/code/game/mecha/combat/phazon.dm b/code/game/mecha/combat/phazon.dm index 11e4f184473..1d7b748d344 100644 --- a/code/game/mecha/combat/phazon.dm +++ b/code/game/mecha/combat/phazon.dm @@ -9,7 +9,7 @@ normal_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, RAD = 50, FIRE = 100, ACID = 100) max_temperature = 25000 infra_luminosity = 3 wreckage = /obj/structure/mecha_wreckage/phazon diff --git a/code/game/mecha/combat/reticence.dm b/code/game/mecha/combat/reticence.dm index 9a0efb6de56..1e9beb7016e 100644 --- a/code/game/mecha/combat/reticence.dm +++ b/code/game/mecha/combat/reticence.dm @@ -7,7 +7,7 @@ dir_in = 1 //Facing North. max_integrity = 150 deflect_chance = 30 - 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, RAD = 0, FIRE = 100, ACID = 100) max_temperature = 15000 wreckage = /obj/structure/mecha_wreckage/reticence operation_req_access = list(ACCESS_MIME) diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm index 886ab7cc3e6..b065bb5a900 100644 --- a/code/game/mecha/mecha.dm +++ b/code/game/mecha/mecha.dm @@ -12,7 +12,7 @@ infra_luminosity = 15 //byond implementation is bugged. force = 5 max_integrity = 300 //max_integrity is base health - armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, rad = 0, fire = 100, acid = 100) bubble_icon = "machine" var/list/facing_modifiers = list(MECHA_FRONT_ARMOUR = 1.5, MECHA_SIDE_ARMOUR = 1, MECHA_BACK_ARMOUR = 0.5) var/ruin_mecha = FALSE //if the mecha starts on a ruin, don't automatically give it a tracking beacon to prevent metagaming. diff --git a/code/game/mecha/working/ripley.dm b/code/game/mecha/working/ripley.dm index 6beabf5be97..7c2b0ff3f7c 100644 --- a/code/game/mecha/working/ripley.dm +++ b/code/game/mecha/working/ripley.dm @@ -10,7 +10,7 @@ max_integrity = 200 lights_power = 7 deflect_chance = 15 - armor = list(MELEE = 40, BULLET = 20, LASER = 10, ENERGY = 20, BOMB = 40, BIO = 0, RAD = 0, FIRE = 100, ACID = 100) + armor = list(MELEE = 40, BULLET = 20, LASER = 10, ENERGY = 20, BOMB = 40, RAD = 0, FIRE = 100, ACID = 100) max_equip = 6 wreckage = /obj/structure/mecha_wreckage/ripley var/list/cargo = new @@ -80,7 +80,7 @@ max_integrity = 250 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF lights_power = 7 - 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, RAD = 70, FIRE = 100, ACID = 100) max_equip = 5 // More armor, less tools wreckage = /obj/structure/mecha_wreckage/ripley/firefighter @@ -95,7 +95,7 @@ max_temperature = 65000 max_integrity = 300 lights_power = 7 - armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 70, BIO = 0, RAD = 0, FIRE = 100, ACID = 100) + armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 70, RAD = 0, FIRE = 100, ACID = 100) wreckage = /obj/structure/mecha_wreckage/ripley/deathripley step_energy_drain = 0 normal_step_energy_drain = 0 diff --git a/code/game/objects/effects/effects.dm b/code/game/objects/effects/effects.dm index e69c30f4a39..57684e61b9a 100644 --- a/code/game/objects/effects/effects.dm +++ b/code/game/objects/effects/effects.dm @@ -58,7 +58,7 @@ density = FALSE icon = null icon_state = null - 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, RAD = 100, FIRE = 100, ACID = 100) // Most of these overrides procs below are overkill, but better safe than sorry. /obj/effect/abstract/bullet_act(obj/item/projectile/P) diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm index 921475979c5..aacb1acf1e3 100644 --- a/code/game/objects/items/stacks/sheets/glass.dm +++ b/code/game/objects/items/stacks/sheets/glass.dm @@ -30,7 +30,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( icon_state = "sheet-glass" item_state = "sheet-glass" materials = list(MAT_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, RAD = 0, FIRE = 50, ACID = 100) resistance_flags = ACID_PROOF origin_tech = "materials=1" created_window = /obj/structure/window/basic @@ -106,7 +106,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( singular_name = "reinforced glass sheet" icon_state = "sheet-rglass" materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT / 2, MAT_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, RAD = 0, FIRE = 70, ACID = 100) resistance_flags = ACID_PROOF origin_tech = "materials=2" created_window = /obj/structure/window/reinforced @@ -147,7 +147,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( icon_state = "sheet-plasmaglass" item_state = "sheet-plasmaglass" materials = list(MAT_PLASMA = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 75, ACID = 100) resistance_flags = ACID_PROOF origin_tech = "plasmatech=2;materials=2" created_window = /obj/structure/window/plasmabasic @@ -194,7 +194,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( icon_state = "sheet-plasmarglass" item_state = "sheet-plasmarglass" materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT / 2, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT) - 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, RAD = 0, FIRE = 80, ACID = 100) resistance_flags = ACID_PROOF origin_tech = "plasmatech=2;materials=2" created_window = /obj/structure/window/plasmareinforced @@ -220,7 +220,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list( icon_state = "sheet-titaniumglass" item_state = "sheet-titaniumglass" materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100) resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/titaniumglass full_window = /obj/structure/window/full/shuttle @@ -244,7 +244,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( icon_state = "sheet-plastitaniumglass" item_state = "sheet-plastitaniumglass" materials = list(MAT_TITANIUM = MINERAL_MATERIAL_AMOUNT, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT, MAT_GLASS = MINERAL_MATERIAL_AMOUNT) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 100) resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/plastitaniumglass full_window = /obj/structure/window/full/plastitanium diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index a239772e621..1bf2557ab69 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -175,7 +175,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list( icon_state = "sheet-plasteel" item_state = "sheet-plasteel" materials = list(MAT_METAL = MINERAL_MATERIAL_AMOUNT, MAT_PLASMA = MINERAL_MATERIAL_AMOUNT) - 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, RAD = 0, FIRE = 100, ACID = 80) resistance_flags = FIRE_PROOF throwforce = 10.0 flags = CONDUCT @@ -250,7 +250,7 @@ GLOBAL_LIST_INIT(wood_recipes, list( item_state = "sheet-wood" origin_tech = "materials=1;biotech=1" resistance_flags = FLAMMABLE - 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, RAD = 0, FIRE = 50, ACID = 0) merge_type = /obj/item/stack/sheet/wood sheettype = "wood" table_type = /obj/structure/table/wood diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm index 664d2b89cd5..3168ce2d239 100644 --- a/code/game/objects/items/stacks/tiles/tile_types.dm +++ b/code/game/objects/items/stacks/tiles/tile_types.dm @@ -182,7 +182,7 @@ flags = CONDUCT turf_type = /turf/simulated/floor/plasteel mineralType = "metal" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 70) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 70) resistance_flags = FIRE_PROOF /obj/item/stack/tile/plasteel/cyborg diff --git a/code/game/objects/items/tools/crowbar.dm b/code/game/objects/items/tools/crowbar.dm index d87fd8dd51a..e437123c3b6 100644 --- a/code/game/objects/items/tools/crowbar.dm +++ b/code/game/objects/items/tools/crowbar.dm @@ -18,7 +18,7 @@ attack_verb = list("attacked", "bashed", "battered", "bludgeoned", "whacked") 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, RAD = 0, FIRE = 50, ACID = 30) tool_behaviour = TOOL_CROWBAR /obj/item/crowbar/red diff --git a/code/game/objects/items/tools/screwdriver.dm b/code/game/objects/items/tools/screwdriver.dm index c85bed35941..f50e9ba02a1 100644 --- a/code/game/objects/items/tools/screwdriver.dm +++ b/code/game/objects/items/tools/screwdriver.dm @@ -17,7 +17,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' usesound = 'sound/items/screwdriver.ogg' 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, RAD = 0, FIRE = 50, ACID = 30) drop_sound = 'sound/items/handling/screwdriver_drop.ogg' pickup_sound = 'sound/items/handling/screwdriver_pickup.ogg' tool_behaviour = TOOL_SCREWDRIVER diff --git a/code/game/objects/items/tools/welder.dm b/code/game/objects/items/tools/welder.dm index a0d0f60cd15..cc8d5055326 100644 --- a/code/game/objects/items/tools/welder.dm +++ b/code/game/objects/items/tools/welder.dm @@ -15,7 +15,7 @@ throw_range = 5 hitsound = "swing_hit" w_class = WEIGHT_CLASS_NORMAL - 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, RAD = 0, FIRE = 100, ACID = 30) resistance_flags = FIRE_PROOF materials = list(MAT_METAL = 400, MAT_GLASS = 100) origin_tech = "engineering=1;plasmatech=1" diff --git a/code/game/objects/items/tools/wirecutters.dm b/code/game/objects/items/tools/wirecutters.dm index fec28b3e8c1..4ec8bc6a984 100644 --- a/code/game/objects/items/tools/wirecutters.dm +++ b/code/game/objects/items/tools/wirecutters.dm @@ -19,7 +19,7 @@ pickup_sound = 'sound/items/handling/wirecutter_pickup.ogg' sharp = TRUE 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, RAD = 0, FIRE = 50, ACID = 30) tool_behaviour = TOOL_WIRECUTTER var/random_color = TRUE diff --git a/code/game/objects/items/tools/wrench.dm b/code/game/objects/items/tools/wrench.dm index 14b2bbce919..0b5cfdd8fa7 100644 --- a/code/game/objects/items/tools/wrench.dm +++ b/code/game/objects/items/tools/wrench.dm @@ -17,7 +17,7 @@ origin_tech = "materials=1;engineering=1" attack_verb = list("bashed", "battered", "bludgeoned", "whacked") 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, RAD = 0, FIRE = 50, ACID = 30) tool_behaviour = TOOL_WRENCH /obj/item/wrench/suicide_act(mob/user) diff --git a/code/game/objects/items/weapons/RCD.dm b/code/game/objects/items/weapons/RCD.dm index 8088a048d44..2a85984094e 100644 --- a/code/game/objects/items/weapons/RCD.dm +++ b/code/game/objects/items/weapons/RCD.dm @@ -28,7 +28,7 @@ usesound = 'sound/items/deconstruct.ogg' flags_2 = NO_MAT_REDEMPTION_2 req_access = list(ACCESS_ENGINE) - 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, RAD = 0, FIRE = 100, ACID = 50) resistance_flags = FIRE_PROOF /// No ammo warning var/no_ammo_message = "The \'Low Ammo\' light on the device blinks yellow." diff --git a/code/game/objects/items/weapons/RSF.dm b/code/game/objects/items/weapons/RSF.dm index c74d6321927..02009c5160b 100644 --- a/code/game/objects/items/weapons/RSF.dm +++ b/code/game/objects/items/weapons/RSF.dm @@ -11,7 +11,7 @@ opacity = FALSE density = FALSE anchored = FALSE - 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, RAD = 0, FIRE = 0, ACID = 0) w_class = WEIGHT_CLASS_NORMAL var/atom/currently_dispensing var/power_mode = POWER_NONE diff --git a/code/game/objects/items/weapons/cards_ids.dm b/code/game/objects/items/weapons/cards_ids.dm index 69a06a8294f..d662a9d1348 100644 --- a/code/game/objects/items/weapons/cards_ids.dm +++ b/code/game/objects/items/weapons/cards_ids.dm @@ -113,7 +113,7 @@ var/list/access = list() var/registered_name = "Unknown" // The name registered_name on the card slot_flags = SLOT_ID - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 100) resistance_flags = FIRE_PROOF | ACID_PROOF var/untrackable // Can not be tracked by AI's diff --git a/code/game/objects/items/weapons/defib.dm b/code/game/objects/items/weapons/defib.dm index 411d2f4cbe4..16d65a3ff31 100644 --- a/code/game/objects/items/weapons/defib.dm +++ b/code/game/objects/items/weapons/defib.dm @@ -12,7 +12,7 @@ w_class = WEIGHT_CLASS_BULKY origin_tech = "biotech=4" actions_types = list(/datum/action/item_action/toggle_paddles) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/back.dmi' ) diff --git a/code/game/objects/items/weapons/handcuffs.dm b/code/game/objects/items/weapons/handcuffs.dm index df52f6d3e74..37d5ab57fae 100644 --- a/code/game/objects/items/weapons/handcuffs.dm +++ b/code/game/objects/items/weapons/handcuffs.dm @@ -19,7 +19,7 @@ materials = list(MAT_METAL=500) origin_tech = "engineering=3;combat=3" 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, RAD = 0, FIRE = 50, ACID = 50) var/cuffsound = 'sound/weapons/handcuffs.ogg' // Icon state for cuffed overlay on a mob var/trashtype = null //For disposable cuffs diff --git a/code/game/objects/items/weapons/kitchen.dm b/code/game/objects/items/weapons/kitchen.dm index 3c7aadda7d2..ea541efee68 100644 --- a/code/game/objects/items/weapons/kitchen.dm +++ b/code/game/objects/items/weapons/kitchen.dm @@ -33,7 +33,7 @@ flags = CONDUCT attack_verb = list("attacked", "stabbed", "poked") 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, RAD = 0, FIRE = 50, ACID = 30) sharp = FALSE var/max_contents = 1 @@ -116,7 +116,7 @@ materials = list(MAT_METAL=12000) attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") sharp = TRUE - 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, RAD = 0, FIRE = 50, ACID = 50) var/bayonet = FALSE //Can this be attached to a gun? /obj/item/kitchen/knife/suicide_act(mob/user) @@ -203,7 +203,7 @@ materials = list() origin_tech = "biotech=3;combat=2" attack_verb = list("shanked", "shivved") - 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, RAD = 0, FIRE = 0, ACID = 0) /* diff --git a/code/game/objects/items/weapons/melee/energy_melee_weapons.dm b/code/game/objects/items/weapons/melee/energy_melee_weapons.dm index 5c9ac03f7bd..4896ad6fbad 100644 --- a/code/game/objects/items/weapons/melee/energy_melee_weapons.dm +++ b/code/game/objects/items/weapons/melee/energy_melee_weapons.dm @@ -14,7 +14,7 @@ hitsound = 'sound/weapons/blade1.ogg' // Probably more appropriate than the previous hitsound. -- Dave usesound = 'sound/weapons/blade1.ogg' 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, RAD = 0, FIRE = 100, ACID = 30) resistance_flags = FIRE_PROOF toolspeed = 1 light_power = 2 diff --git a/code/game/objects/items/weapons/pneumaticCannon.dm b/code/game/objects/items/weapons/pneumaticCannon.dm index c16b6e540d2..ddd1c7a220c 100644 --- a/code/game/objects/items/weapons/pneumaticCannon.dm +++ b/code/game/objects/items/weapons/pneumaticCannon.dm @@ -9,7 +9,7 @@ item_state = "bulldog" lefthand_file = 'icons/mob/inhands/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/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, RAD = 0, FIRE = 60, ACID = 50) var/maxWeightClass = 20 //The max weight of items that can fit into the cannon var/loadedWeightClass = 0 //The weight of items currently in the cannon var/obj/item/tank/internals/tank = null //The gas tank that is drawn from to fire things diff --git a/code/game/objects/items/weapons/powerfist.dm b/code/game/objects/items/weapons/powerfist.dm index 19d51e095ff..92a0d9d416b 100644 --- a/code/game/objects/items/weapons/powerfist.dm +++ b/code/game/objects/items/weapons/powerfist.dm @@ -9,7 +9,7 @@ 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, RAD = 0, FIRE = 100, ACID = 40) resistance_flags = FIRE_PROOF origin_tech = "combat=5;powerstorage=3;syndicate=3" var/click_delay = 1.5 diff --git a/code/game/objects/items/weapons/rpd.dm b/code/game/objects/items/weapons/rpd.dm index add877f0c9f..0cb28f2691d 100644 --- a/code/game/objects/items/weapons/rpd.dm +++ b/code/game/objects/items/weapons/rpd.dm @@ -23,7 +23,7 @@ throw_range = 5 w_class = WEIGHT_CLASS_NORMAL materials = list(MAT_METAL = 75000, MAT_GLASS = 37500) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 50) resistance_flags = FIRE_PROOF origin_tech = "engineering=4;materials=2" var/datum/effect_system/spark_spread/spark_system diff --git a/code/game/objects/items/weapons/shards.dm b/code/game/objects/items/weapons/shards.dm index 8a263627fbe..edbde2c1d62 100644 --- a/code/game/objects/items/weapons/shards.dm +++ b/code/game/objects/items/weapons/shards.dm @@ -12,7 +12,7 @@ materials = list(MAT_GLASS = MINERAL_MATERIAL_AMOUNT) attack_verb = list("stabbed", "slashed", "sliced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' - 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, RAD = 0, FIRE = 50, ACID = 100) max_integrity = 40 resistance_flags = ACID_PROOF sharp = TRUE diff --git a/code/game/objects/items/weapons/shields.dm b/code/game/objects/items/weapons/shields.dm index 88ca18d01d8..222a4487ee2 100644 --- a/code/game/objects/items/weapons/shields.dm +++ b/code/game/objects/items/weapons/shields.dm @@ -1,6 +1,6 @@ /obj/item/shield name = "shield" - 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, RAD = 0, FIRE = 80, ACID = 70) /obj/item/shield/proc/add_parry_component() AddComponent(/datum/component/parry, _stamina_constant = 2, _stamina_coefficient = 0.5, _parryable_attack_types = ALL_ATTACK_TYPES) @@ -47,7 +47,7 @@ /obj/item/shield/riot/roman/fake desc = "Bears an inscription on the inside: \"Romanes venio domus\". It appears to be a bit flimsy." - 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, rad = 0, fire = 0, acid = 0) /obj/item/shield/riot/roman/fake/add_parry_component() return diff --git a/code/game/objects/items/weapons/storage/backpack.dm b/code/game/objects/items/weapons/storage/backpack.dm index d42e0fa1182..aa2638ccfca 100644 --- a/code/game/objects/items/weapons/storage/backpack.dm +++ b/code/game/objects/items/weapons/storage/backpack.dm @@ -61,7 +61,7 @@ flags_2 = NO_MAT_REDEMPTION_2 cant_hold = list(/obj/item/storage/backpack, /obj/item/storage/belt/bluespace) cant_hold_override = list(/obj/item/storage/backpack/satchel_flat) - 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, RAD = 0, FIRE = 60, ACID = 50) /obj/item/storage/backpack/holding/attackby(obj/item/W, mob/user, params) if(istype(W, /obj/item/storage/backpack/holding)) diff --git a/code/game/objects/items/weapons/stunbaton.dm b/code/game/objects/items/weapons/stunbaton.dm index 9f22a60dbba..056aea8644e 100644 --- a/code/game/objects/items/weapons/stunbaton.dm +++ b/code/game/objects/items/weapons/stunbaton.dm @@ -10,7 +10,7 @@ throwforce = 7 origin_tech = "combat=2" attack_verb = list("beaten") - 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, RAD = 0, FIRE = 80, ACID = 80) /// How many seconds does the knockdown last for? var/knockdown_duration = 10 SECONDS /// how much stamina damage does this baton do? diff --git a/code/game/objects/items/weapons/tanks/tanks.dm b/code/game/objects/items/weapons/tanks/tanks.dm index 5569410cf9e..cbceaeed68b 100644 --- a/code/game/objects/items/weapons/tanks/tanks.dm +++ b/code/game/objects/items/weapons/tanks/tanks.dm @@ -10,7 +10,7 @@ throwforce = 10 throw_speed = 1 throw_range = 4 - 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, RAD = 0, FIRE = 80, ACID = 30) actions_types = list(/datum/action/item_action/set_internals) var/datum/gas_mixture/air_contents = null var/distribute_pressure = ONE_ATMOSPHERE diff --git a/code/game/objects/items/weapons/tanks/watertank.dm b/code/game/objects/items/weapons/tanks/watertank.dm index afe664b71bc..5acd9936252 100644 --- a/code/game/objects/items/weapons/tanks/watertank.dm +++ b/code/game/objects/items/weapons/tanks/watertank.dm @@ -10,7 +10,7 @@ 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, RAD = 0, FIRE = 100, ACID = 30) resistance_flags = FIRE_PROOF var/obj/item/noz diff --git a/code/game/objects/items/weapons/teleportation.dm b/code/game/objects/items/weapons/teleportation.dm index 3d0462f5082..a086551e688 100644 --- a/code/game/objects/items/weapons/teleportation.dm +++ b/code/game/objects/items/weapons/teleportation.dm @@ -22,7 +22,7 @@ throw_speed = 4 throw_range = 20 materials = list(MAT_METAL=400) - 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, RAD = 0, FIRE = 100, ACID = 100) origin_tech = "magnets=3;bluespace=2" /obj/item/locator/attack_self(mob/user as mob) @@ -105,7 +105,7 @@ Frequency: throw_range = 5 materials = list(MAT_METAL=10000) origin_tech = "magnets=3;bluespace=4" - 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, RAD = 0, FIRE = 100, ACID = 100) resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF var/active_portals = 0 diff --git a/code/game/objects/items/weapons/twohanded.dm b/code/game/objects/items/weapons/twohanded.dm index 873b7359c60..0ed33e9da2e 100644 --- a/code/game/objects/items/weapons/twohanded.dm +++ b/code/game/objects/items/weapons/twohanded.dm @@ -201,7 +201,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' usesound = 'sound/items/crowbar.ogg' 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, RAD = 0, FIRE = 100, ACID = 30) resistance_flags = FIRE_PROOF /obj/item/twohanded/fireaxe/Initialize(mapload) @@ -292,7 +292,7 @@ attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") sharp_when_wielded = TRUE // only sharp when wielded 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, RAD = 0, FIRE = 100, ACID = 70) resistance_flags = FIRE_PROOF light_power = 2 needs_permit = TRUE @@ -408,7 +408,7 @@ no_spin_thrown = TRUE var/obj/item/grenade/explosive = null 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, RAD = 0, FIRE = 50, ACID = 30) needs_permit = TRUE var/icon_prefix = "spearglass" @@ -676,7 +676,7 @@ 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, RAD = 0, FIRE = 100, ACID = 100) resistance_flags = FIRE_PROOF | ACID_PROOF var/charged = 2 origin_tech = "combat=4;bluespace=4;plasmatech=7" diff --git a/code/game/objects/items/weapons/vending_items.dm b/code/game/objects/items/weapons/vending_items.dm index 093b42505c0..1c4b0b5c19e 100644 --- a/code/game/objects/items/weapons/vending_items.dm +++ b/code/game/objects/items/weapons/vending_items.dm @@ -13,7 +13,7 @@ throw_speed = 1 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 = 70, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 70, ACID = 30) // Built automatically from the corresponding vending machine. // If null, considered to be full. Otherwise, is list(/typepath = amount). diff --git a/code/game/objects/items/weapons/weaponry.dm b/code/game/objects/items/weapons/weaponry.dm index a5dc65d1a71..8543167c32e 100644 --- a/code/game/objects/items/weapons/weaponry.dm +++ b/code/game/objects/items/weapons/weaponry.dm @@ -13,7 +13,7 @@ throw_range = 15 attack_verb = list("banned") 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, RAD = 0, FIRE = 100, ACID = 70) resistance_flags = FIRE_PROOF /obj/item/banhammer/suicide_act(mob/user) @@ -56,7 +56,7 @@ w_class = WEIGHT_CLASS_NORMAL attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") 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, RAD = 0, FIRE = 100, ACID = 50) resistance_flags = FIRE_PROOF /obj/item/claymore/Initialize(mapload) @@ -86,7 +86,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") 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, RAD = 0, FIRE = 100, ACID = 50) resistance_flags = FIRE_PROOF needs_permit = TRUE diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm index 89148867d72..c15a4e39bfc 100644 --- a/code/game/objects/structures.dm +++ b/code/game/objects/structures.dm @@ -22,7 +22,7 @@ /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, RAD = 0, FIRE = 50, ACID = 50) return ..() /obj/structure/Destroy() diff --git a/code/game/objects/structures/aliens.dm b/code/game/objects/structures/aliens.dm index fe81fa9e9e9..b94410296d4 100644 --- a/code/game/objects/structures/aliens.dm +++ b/code/game/objects/structures/aliens.dm @@ -109,7 +109,7 @@ icon_state = "resin" base_icon_state = "resin" max_integrity = 100 - 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, RAD = 0, FIRE = 50, ACID = 50) damage_deflection = 0 flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2 rad_insulation = RAD_MEDIUM_INSULATION diff --git a/code/game/objects/structures/barsign.dm b/code/game/objects/structures/barsign.dm index 5f17fae3005..fdab17f2d50 100644 --- a/code/game/objects/structures/barsign.dm +++ b/code/game/objects/structures/barsign.dm @@ -6,7 +6,7 @@ req_access = list(ACCESS_BAR) max_integrity = 500 integrity_failure = 250 - 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, RAD = 0, FIRE = 50, ACID = 50) var/list/barsigns=list() var/list/hiddensigns var/datum/barsign/current_sign diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm index 2145f543aed..d7daa0c19e8 100644 --- a/code/game/objects/structures/crates_lockers/closets.dm +++ b/code/game/objects/structures/crates_lockers/closets.dm @@ -6,7 +6,7 @@ density = TRUE max_integrity = 200 integrity_failure = 50 - 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, RAD = 0, FIRE = 70, ACID = 60) var/icon_closed var/icon_opened var/open_door_sprite = "generic_door" diff --git a/code/game/objects/structures/crates_lockers/closets/fireaxe.dm b/code/game/objects/structures/crates_lockers/closets/fireaxe.dm index cd6834e1b64..a672138a635 100644 --- a/code/game/objects/structures/crates_lockers/closets/fireaxe.dm +++ b/code/game/objects/structures/crates_lockers/closets/fireaxe.dm @@ -8,7 +8,7 @@ icon_opened = "fireaxe_full_open" 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, RAD = 100, FIRE = 90, ACID = 50) var/localopened = FALSE //Setting this to keep it from behaviouring like a normal closet and obstructing movement in the map. -Agouri opened = TRUE var/hitstaken = FALSE 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 c3b9b85dad9..c12496aaca4 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 @@ -8,7 +8,7 @@ locked = TRUE can_be_emaged = TRUE 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, RAD = 0, FIRE = 80, ACID = 80) damage_deflection = 20 /obj/structure/closet/secure_closet/can_open() diff --git a/code/game/objects/structures/crates_lockers/crates.dm b/code/game/objects/structures/crates_lockers/crates.dm index 3611718393b..bd6009ce3d6 100644 --- a/code/game/objects/structures/crates_lockers/crates.dm +++ b/code/game/objects/structures/crates_lockers/crates.dm @@ -169,7 +169,7 @@ icon_opened = "securecrate_open" icon_closed = "securecrate" 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, RAD = 0, FIRE = 80, ACID = 80) damage_deflection = 25 broken = FALSE locked = TRUE diff --git a/code/game/objects/structures/displaycase.dm b/code/game/objects/structures/displaycase.dm index bb97bc65028..b021b1808fa 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, RAD = 0, FIRE = 70, ACID = 100) max_integrity = 200 integrity_failure = 50 var/obj/item/showpiece = null diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index 3721c0f9c9e..06c4fcbe76c 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -10,7 +10,7 @@ pressure_resistance = 5*ONE_ATMOSPHERE layer = BELOW_OBJ_LAYER level = 3 - 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, RAD = 100, FIRE = 0, ACID = 0) max_integrity = 50 integrity_failure = 20 var/rods_type = /obj/item/stack/rods diff --git a/code/game/objects/structures/holosigns.dm b/code/game/objects/structures/holosigns.dm index d57a0de2cd0..fa923e2898a 100644 --- a/code/game/objects/structures/holosigns.dm +++ b/code/game/objects/structures/holosigns.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, RAD = 0, FIRE = 20, ACID = 20) var/obj/item/holosign_creator/projector /obj/structure/holosign/Initialize(mapload, source_projector) diff --git a/code/game/objects/structures/lattice.dm b/code/game/objects/structures/lattice.dm index bfadac2f236..3c3923f3761 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, RAD = 0, FIRE = 80, ACID = 50) max_integrity = 50 layer = LATTICE_LAYER //under pipes plane = FLOOR_PLANE diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm index 7691070c28a..6a4eb718120 100644 --- a/code/game/objects/structures/mineral_doors.dm +++ b/code/game/objects/structures/mineral_doors.dm @@ -8,7 +8,7 @@ icon = 'icons/obj/doors/mineral_doors.dmi' icon_state = "metal" max_integrity = 200 - armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 50, ACID = 50) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 10, RAD = 100, FIRE = 50, ACID = 50) flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2 rad_insulation = RAD_MEDIUM_INSULATION var/initial_state diff --git a/code/game/objects/structures/plasticflaps.dm b/code/game/objects/structures/plasticflaps.dm index 5237c35c215..08ad6fd86b4 100644 --- a/code/game/objects/structures/plasticflaps.dm +++ b/code/game/objects/structures/plasticflaps.dm @@ -6,7 +6,7 @@ density = FALSE anchored = TRUE layer = 4 - 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, rad = 100, fire = 50, acid = 50) var/state = PLASTIC_FLAPS_NORMAL /obj/structure/plasticflaps/examine(mob/user) diff --git a/code/game/objects/structures/signs.dm b/code/game/objects/structures/signs.dm index f6d7233a53f..f2774e001f7 100644 --- a/code/game/objects/structures/signs.dm +++ b/code/game/objects/structures/signs.dm @@ -5,7 +5,7 @@ density = FALSE layer = 3.5 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, RAD = 0, FIRE = 50, ACID = 50) flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2 blocks_emissive = EMISSIVE_BLOCK_GENERIC var/does_emissive = FALSE diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index 47e56e02af9..b33964cf8d2 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -407,7 +407,7 @@ 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, RAD = 0, FIRE = 80, ACID = 100) var/list/debris = list() var/shardtype = /obj/item/shard @@ -511,7 +511,7 @@ max_integrity = 100 integrity_failure = 50 deconstruction_ready = FALSE - 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, RAD = 0, FIRE = 80, ACID = 70) smoothing_groups = list(SMOOTH_GROUP_REINFORCED_TABLES) canSmoothWith = list(SMOOTH_GROUP_REINFORCED_TABLES) @@ -707,7 +707,7 @@ canSmoothWith = list(SMOOTH_GROUP_REINFORCED_TABLES) max_integrity = 200 integrity_failure = 50 - 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, RAD = 0, FIRE = 80, ACID = 70) /obj/structure/table/reinforced/deconstruction_hints(mob/user) if(deconstruction_ready) @@ -805,8 +805,8 @@ var/mob/living/M = user if(M.UID() in held_items) return FALSE - return ..() - + return ..() + /obj/structure/table/tray/item_placed(atom/movable/item) . = ..() if(is_type_in_typecache(item, typecache_can_hold)) @@ -815,7 +815,7 @@ var/mob/living/M = item if(M.pulling == src) M.stop_pulling() - + /obj/structure/table/tray/deconstruct(disassembled = TRUE, wrench_disassembly = 0) if(!(flags & NODECONSTRUCT)) var/turf/T = get_turf(src) diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm index 3f5e6f89dc1..10066401503 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -11,7 +11,7 @@ can_be_unanchored = TRUE max_integrity = 25 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, RAD = 0, FIRE = 80, ACID = 100) rad_insulation = RAD_VERY_LIGHT_INSULATION var/ini_dir = null var/state = WINDOW_OUT_OF_FRAME @@ -511,7 +511,7 @@ icon_state = "rwindow" reinf = TRUE heat_resistance = 1600 - armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100) + armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, RAD = 100, FIRE = 80, ACID = 100) rad_insulation = RAD_HEAVY_INSULATION max_integrity = 50 explosion_block = 1 @@ -617,7 +617,7 @@ heat_resistance = 32000 max_integrity = 150 explosion_block = 1 - armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100) + armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100) rad_insulation = RAD_NO_INSULATION /obj/structure/window/plasmabasic/BlockSuperconductivity() @@ -634,7 +634,7 @@ heat_resistance = 32000 max_integrity = 500 explosion_block = 2 - armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100) + armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100) rad_insulation = RAD_NO_INSULATION damage_deflection = 21 @@ -674,7 +674,7 @@ heat_resistance = 32000 max_integrity = 300 explosion_block = 1 - armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, BIO = 100, RAD = 100, FIRE = 99, ACID = 100) + armor = list(MELEE = 75, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 45, RAD = 100, FIRE = 99, ACID = 100) rad_insulation = RAD_NO_INSULATION edge_overlay_file = 'icons/obj/smooth_structures/windows/window_edges.dmi' @@ -691,7 +691,7 @@ heat_resistance = 32000 max_integrity = 1000 explosion_block = 2 - armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100) + armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100) rad_insulation = RAD_NO_INSULATION edge_overlay_file = 'icons/obj/smooth_structures/windows/reinforced_window_edges.dmi' @@ -707,7 +707,7 @@ max_integrity = 100 reinf = TRUE heat_resistance = 1600 - armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100) + armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 25, RAD = 100, FIRE = 80, ACID = 100) rad_insulation = RAD_HEAVY_INSULATION explosion_block = 1 glass_type = /obj/item/stack/sheet/rglass @@ -737,7 +737,7 @@ reinf = TRUE heat_resistance = 1600 explosion_block = 3 - armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 100) + armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 50, RAD = 100, FIRE = 80, ACID = 100) smoothing_groups = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS) canSmoothWith = list(SMOOTH_GROUP_WINDOW_FULLTILE_SHUTTLE, SMOOTH_GROUP_TITANIUM_WALLS) glass_type = /obj/item/stack/sheet/titaniumglass @@ -757,7 +757,7 @@ max_integrity = 1200 reinf = TRUE heat_resistance = 32000 - armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 100, RAD = 100, FIRE = 99, ACID = 100) + armor = list(MELEE = 85, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 60, RAD = 100, FIRE = 99, ACID = 100) rad_insulation = RAD_NO_INSULATION explosion_block = 3 glass_type = /obj/item/stack/sheet/plastitaniumglass @@ -771,7 +771,7 @@ icon_state = "clockwork_window_single" resistance_flags = FIRE_PROOF | ACID_PROOF max_integrity = 80 - armor = list(MELEE = 60, BULLET = 25, LASER = 0, ENERGY = 0, BOMB = 25, BIO = 100, RAD = 100, FIRE = 80, ACID = 100) + armor = list(MELEE = 60, BULLET = 25, LASER = 0, ENERGY = 0, BOMB = 25, RAD = 100, FIRE = 80, ACID = 100) explosion_block = 2 //fancy AND hard to destroy. the most useful combination. glass_type = /obj/item/stack/tile/brass reinf = FALSE diff --git a/code/game/shuttle_engines.dm b/code/game/shuttle_engines.dm index a2a0fad90cf..86ca6f8468b 100644 --- a/code/game/shuttle_engines.dm +++ b/code/game/shuttle_engines.dm @@ -3,7 +3,7 @@ icon = 'icons/turf/shuttle.dmi' resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF 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, rad = 0, fire = 50, acid = 70) //default + ignores melee /obj/structure/shuttle/shuttleRotate(rotation) return //This override is needed to properly rotate the object when on a shuttle that is rotated. diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm index 7f47e8f87cf..d7141f1b5a8 100644 --- a/code/modules/antagonists/changeling/powers/mutations.dm +++ b/code/modules/antagonists/changeling/powers/mutations.dm @@ -408,7 +408,7 @@ desc = "A huge, bulky mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel." flags = STOPSPRESSUREDMAGE | NODROP | DROPDEL allowed = list(/obj/item/flashlight, /obj/item/tank/internals) - 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, RAD = 0, FIRE = 90, ACID = 90) //No armor at all /obj/item/clothing/suit/space/changeling/Initialize(mapload) . = ..() @@ -426,7 +426,7 @@ icon_state = "lingspacehelmet" desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front." flags = BLOCKHAIR | STOPSPRESSUREDMAGE | NODROP | DROPDEL - 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, RAD = 0, FIRE = 90, ACID = 90) /***************************************\ @@ -453,7 +453,7 @@ icon_state = "lingarmor" flags = NODROP | DROPDEL body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, BIO = 4, RAD = 0, FIRE = 90, ACID = 90) + armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, RAD = 0, FIRE = 90, ACID = 90) var/armor_durability = 600 flags_inv = HIDEJUMPSUIT cold_protection = 0 @@ -488,7 +488,7 @@ armor_durability -= damage else armor_durability-- - + if(armor_durability <= 0) visible_message("[owner]'s chitinous armor collapses in clumps onto the ground.") new /obj/effect/decal/cleanable/shreds(owner.loc) @@ -502,5 +502,5 @@ desc = "A tough, hard covering of black chitin with transparent chitin in front." icon_state = "lingarmorhelmet" flags = BLOCKHAIR | NODROP | DROPDEL - armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, BIO = 4, RAD = 0, FIRE = 90, ACID = 90) + armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 10, RAD = 0, FIRE = 90, ACID = 90) flags_inv = HIDEEARS diff --git a/code/modules/atmospherics/machinery/airalarm.dm b/code/modules/atmospherics/machinery/airalarm.dm index 748278a0d58..363f4571ed5 100644 --- a/code/modules/atmospherics/machinery/airalarm.dm +++ b/code/modules/atmospherics/machinery/airalarm.dm @@ -79,7 +79,7 @@ req_one_access = list(ACCESS_ATMOSPHERICS, ACCESS_ENGINE_EQUIP) max_integrity = 250 integrity_failure = 80 - 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, RAD = 100, FIRE = 90, ACID = 30) resistance_flags = FIRE_PROOF siemens_strength = 1 var/custom_name diff --git a/code/modules/atmospherics/machinery/atmospherics.dm b/code/modules/atmospherics/machinery/atmospherics.dm index d8dfb8cf21c..79757ca724d 100644 --- a/code/modules/atmospherics/machinery/atmospherics.dm +++ b/code/modules/atmospherics/machinery/atmospherics.dm @@ -16,7 +16,7 @@ Pipelines + Other Objects -> Pipe network power_state = NO_POWER_USE power_channel = PW_CHANNEL_ENVIRONMENT on_blueprints = TRUE - 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, RAD = 100, FIRE = 100, ACID = 70) layer = GAS_PIPE_HIDDEN_LAYER //under wires var/layer_offset = 0.0 // generic over VISIBLE and HIDDEN, should be less than 0.01, or you'll reorder non-pipe things diff --git a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm index c33994a5256..033b25ce2bd 100644 --- a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm +++ b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm @@ -13,7 +13,7 @@ plane = GAME_PLANE interact_offline = 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, RAD = 100, FIRE = 30, ACID = 30) var/temperature_archived var/current_heat_capacity = 50 diff --git a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm index 001d9c05fde..a23e3c553bc 100644 --- a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm +++ b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm @@ -7,7 +7,7 @@ density = TRUE max_integrity = 300 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, RAD = 100, FIRE = 80, ACID = 30) layer = OBJ_LAYER idle_power_consumption = 500 diff --git a/code/modules/atmospherics/machinery/other/meter.dm b/code/modules/atmospherics/machinery/other/meter.dm index 899b998d885..209e30cb02a 100644 --- a/code/modules/atmospherics/machinery/other/meter.dm +++ b/code/modules/atmospherics/machinery/other/meter.dm @@ -9,7 +9,7 @@ GLOBAL_LIST_EMPTY(gas_meters) layer_offset = GAS_PUMP_OFFSET anchored = TRUE 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, RAD = 100, FIRE = 40, ACID = 0) power_channel = PW_CHANNEL_ENVIRONMENT power_state = IDLE_POWER_USE idle_power_consumption = 2 diff --git a/code/modules/atmospherics/machinery/portable/canister.dm b/code/modules/atmospherics/machinery/portable/canister.dm index d647dd921fa..31cb7dcab2c 100644 --- a/code/modules/atmospherics/machinery/portable/canister.dm +++ b/code/modules/atmospherics/machinery/portable/canister.dm @@ -58,7 +58,7 @@ GLOBAL_DATUM_INIT(canister_icon_container, /datum/canister_icons, new()) icon_state = "yellow" density = TRUE flags = CONDUCT - 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, RAD = 100, FIRE = 80, ACID = 50) max_integrity = 250 integrity_failure = 100 diff --git a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm index 9d4b25d5eee..f3f0784ced4 100644 --- a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm +++ b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm @@ -4,7 +4,7 @@ layer = BELOW_OBJ_LAYER power_state = 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, RAD = 100, FIRE = 60, ACID = 30) var/datum/gas_mixture/air_contents = new var/obj/machinery/atmospherics/unary/portables_connector/connected_port diff --git a/code/modules/awaymissions/mission_code/ruins/oldstation.dm b/code/modules/awaymissions/mission_code/ruins/oldstation.dm index 1a24c5f1d17..663a76f0cbf 100644 --- a/code/modules/awaymissions/mission_code/ruins/oldstation.dm +++ b/code/modules/awaymissions/mission_code/ruins/oldstation.dm @@ -157,7 +157,7 @@ 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" item_state = "anc_helm" - armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = 75) + armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 75) item_color = "ancient" resistance_flags = FIRE_PROOF sprite_sheets = null @@ -167,7 +167,7 @@ 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" item_state = "anc_hardsuit" - armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = 75) + armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 75) slowdown = 3 resistance_flags = FIRE_PROOF sprite_sheets = null diff --git a/code/modules/clothing/chameleon.dm b/code/modules/clothing/chameleon.dm index 6aa45edaae6..a796d6ce26e 100644 --- a/code/modules/clothing/chameleon.dm +++ b/code/modules/clothing/chameleon.dm @@ -199,7 +199,7 @@ sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle?? random_sensor = FALSE 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, RAD = 0, FIRE = 50, ACID = 50) icon = 'icons/obj/clothing/under/color.dmi' @@ -256,7 +256,7 @@ item_state = "armor" blood_overlay_type = "armor" 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, RAD = 0, FIRE = 50, ACID = 50) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' @@ -291,7 +291,7 @@ item_state = "meson" resistance_flags = NONE prescription_upgradable = TRUE - 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, RAD = 0, FIRE = 50, ACID = 50) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/eyes.dmi', @@ -360,7 +360,7 @@ item_state = "ygloves" 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, RAD = 0, FIRE = 50, ACID = 50) var/datum/action/item_action/chameleon/change/chameleon_action @@ -391,7 +391,7 @@ item_color = "grey" 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, RAD = 0, FIRE = 50, ACID = 50) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/head.dmi' @@ -425,7 +425,7 @@ icon_state = "gas_alt" item_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, RAD = 0, FIRE = 50, ACID = 50) flags = AIRTIGHT | BLOCK_GAS_SMOKE_EFFECT flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE gas_transfer_coefficient = 0.01 @@ -476,7 +476,7 @@ desc = "A pair of black shoes." permeability_coefficient = 0.05 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, RAD = 0, FIRE = 50, ACID = 50) var/datum/action/item_action/chameleon/change/chameleon_action diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index 5e91453f532..fa13f372658 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -539,7 +539,7 @@ icon = 'icons/obj/clothing/suits.dmi' var/fire_resist = T0C+100 allowed = list(/obj/item/tank/internals/emergency_oxygen) - 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, RAD = 0, FIRE = 0, ACID = 0) drop_sound = 'sound/items/handling/cloth_drop.ogg' pickup_sound = 'sound/items/handling/cloth_pickup.ogg' slot_flags = SLOT_OCLOTHING @@ -633,7 +633,7 @@ flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH item_state = "s_helmet" permeability_coefficient = 0.01 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 50, FIRE = 200, ACID = 115) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 50, FIRE = 200, ACID = 115) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE cold_protection = HEAD min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT @@ -658,7 +658,7 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO|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 = INFINITY, RAD = 50, FIRE = 200, ACID = 115) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 50, FIRE = 200, ACID = 115) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT @@ -679,7 +679,7 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS permeability_coefficient = 0.90 slot_flags = SLOT_ICLOTHING - 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, RAD = 0, FIRE = 0, ACID = 0) 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/glasses/glasses.dm b/code/modules/clothing/glasses/glasses.dm index 3cae046ba15..048dc8d686e 100644 --- a/code/modules/clothing/glasses/glasses.dm +++ b/code/modules/clothing/glasses/glasses.dm @@ -128,7 +128,7 @@ prescription_upgradable = TRUE scan_reagents = 1 //You can see reagents while wearing science goggles resistance_flags = ACID_PROOF - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = INFINITY) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 200, ACID = INFINITY) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/eyes.dmi', "Grey" = 'icons/mob/clothing/species/grey/eyes.dmi', diff --git a/code/modules/clothing/gloves/colored_gloves.dm b/code/modules/clothing/gloves/colored_gloves.dm index cf871c74bdd..b0120aa41aa 100644 --- a/code/modules/clothing/gloves/colored_gloves.dm +++ b/code/modules/clothing/gloves/colored_gloves.dm @@ -261,7 +261,7 @@ 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 = 115, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 115, ACID = 50) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/gloves.dmi', "Drask" = 'icons/mob/clothing/species/drask/gloves.dmi', diff --git a/code/modules/clothing/gloves/misc_gloves.dm b/code/modules/clothing/gloves/misc_gloves.dm index 54af6756295..40a6aa8e8df 100644 --- a/code/modules/clothing/gloves/misc_gloves.dm +++ b/code/modules/clothing/gloves/misc_gloves.dm @@ -44,7 +44,7 @@ heat_protection = HANDS max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT resistance_flags = NONE - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 200, ACID = 50) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/gloves.dmi', "Drask" = 'icons/mob/clothing/species/drask/gloves.dmi', @@ -65,7 +65,7 @@ min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT resistance_flags = NONE - armor = list(MELEE = 10, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 5, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 10, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/gloves/botanic_leather name = "botanist's leather gloves" @@ -78,7 +78,7 @@ heat_protection = HANDS max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT resistance_flags = NONE - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 115, ACID = 20) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 115, ACID = 20) /obj/item/clothing/gloves/batmangloves name = "batgloves" diff --git a/code/modules/clothing/head/beanie.dm b/code/modules/clothing/head/beanie.dm index 6806ca70acb..67dedaa6558 100644 --- a/code/modules/clothing/head/beanie.dm +++ b/code/modules/clothing/head/beanie.dm @@ -85,7 +85,7 @@ desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer." icon_state = "beaniedurathread" item_color = null - armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 5, BIO = 0, RAD = 0, FIRE = 20, ACID = 5) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = 20, ACID = 5) /obj/item/clothing/head/beanie/waldo name = "red striped bobble hat" diff --git a/code/modules/clothing/head/hardhat.dm b/code/modules/clothing/head/hardhat.dm index 14fd62bb2b6..84752b623df 100644 --- a/code/modules/clothing/head/hardhat.dm +++ b/code/modules/clothing/head/hardhat.dm @@ -7,7 +7,7 @@ var/brightness_on = 4 //luminosity when on var/on = FALSE item_color = "yellow" //Determines used sprites: hardhat[on]_[color] and hardhat[on]_[color]2 (lying down sprite) - armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 5, RAD = 10, FIRE = INFINITY, ACID = 50) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = 50) flags_inv = 0 actions_types = list(/datum/action/item_action/toggle_helmet_light) resistance_flags = FIRE_PROOF diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm index 5af5cffe1a7..5e33b507b3f 100644 --- a/code/modules/clothing/head/helmet.dm +++ b/code/modules/clothing/head/helmet.dm @@ -6,7 +6,7 @@ flags = HEADBANGPROTECT flags_cover = HEADCOVERSEYES item_state = "helmetmaterials" - armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50) flags_inv = HIDEEARS|HIDEEYES cold_protection = HEAD min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT @@ -73,7 +73,7 @@ desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent." icon_state = "bulletproof" item_state = "bulletproof" - armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 45, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 45, RAD = 0, FIRE = 50, ACID = 50) dog_fashion = null /obj/item/clothing/head/helmet/riot @@ -81,7 +81,7 @@ desc = "It's a helmet specifically designed to protect against close range attacks." icon_state = "riot" item_state = "helmet" - armor = list(MELEE = 50, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = 200) + armor = list(MELEE = 50, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 200, ACID = 200) flags_inv = HIDEEARS flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH strip_delay = 80 @@ -121,8 +121,10 @@ desc = "They're often used by highly trained Swat Members." icon_state = "swat" item_state = "swat" - armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, BIO = 450, RAD = 10, FIRE = 50, ACID = 50) + + armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, RAD = 10, FIRE = 50, ACID = 50) flags = BLOCKHAIR + flags_inv = HIDEEARS|HIDEEYES cold_protection = HEAD min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT @@ -143,7 +145,7 @@ icon_state = "thunderdome" flags = null item_state = "thunderdome" - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450) + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450) cold_protection = HEAD min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT heat_protection = HEAD @@ -155,7 +157,7 @@ name = "roman helmet" desc = "An ancient helmet made of bronze and leather." flags = null - armor = list(MELEE = 15, BULLET = 0, LASER = 15, ENERGY = 5, BOMB = 5, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 50) + armor = list(MELEE = 15, BULLET = 0, LASER = 15, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = INFINITY, ACID = 50) resistance_flags = FIRE_PROOF icon_state = "roman" item_state = "roman" @@ -164,7 +166,7 @@ /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, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/head/helmet/roman/legionaire name = "roman legionaire helmet" @@ -174,7 +176,7 @@ /obj/item/clothing/head/helmet/roman/legionaire/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, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/head/helmet/gladiator name = "gladiator helmet" @@ -197,7 +199,7 @@ icon_state = "redtaghelm" flags = null item_state = "redtaghelm" - armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 50) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 0, ACID = 50) // Offer about the same protection as a hardhat. flags_inv = HIDEEARS|HIDEEYES dog_fashion = null @@ -208,7 +210,7 @@ icon_state = "bluetaghelm" flags = null item_state = "bluetaghelm" - armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 50) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 0, ACID = 50) // Offer about the same protection as a hardhat. flags_inv = HIDEEARS|HIDEEYES dog_fashion = null @@ -242,14 +244,14 @@ desc = "Deus Vult." icon_state = "knight_templar" item_state = "knight_templar" - armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = 5, RAD = 0, FIRE = 200, ACID = 200) + armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = 200, ACID = 200) /obj/item/clothing/head/helmet/skull name = "skull helmet" desc = "An intimidating tribal helmet, it doesn't look very comfortable." flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_cover = HEADCOVERSEYES - armor = list(MELEE = 25, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 25, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50) icon_state = "skull" item_state = "skull" strip_delay = 100 @@ -260,7 +262,7 @@ icon_state = "durathread" item_state = "durathread" resistance_flags = FLAMMABLE - armor = list(MELEE = 10, BULLET = 5, LASER = 20, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 35, ACID = 50) + armor = list(MELEE = 10, BULLET = 5, LASER = 20, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 35, ACID = 50) strip_delay = 60 /obj/item/clothing/head/helmet/street_judge diff --git a/code/modules/clothing/head/job_hats.dm b/code/modules/clothing/head/job_hats.dm index f0c57c70e71..5f8a158f629 100644 --- a/code/modules/clothing/head/job_hats.dm +++ b/code/modules/clothing/head/job_hats.dm @@ -20,7 +20,7 @@ desc = "It's good being the king." icon_state = "captain_hat" item_state = "captain_hat" - armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50) strip_delay = 60 dog_fashion = /datum/dog_fashion/head/captain @@ -54,7 +54,7 @@ name = "head of personnel's cap" icon_state = "hopcap" desc = "The symbol of true bureaucratic micromanagement." - armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50) dog_fashion = /datum/dog_fashion/head/hop //Nanotrasen Representative @@ -106,7 +106,7 @@ desc = "Someone who wears this will look very smart." icon_state = "detective" allowed = list(/obj/item/reagent_containers/food/snacks/candy/candy_corn, /obj/item/pen) - armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 50) + armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 20, ACID = 50) dog_fashion = /datum/dog_fashion/head/detective sprite_sheets = list( @@ -129,14 +129,14 @@ desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer." icon_state = "beretdurathread" item_color = null - armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 5, BIO = 0, RAD = 0, FIRE = 20, ACID = 5) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 5, RAD = 0, FIRE = 20, ACID = 5) //Security /obj/item/clothing/head/HoS name = "head of security's cap" desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge." icon_state = "hos_cap" - armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 5, RAD = 0, FIRE = 50, ACID = 75) + armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 75) strip_delay = 80 dog_fashion = /datum/dog_fashion/head/HoS @@ -154,7 +154,7 @@ 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 = "policehat" - armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 20, ACID = 75) + armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 20, ACID = 75) strip_delay = 60 dog_fashion = /datum/dog_fashion/head/warden sprite_sheets = list( @@ -167,7 +167,7 @@ desc = "A red cap with an old-fashioned badge on the front for establishing that you are, in fact, the law." icon_state = "sechat" item_state = "sechat" - armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 50) + armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 50) strip_delay = 60 sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/head.dmi' @@ -178,7 +178,7 @@ desc = "A wide-brimmed hat inspired by drill instructors, or when paired with red Security clothing, the Canadian Mounties of Terra." icon_state = "drillsgthat" item_state = "drillsgthat" - armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 50) + armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 50) strip_delay = 60 sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/head.dmi' @@ -187,7 +187,7 @@ name = "security beret" desc = "A beret with the security insignia emblazoned on it. For officers that are more inclined towards style than safety." icon_state = "beret_officer" - armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 50) + armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 50) strip_delay = 60 dog_fashion = /datum/dog_fashion/head/beret/sec @@ -195,7 +195,7 @@ name = "warden's beret" desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class." icon_state = "beret_warden" - armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 20, ACID = 50) + armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 20, ACID = 50) /obj/item/clothing/head/beret/eng name = "engineering beret" @@ -264,13 +264,13 @@ icon_state = "solgovcberet" item_color = "solgovc" dog_fashion = null - armor = list(MELEE = 10, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 5, RAD = 0, FIRE = 50, ACID = 75) + armor = list(MELEE = 10, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 75) strip_delay = 80 /obj/item/clothing/head/beret/solgov/command/elite name = "\improper Trans-Solar Federation Specops Lieutenant's beret" desc = "A beret worn by marines of the Trans-Solar Federation Specops division. The insignia signifies the wearer bears the rank of a Lieutenant." - armor = list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, BIO = 5, RAD = 50, FIRE = 200, ACID = 200) + armor = list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = 200, ACID = 200) icon_state = "solgovceliteberet" item_color = "solgovcelite" resistance_flags = FIRE_PROOF diff --git a/code/modules/clothing/head/misc_hats.dm b/code/modules/clothing/head/misc_hats.dm index f17757ecde5..203bcab686a 100644 --- a/code/modules/clothing/head/misc_hats.dm +++ b/code/modules/clothing/head/misc_hats.dm @@ -5,7 +5,7 @@ icon_state = "centcom" desc = "It's good to be emperor." item_state = "centhat" - armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50) strip_delay = 80 /obj/item/clothing/head/hairflower @@ -417,7 +417,7 @@ name = "officer beret" desc = "A black beret adorned with the shield—a silver kite shield with an engraved sword—of the Nanotrasen security forces, announcing to the world that the wearer is a defender of Nanotrasen." icon_state = "beret_centcom_officer" - armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 10, ACID = 50) + armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 10, ACID = 50) strip_delay = 60 /obj/item/clothing/head/beret/centcom/officer/navy @@ -549,7 +549,7 @@ name = "crown" desc = "A crown fit for a king, a petty king maybe." icon_state = "crown" - armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 50) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 10, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = 50) resistance_flags = FIRE_PROOF /obj/item/clothing/head/crown/fancy diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index e81329bab96..a6da408c53d 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -22,7 +22,7 @@ flash_protect = FLASH_PROTECTION_WELDER tint = FLASH_PROTECTION_WELDER can_toggle = TRUE - armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 75) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = 75) flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE) actions_types = list(/datum/action/item_action/toggle) visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE @@ -62,7 +62,7 @@ desc = "It's tasty looking!" icon_state = "cake0" flags_cover = HEADCOVERSEYES - 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, RAD = 0, FIRE = 0, ACID = 0) var/onfire = FALSE var/status = 0 var/fire_resist = T0C+1300 //this is the max temp it can stand before you start to cook. although it might not burn away, you take damage @@ -152,7 +152,7 @@ flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH dog_fashion = null light_color = "#fff2bf" - 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, RAD = 0, FIRE = 0, ACID = 0) brightness_on = 2 //luminosity when on /obj/item/clothing/head/hardhat/pumpkinhead/blumpkin @@ -171,7 +171,7 @@ item_state = "hardhat0_reindeer" item_color = "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, RAD = 0, FIRE = 0, ACID = 0) brightness_on = 1 //luminosity when on dog_fashion = /datum/dog_fashion/head/reindeer diff --git a/code/modules/clothing/head/soft_caps.dm b/code/modules/clothing/head/soft_caps.dm index b445776d1fe..f4069754b79 100644 --- a/code/modules/clothing/head/soft_caps.dm +++ b/code/modules/clothing/head/soft_caps.dm @@ -108,7 +108,7 @@ desc = "It's baseball hat in tasteful red colour." icon_state = "secsoft" item_color = "sec" - armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 50) + armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 50) strip_delay = 60 dog_fashion = /datum/dog_fashion/head/softcap @@ -126,7 +126,7 @@ dog_fashion = null /obj/item/clothing/head/soft/solgov/marines - armor = list(MELEE = 10, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 5, RAD = 0, FIRE = 50, ACID = 75) + armor = list(MELEE = 10, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 75) icon_state = "solgovsoft_flipped" strip_delay = 60 flipped = TRUE @@ -134,7 +134,7 @@ /obj/item/clothing/head/soft/solgov/marines/elite name = "\improper Trans-Solar Federation Specops marine cap" desc = "A cap worn by marines of the Trans-Solar Federation Specops division. You aren't quite sure how they made this bulletproof, but you are glad it is!" - armor = list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 50, FIRE = 200, ACID = 200) + armor = list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = 200, ACID = 200) icon_state = "solgovelitesoft_flipped" item_color = "solgovelite" resistance_flags = FIRE_PROOF @@ -150,7 +150,7 @@ /obj/item/clothing/head/soft/solgov/marines/command/elite name = "\improper Trans-Solar Federation Specops Lieutenant's cap" desc = "A cap worn by marines of the Trans-Solar Federation Specops division. You aren't quite sure how they made this bulletproof, but you are glad it is! The insignia signifies the wearer bears the rank of a Lieutenant." - armor= list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 50, FIRE = 200, ACID = 200) + armor= list(MELEE = 25, BULLET = 75, LASER = 5, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = 200, ACID = 200) icon_state = "solgovcelitesoft" item_color = "solgovcelite" resistance_flags = FIRE_PROOF diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index 0c56821239f..36788395554 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -30,7 +30,7 @@ materials = list(MAT_METAL=4000, MAT_GLASS=2000) flash_protect = FLASH_PROTECTION_WELDER tint = FLASH_PROTECTION_WELDER - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 60) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = 60) origin_tech = "materials=2;engineering=3" actions_types = list(/datum/action/item_action/toggle) flags_inv = HIDEEARS|HIDEEYES|HIDEFACE @@ -56,7 +56,7 @@ desc = "A military-grade gas mask that can be connected to an air supply." icon_state = "gas_mining" actions_types = list(/datum/action/item_action/adjust) - armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 50, RAD = 0, FIRE = 10, ACID = 35) + armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 10, ACID = 35) resistance_flags = FIRE_PROOF can_toggle = TRUE @@ -114,7 +114,7 @@ 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" item_state = "gas_mask" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 150, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/mask/gas/swat name = "\improper SWAT mask" @@ -246,7 +246,7 @@ name = "nanotrasen navy officer gas mask" desc = "A durable gas mask designed for NanoTrasen Navy Officers." icon_state = "navy_officer_gasmask" - armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 10, ACID = 50) + armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 10, ACID = 50) strip_delay = 6 SECONDS // ******************************************************************** diff --git a/code/modules/clothing/masks/misc_masks.dm b/code/modules/clothing/masks/misc_masks.dm index 528a3e1bb88..412e653888b 100644 --- a/code/modules/clothing/masks/misc_masks.dm +++ b/code/modules/clothing/masks/misc_masks.dm @@ -207,7 +207,7 @@ flags_cover = MASKCOVERSMOUTH gas_transfer_coefficient = 0.90 permeability_coefficient = 0.01 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 15, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) actions_types = list(/datum/action/item_action/adjust) can_toggle = TRUE diff --git a/code/modules/clothing/shoes/misc_shoes.dm b/code/modules/clothing/shoes/misc_shoes.dm index 3000a56a052..38be993bceb 100644 --- a/code/modules/clothing/shoes/misc_shoes.dm +++ b/code/modules/clothing/shoes/misc_shoes.dm @@ -10,7 +10,7 @@ can_cut_open = 1 icon_state = "jackboots" item_state = "jackboots" - armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 50, BIO = 5, RAD = 0, FIRE = 115, ACID = 50) + armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 50, RAD = 0, FIRE = 115, ACID = 50) strip_delay = 70 resistance_flags = NONE @@ -18,7 +18,7 @@ name = "\improper SWAT shoes" desc = "High speed, no drag combat boots." permeability_coefficient = 0.01 - armor = list(MELEE = 35, BULLET = 20, LASER = 15, ENERGY = 15, BOMB = 50, BIO = 20, RAD = 20, FIRE = 450, ACID = 50) + armor = list(MELEE = 35, BULLET = 20, LASER = 15, ENERGY = 15, BOMB = 50, RAD = 20, FIRE = 450, ACID = 50) flags = NOSLIP /obj/item/clothing/shoes/sandal @@ -50,7 +50,7 @@ strip_delay = 50 put_on_delay = 50 resistance_flags = NONE - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 35, ACID = 150) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 35, ACID = 150) /obj/item/clothing/shoes/galoshes/dry name = "absorbent galoshes" @@ -351,7 +351,7 @@ 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 = 35, ACID = 0) //lizards like to stay warm + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 35, ACID = 0) //lizards like to stay warm /obj/item/clothing/shoes/cowboy/lizardmasterwork name = "\improper Hugs-The-Feet lizard skin boots" diff --git a/code/modules/clothing/spacesuits/alien_suits.dm b/code/modules/clothing/spacesuits/alien_suits.dm index 5c88c815728..fc7513a1747 100644 --- a/code/modules/clothing/spacesuits/alien_suits.dm +++ b/code/modules/clothing/spacesuits/alien_suits.dm @@ -76,7 +76,7 @@ /obj/item/clothing/suit/space/vox 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 = 35, BULLET = 35, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285) + armor = list(MELEE = 35, BULLET = 35, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285) heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT icon = 'icons/obj/clothing/species/vox/suits.dmi' @@ -87,7 +87,7 @@ ) /obj/item/clothing/head/helmet/space/vox - armor = list(MELEE = 35, BULLET = 35, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285) + armor = list(MELEE = 35, BULLET = 35, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285) flags = STOPSPRESSUREDMAGE flags_cover = HEADCOVERSEYES icon = 'icons/obj/clothing/species/vox/hats.dmi' diff --git a/code/modules/clothing/spacesuits/chronosuit.dm b/code/modules/clothing/spacesuits/chronosuit.dm index 8cbdc201886..719e0bcb8e3 100644 --- a/code/modules/clothing/spacesuits/chronosuit.dm +++ b/code/modules/clothing/spacesuits/chronosuit.dm @@ -4,7 +4,7 @@ icon_state = "chronohelmet" item_state = "chronohelmet" slowdown = 1 - armor = list(MELEE = 75, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 30, BIO = 90, RAD = 90, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 75, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 30, RAD = 90, FIRE = INFINITY, ACID = INFINITY) resistance_flags = FIRE_PROOF | ACID_PROOF var/obj/item/clothing/suit/space/chronos/suit = null @@ -24,7 +24,7 @@ icon_state = "chronosuit" item_state = "chronosuit" actions_types = list(/datum/action/item_action/toggle) - armor = list(MELEE = 75, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 30, BIO = 90, RAD = 90, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 75, BULLET = 75, LASER = 75, ENERGY = 75, BOMB = 30, RAD = 90, FIRE = INFINITY, ACID = INFINITY) resistance_flags = FIRE_PROOF | ACID_PROOF var/obj/item/clothing/head/helmet/space/chronos/helmet = null var/obj/effect/chronos_cam/camera = null diff --git a/code/modules/clothing/spacesuits/ert_hardsuits.dm b/code/modules/clothing/spacesuits/ert_hardsuits.dm index 15ecefa978c..4ac26dcdcff 100644 --- a/code/modules/clothing/spacesuits/ert_hardsuits.dm +++ b/code/modules/clothing/spacesuits/ert_hardsuits.dm @@ -5,7 +5,7 @@ icon_state = "hardsuit0-ert_commander" item_state = "helm-command" item_color = "ert_commander" - armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = 200, ACID = 200) + armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = 200, ACID = 200) resistance_flags = FIRE_PROOF var/obj/machinery/camera/portable/camera var/has_camera = TRUE @@ -58,7 +58,7 @@ item_state = "suit-command" 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 = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = 200, ACID = 200) + armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = 200, ACID = 200) allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/rcd, /obj/item/crowbar, \ /obj/item/screwdriver, /obj/item/weldingtool, /obj/item/wirecutters, /obj/item/wrench, /obj/item/multitool, \ /obj/item/radio, /obj/item/analyzer, /obj/item/gun, /obj/item/melee/baton, /obj/item/reagent_containers/spray/pepper, \ @@ -134,7 +134,7 @@ /obj/item/clothing/head/helmet/space/hardsuit/ert/engineer name = "emergency response team engineer helmet" desc = "A helmet worn by engineers of a Nanotrasen Emergency Response Team. Has yellow highlights. Armoured and space ready." - armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 150, FIRE = 200, ACID = 200) + armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 150, FIRE = 200, ACID = 200) icon_state = "hardsuit0-ert_engineer" item_state = "helm-orange" item_color = "ert_engineer" @@ -142,7 +142,7 @@ /obj/item/clothing/head/helmet/space/hardsuit/ert/engineer/gamma name = "elite emergency response team engineer helmet" max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT - armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = INFINITY, FIRE = 200, ACID = 200) + armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = INFINITY, FIRE = 200, ACID = 200) icon_state = "hardsuit0-gammaengineer" item_color = "gammaengineer" @@ -151,14 +151,14 @@ desc = "A suit worn by the engineers of a Nanotrasen Emergency Response Team. Has yellow highlights. Armoured, space ready, and fire resistant." icon_state = "ert_engineer" item_state = "suit-orange" - armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 150, FIRE = 200, ACID = 200) + armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 150, FIRE = 200, ACID = 200) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engineer /obj/item/clothing/suit/space/hardsuit/ert/engineer/gamma name = "elite emergency response team engineer suit" max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT icon_state = "ert_gengineer" - armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = INFINITY, FIRE = 200, ACID = 200) + armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = INFINITY, FIRE = 200, ACID = 200) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/engineer/gamma slowdown = 0 @@ -253,13 +253,13 @@ name = "inquisitor's helmet" icon_state = "hardsuit0-inquisitor" item_color = "inquisitor" - armor = list(MELEE = 95, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = 200, ACID = 200) + armor = list(MELEE = 95, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, RAD = INFINITY, FIRE = 200, ACID = 200) /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor name = "inquisitor's hardsuit" icon_state = "hardsuit-inquisitor" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor - armor = list(MELEE = 95, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = 200, ACID = 200) + armor = list(MELEE = 95, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, RAD = INFINITY, FIRE = 200, ACID = 200) slowdown = 0 @@ -272,7 +272,7 @@ icon_state = "hardsuit0-solgovmarine" item_state = "hardsuit0-solgovmarine" item_color = "solgovmarine" - armor = list(MELEE = 25, BULLET = 75, LASER = 10, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 25, BULLET = 75, LASER = 10, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY) /obj/item/clothing/suit/space/hardsuit/ert/solgov name = "\improper Trans-Solar Federation Specops Marine hardsuit" @@ -282,7 +282,7 @@ item_state = "ert_solgov_marine" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/solgov slowdown = 0 - armor = list(MELEE = 25, BULLET = 75, LASER = 10, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 25, BULLET = 75, LASER = 10, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY) /obj/item/clothing/head/helmet/space/hardsuit/ert/solgov/command name = "\improper Trans-Solar Federation Specops Lieutenant helmet" diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm index 0c84a23408e..bdb28676254 100644 --- a/code/modules/clothing/spacesuits/hardsuit.dm +++ b/code/modules/clothing/spacesuits/hardsuit.dm @@ -5,7 +5,7 @@ icon_state = "hardsuit0-engineering" item_state = "eng_helm" max_integrity = 300 - armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 150, FIRE = 50, ACID = 150) + armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = 50, ACID = 150) var/basestate = "hardsuit" allowed = list(/obj/item/flashlight) var/brightness_on = 4 //luminosity when on @@ -145,7 +145,7 @@ icon_state = "hardsuit-engineering" item_state = "eng_hardsuit" max_integrity = 300 - armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 150, FIRE = 50, ACID = 150) + armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = 50, ACID = 150) allowed = list(/obj/item/flashlight,/obj/item/tank/internals,/obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd) siemens_coefficient = 0 var/obj/item/clothing/head/helmet/space/hardsuit/helmet @@ -258,7 +258,7 @@ desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding." icon_state = "hardsuit0-engineering" item_state = "eng_helm" - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 150, FIRE = INFINITY, ACID = 150) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = INFINITY, ACID = 150) resistance_flags = FIRE_PROOF item_color = "engineering" @@ -267,7 +267,7 @@ desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding." icon_state = "hardsuit-engineering" item_state = "eng_hardsuit" - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 150, FIRE = INFINITY, ACID = 150) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 150, FIRE = INFINITY, ACID = 150) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine dog_fashion = /datum/dog_fashion/back/hardsuit resistance_flags = FIRE_PROOF @@ -279,7 +279,7 @@ icon_state = "hardsuit0-atmos" item_state = "atmos_helm" item_color = "atmos" - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 15, FIRE = INFINITY, ACID = 150) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 15, FIRE = INFINITY, ACID = 150) heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -288,7 +288,7 @@ desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding." icon_state = "hardsuit-atmos" item_state = "atmos_hardsuit" - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 15, FIRE = INFINITY, ACID = 150) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 15, FIRE = INFINITY, ACID = 150) heat_protection = UPPER_TORSO|LOWER_TORSO|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 @@ -301,7 +301,7 @@ icon_state = "hardsuit0-white" item_state = "ce_helm" item_color = "white" - armor = list(MELEE = 35, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = 450) + armor = list(MELEE = 35, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 450) heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -310,7 +310,7 @@ desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish." icon_state = "hardsuit-white" item_state = "ce_hardsuit" - armor = list(MELEE = 35, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = 450) + armor = list(MELEE = 35, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = INFINITY, FIRE = INFINITY, ACID = 450) heat_protection = UPPER_TORSO|LOWER_TORSO|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/elite @@ -327,7 +327,7 @@ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF heat_protection = HEAD - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 150) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 150) brightness_on = 7 /obj/item/clothing/suit/space/hardsuit/mining @@ -337,7 +337,7 @@ item_state = "mining_hardsuit" max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 150) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 150) allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS @@ -350,7 +350,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_helm" item_color = "syndi" - armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 450) + armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, RAD = 50, FIRE = 50, ACID = 450) on = TRUE var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null actions_types = list(/datum/action/item_action/toggle_helmet_mode) @@ -434,7 +434,7 @@ w_class = WEIGHT_CLASS_NORMAL var/on = TRUE actions_types = list(/datum/action/item_action/toggle_hardsuit_mode) - armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 450) + armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, RAD = 50, FIRE = 50, ACID = 450) allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/energy/sword, /obj/item/restraints/handcuffs, /obj/item/tank/internals) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi jetpack = /obj/item/tank/jetpack/suit @@ -448,7 +448,7 @@ desc = "An elite version of the syndicate helmet, with improved armour and fire shielding. It is in travel mode. Property of Gorlex Marauders." icon_state = "hardsuit0-syndielite" item_color = "syndielite" - armor = list(MELEE = 75, BULLET = 75, LASER = 50, ENERGY = 15, BOMB = 60, BIO = INFINITY, RAD = 115, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 75, BULLET = 75, LASER = 50, ENERGY = 15, BOMB = 60, RAD = 115, FIRE = INFINITY, ACID = INFINITY) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -459,19 +459,19 @@ icon_state = "hardsuit0-syndielite" item_color = "syndielite" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite - armor = list(MELEE = 75, BULLET = 75, LASER = 50, ENERGY = 15, BOMB = 60, BIO = INFINITY, RAD = 115, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 75, BULLET = 75, LASER = 50, ENERGY = 15, BOMB = 60, RAD = 115, FIRE = INFINITY, ACID = INFINITY) heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF //Strike team hardsuits /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/sst - armor = list(MELEE = 115, BULLET = 115, LASER = 50, ENERGY = 35, BOMB = 200, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Almost as good as DS gear, but unlike DS can switch to combat for mobility + armor = list(MELEE = 115, BULLET = 115, LASER = 50, ENERGY = 35, BOMB = 200, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Almost as good as DS gear, but unlike DS can switch to combat for mobility icon_state = "hardsuit0-sst" item_color = "sst" /obj/item/clothing/suit/space/hardsuit/syndi/elite/sst - armor = list(MELEE = 115, BULLET = 115, LASER = 50, ENERGY = 40, BOMB = 200, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 115, BULLET = 115, LASER = 50, ENERGY = 40, BOMB = 200, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) icon_state = "hardsuit0-sst" item_color = "sst" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite/sst @@ -504,7 +504,7 @@ icon_state = "hardsuit0-soviet" item_state = "hardsuit0-soviet" item_color = "soviet" - armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75) + armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, RAD = 50, FIRE = 75, ACID = 75) /obj/item/clothing/suit/space/hardsuit/soviet name = "\improper Soviet hardsuit" @@ -512,7 +512,7 @@ icon_state = "hardsuit-soviet" item_state = "hardsuit-soviet" slowdown = 0.5 - armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75) + armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, RAD = 50, FIRE = 75, ACID = 75) allowed = list(/obj/item/gun, /obj/item/flashlight, /obj/item/tank/internals, /obj/item/melee/baton, /obj/item/reagent_containers/spray/pepper, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/restraints/handcuffs) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/soviet jetpack = /obj/item/tank/jetpack/suit @@ -539,7 +539,7 @@ item_state = "medical_helm" item_color = "medical" flash_protect = FLASH_PROTECTION_NONE - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 75, FIRE = 75, ACID = 150) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 75, FIRE = 75, ACID = 150) scan_reagents = 1 //Generally worn by the CMO, so they'd get utility off of seeing reagents /obj/item/clothing/suit/space/hardsuit/medical @@ -548,7 +548,7 @@ icon_state = "hardsuit-medical" item_state = "medical_hardsuit" allowed = list(/obj/item/flashlight,/obj/item/tank/internals,/obj/item/storage/firstaid,/obj/item/healthanalyzer,/obj/item/stack/medical) - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 75, FIRE = 75, ACID = 150) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 5, RAD = 75, FIRE = 75, ACID = 150) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical slowdown = 0.5 @@ -561,7 +561,7 @@ item_color = "rd" flash_protect = FLASH_PROTECTION_NONE scan_reagents = TRUE - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = INFINITY, BIO = INFINITY, RAD = 75, FIRE = 75, ACID = 200) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = INFINITY, RAD = 75, FIRE = 75, ACID = 200) var/hud_active = FALSE var/explosion_detection_dist = 21 @@ -609,7 +609,7 @@ 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 = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = INFINITY, BIO = INFINITY, RAD = 75, FIRE = 75, ACID = 200) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = INFINITY, RAD = 75, FIRE = 75, ACID = 200) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd @@ -620,14 +620,14 @@ icon_state = "hardsuit0-sec" item_state = "sec_helm" item_color = "sec" - armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = 150, ACID = 150) + armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150) /obj/item/clothing/suit/space/hardsuit/security name = "security hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor." icon_state = "hardsuit-sec" item_state = "sec_hardsuit" - armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = 150, ACID = 150) + armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150) allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank/internals,/obj/item/melee/baton,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/restraints/handcuffs) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security @@ -636,13 +636,13 @@ desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." icon_state = "hardsuit0-hos" item_color = "hos" - armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY) /obj/item/clothing/suit/space/hardsuit/security/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." icon_state = "hardsuit-hos" - armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 40, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 50, FIRE = INFINITY, ACID = INFINITY) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos jetpack = /obj/item/tank/jetpack/suit @@ -654,7 +654,7 @@ icon_state = "hardsuit0-singuloth" item_state = "singuloth_helm" item_color = "singuloth" - armor = list(MELEE = 35, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 35, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 15, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) sprite_sheets = null /obj/item/clothing/suit/space/hardsuit/singuloth @@ -663,7 +663,7 @@ icon_state = "hardsuit-singuloth" item_state = "singuloth_hardsuit" flags = STOPSPRESSUREDMAGE - armor = list(MELEE = 35, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 35, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 15, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/singuloth sprite_sheets = null @@ -676,7 +676,7 @@ icon_state = "hardsuit-hos" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded allowed = list(/obj/item/flashlight,/obj/item/tank/internals, /obj/item/gun,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs) - armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = INFINITY, ACID = INFINITY) resistance_flags = FIRE_PROOF | ACID_PROOF var/current_charges = 3 var/max_charges = 3 //How many charges total the shielding has @@ -732,7 +732,7 @@ icon_state = "hardsuit0-sec" item_state = "sec_helm" item_color = "sec" - armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 20, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = INFINITY, ACID = INFINITY) resistance_flags = FIRE_PROOF | ACID_PROOF @@ -744,7 +744,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_hardsuit" item_color = "syndi" - armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, RAD = 50, FIRE = INFINITY, ACID = INFINITY) 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) slowdown = 0 helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi @@ -775,7 +775,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_helm" item_color = "syndi" - armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 25, RAD = 50, FIRE = INFINITY, ACID = INFINITY) //////Security Version (Gamma armory only) @@ -785,7 +785,7 @@ desc = "A more advanced version of the normal security hardsuit. Comes with built in energy shielding." icon_state = "hardsuit-sec" item_state = "sec-hardsuit" - armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = 150, ACID = 150) + armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150) allowed = list(/obj/item/gun,/obj/item/flashlight,/obj/item/tank,/obj/item/melee/baton,/obj/item/reagent_containers/spray/pepper,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/restraints/handcuffs) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/gamma @@ -795,5 +795,5 @@ icon_state = "hardsuit0-sec" item_state = "sec_helm" item_color = "sec" - armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, BIO = INFINITY, RAD = 50, FIRE = 150, ACID = 150) + armor = list(MELEE = 25, BULLET = 10, LASER = 20, ENERGY = 5, BOMB = 5, RAD = 50, FIRE = 150, ACID = 150) diff --git a/code/modules/clothing/spacesuits/misc_spacesuits.dm b/code/modules/clothing/spacesuits/misc_spacesuits.dm index cb0e4f66b20..0f983573135 100644 --- a/code/modules/clothing/spacesuits/misc_spacesuits.dm +++ b/code/modules/clothing/spacesuits/misc_spacesuits.dm @@ -6,7 +6,7 @@ desc = "A special helmet designed for only the most fashionable of military figureheads." flags_inv = HIDEFACE permeability_coefficient = 0.01 - armor = list(MELEE = 35, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 35, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 50, RAD = 50, FIRE = INFINITY, ACID = INFINITY) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/helmet.dmi', @@ -29,7 +29,7 @@ item_state = "capspacesuit" w_class = WEIGHT_CLASS_BULKY allowed = list(/obj/item/tank/internals, /obj/item/flashlight,/obj/item/gun/energy, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton,/obj/item/restraints/handcuffs) - armor = list(MELEE = 35, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 35, BULLET = 50, LASER = 50, ENERGY = 15, BOMB = 50, RAD = 50, FIRE = INFINITY, ACID = INFINITY) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' @@ -41,7 +41,7 @@ desc = "That's not red paint. That's real blood." icon_state = "deathsquad" item_state = "deathsquad" - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF vision_flags = SEE_MOBS @@ -56,7 +56,7 @@ icon_state = "deathsquad" item_state = "swat_suit" allowed = list(/obj/item/gun,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/tank/internals,/obj/item/kitchen/knife/combat,/obj/item/flashlight) - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) flags_inv = HIDESHOES | HIDEJUMPSUIT | HIDETAIL max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -88,7 +88,7 @@ blood_overlay_type = "coat" flags_inv = 0 slowdown = 0 - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) resistance_flags = FIRE_PROOF | ACID_PROOF w_class = WEIGHT_CLASS_NORMAL @@ -137,7 +137,7 @@ desc = "Yarr." icon_state = "pirate" item_state = "pirate" - armor = list(MELEE = 20, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 75, ACID = 150) + armor = list(MELEE = 20, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 75, ACID = 150) flags = BLOCKHAIR | STOPSPRESSUREDMAGE flags_cover = HEADCOVERSEYES strip_delay = 40 @@ -151,7 +151,7 @@ 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) slowdown = 0 - armor = list(MELEE = 20, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 75, ACID = 150) + armor = list(MELEE = 20, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 75, ACID = 150) strip_delay = 40 put_on_delay = 20 @@ -200,7 +200,7 @@ icon_state = "spacenew" item_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 = INFINITY, RAD = 10, FIRE = 50, ACID = 95) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 50, ACID = 95) sprite_sheets = list( "Tajaran" = 'icons/mob/clothing/species/tajaran/suit.dmi', @@ -221,7 +221,7 @@ item_state = "s_helmet" desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies." flags_inv = HIDEMASK|HIDEEARS|HIDEEYES - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = 50, ACID = 95) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 50, ACID = 95) flash_protect = FLASH_PROTECTION_NONE sprite_sheets = list( diff --git a/code/modules/clothing/spacesuits/plasmamen.dm b/code/modules/clothing/spacesuits/plasmamen.dm index b5f7cc3a583..062e281519f 100644 --- a/code/modules/clothing/spacesuits/plasmamen.dm +++ b/code/modules/clothing/spacesuits/plasmamen.dm @@ -7,7 +7,7 @@ strip_delay = 80 flash_protect = FLASH_PROTECTION_WELDER tint = FLASH_PROTECTION_WELDER - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = 150) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = 150) resistance_flags = FIRE_PROOF var/brightness_on = 4 //luminosity when the light is on var/on = FALSE @@ -91,21 +91,21 @@ desc = "A plasmaman containment helmet designed for security officers, protecting them from being flashed and burning alive, alongside other undesirables." icon_state = "security_envirohelm" item_state = "security_envirohelm" - armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = 150) + armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 150) /obj/item/clothing/head/helmet/space/plasmaman/security/warden name = "warden's plasma envirosuit helmet" desc = "A plasmaman containment helmet designed for the warden, a pair of white stripes being added to differentiate them from other members of security." icon_state = "warden_envirohelm" item_state = "warden_envirohelm" - armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = 150) + armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 150) /obj/item/clothing/head/helmet/space/plasmaman/security/hos name = "security plasma envirosuit helmet" desc = "A plasmaman containment helmet designed for the head of security." icon_state = "hos_envirohelm" item_state = "hos_envirohelm" - armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = 150) + armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 150) /obj/item/clothing/head/helmet/space/plasmaman/medical name = "medical plasma envirosuit helmet" @@ -160,7 +160,7 @@ desc = "A space-worthy helmet specially designed for engineer plasmamen, the usual purple stripes being replaced by engineering's orange." icon_state = "engineer_envirohelm" item_state = "engineer_envirohelm" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = INFINITY, ACID = 75) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = INFINITY, ACID = 75) /obj/item/clothing/head/helmet/space/plasmaman/engineering/ce name = "chief engineer's plasma envirosuit helmet" @@ -264,7 +264,7 @@ item_state = "wizard_envirohelm" gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 - armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY) resistance_flags = FIRE_PROOF | ACID_PROOF magical = TRUE diff --git a/code/modules/clothing/spacesuits/syndi.dm b/code/modules/clothing/spacesuits/syndi.dm index e880dd64d5d..3896aca1b32 100644 --- a/code/modules/clothing/spacesuits/syndi.dm +++ b/code/modules/clothing/spacesuits/syndi.dm @@ -5,7 +5,7 @@ icon_state = "syndicate" item_state = "syndicate" desc = "Has a tag on it: Totally not property of a hostile corporation, honest!" - armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285) + armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285) sprite_sheets = list( "Grey" = 'icons/mob/clothing/species/grey/helmet.dmi', "Tajaran" = 'icons/mob/clothing/species/tajaran/helmet.dmi', @@ -21,7 +21,7 @@ desc = "Has a tag on it: Totally not property of a hostile 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 = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285) + armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285) sprite_sheets = list( "Tajaran" = 'icons/mob/clothing/species/tajaran/suit.dmi', "Unathi" = 'icons/mob/clothing/species/unathi/suit.dmi', @@ -86,7 +86,7 @@ /obj/item/clothing/head/helmet/space/syndicate/black/strike name = "Syndicate Strike Team commando helmet" desc = "A heavily armored black helmet that is only given to high-ranking Syndicate operatives." - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear. + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear. max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF @@ -98,7 +98,7 @@ /obj/item/clothing/suit/space/syndicate/black/strike name = "Syndicate Strike Team commando space suit" desc = "A heavily armored, black space suit that is only given to high-ranking Syndicate operatives." - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear. + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear. max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF @@ -159,7 +159,7 @@ /obj/item/clothing/head/helmet/space/syndicate/black/red/strike name = "Syndicate Strike Team leader helmet" desc = "A heavily armored, black and red space helmet that is only given to elite Syndicate operatives, it looks particularly menacing." - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear. + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear. max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF @@ -171,7 +171,7 @@ /obj/item/clothing/suit/space/syndicate/black/red/strike name = "Syndicate Strike Team leader space suit" desc = "A heavily armored, black and red space suit that is only given to elite Syndicate operatives, it looks particularly menacing." - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear. + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) //Matches DS gear. max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF diff --git a/code/modules/clothing/spacesuits/void.dm b/code/modules/clothing/spacesuits/void.dm index fdb747cd181..af218f30900 100644 --- a/code/modules/clothing/spacesuits/void.dm +++ b/code/modules/clothing/spacesuits/void.dm @@ -75,7 +75,7 @@ icon_state = "void-syndi" desc = "A high tech, NASA Centcom branch designed space suit helmet. This one looks rather suspicious." flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE - armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285) + armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285) /obj/item/clothing/suit/space/nasavoid/syndi name = "blood-red NASA void suit" @@ -83,7 +83,7 @@ desc = "A high tech, NASA Centcom branch designed space suit. This one looks rather suspicious." 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 = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 20, FIRE = 200, ACID = 285) + armor = list(MELEE = 35, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 20, FIRE = 200, ACID = 285) //random spawner diff --git a/code/modules/clothing/suits/armor_suits.dm b/code/modules/clothing/suits/armor_suits.dm index b0b418e3938..c2471bc7096 100644 --- a/code/modules/clothing/suits/armor_suits.dm +++ b/code/modules/clothing/suits/armor_suits.dm @@ -9,7 +9,7 @@ put_on_delay = 40 max_integrity = 250 resistance_flags = NONE - armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', ) @@ -104,7 +104,7 @@ icon_state = "secjacket_open" item_state = "hos" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 20, ACID = 20) cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS heat_protection = UPPER_TORSO|LOWER_TORSO|ARMS ignore_suitadjust = 0 @@ -124,7 +124,7 @@ icon_state = "hos" item_state = "hos" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS - armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 115, ACID = 450) + armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 115, ACID = 450) flags_inv = HIDEJUMPSUIT cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS @@ -183,7 +183,7 @@ icon_state = "captain_carapace" item_state = "armor" body_parts_covered = UPPER_TORSO|LOWER_TORSO - armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 450) + armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 450) dog_fashion = null resistance_flags = FIRE_PROOF allowed = list(/obj/item/disk, /obj/item/stamp, /obj/item/reagent_containers/food/drinks/flask, /obj/item/melee, /obj/item/storage/lockbox/medal, /obj/item/flash, /obj/item/storage/box/matches, /obj/item/lighter, /obj/item/clothing/mask/cigarette, /obj/item/storage/fancy/cigarettes, /obj/item/tank/internals/emergency_oxygen, /obj/item/gun/energy, /obj/item/gun/projectile) @@ -200,7 +200,7 @@ desc = "A less formal jacket for everyday captain use." icon_state = "captain_jacket" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS - armor = list(MELEE = 40, BULLET = 20, LASER = 25, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 450) + armor = list(MELEE = 40, BULLET = 20, LASER = 25, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = INFINITY, ACID = 450) flags_inv = HIDEJUMPSUIT /obj/item/clothing/suit/armor/vest/capcarapace/jacket/tunic @@ -212,7 +212,7 @@ name = "captain's formal coat" desc = "For when an armored vest isn't fashionable enough." icon_state = "captain_formal" - armor = list(MELEE = 35, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = 450) + armor = list(MELEE = 35, BULLET = 15, LASER = 20, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = INFINITY, ACID = 450) body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS /obj/item/clothing/suit/armor/vest/capcarapace/coat/white @@ -234,7 +234,7 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS - armor = list(MELEE = 50, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = 200) + armor = list(MELEE = 50, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 200, ACID = 200) flags_inv = HIDEJUMPSUIT strip_delay = 80 put_on_delay = 60 @@ -276,7 +276,7 @@ icon_state = "knight_templar" item_state = "knight_templar" allowed = list(/obj/item/nullrod/claymore) - armor = list(MELEE = 15, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 200, ACID = 200) + armor = list(MELEE = 15, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 200, ACID = 200) /obj/item/clothing/suit/armor/vest/durathread name = "durathread vest" @@ -286,7 +286,7 @@ strip_delay = 60 max_integrity = 200 resistance_flags = FLAMMABLE - armor = list(MELEE = 10, BULLET = 5, LASER = 20, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 35, ACID = 50) + armor = list(MELEE = 10, BULLET = 5, LASER = 20, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 35, ACID = 50) /obj/item/clothing/suit/armor/bulletproof name = "bulletproof vest" @@ -297,7 +297,7 @@ body_parts_covered = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS heat_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS - armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 35, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 10, BULLET = 50, LASER = 5, ENERGY = 5, BOMB = 35, RAD = 0, FIRE = 50, ACID = 50) strip_delay = 8 SECONDS put_on_delay = 6 SECONDS sprite_sheets = list( @@ -320,7 +320,7 @@ item_state = "swat_suit" body_parts_covered = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/kitchen/knife/combat) - armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, BIO = 450, RAD = 10, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 35, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50,RAD = 10, FIRE = INFINITY, ACID = INFINITY) strip_delay = 12 SECONDS resistance_flags = FIRE_PROOF | ACID_PROOF @@ -334,7 +334,7 @@ icon_state = "armor_reflec" item_state = "armor_reflec" blood_overlay_type = "armor" - armor = list(MELEE = 5, BULLET = 5, LASER = 75, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 5, BULLET = 5, LASER = 75, ENERGY = 50, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) var/last_reflect_time var/reflect_cooldown = 5 SECONDS @@ -369,7 +369,7 @@ icon_state = "reactiveoff" item_state = "reactiveoff" blood_overlay_type = "armor" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) actions_types = list(/datum/action/item_action/toggle) resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF hit_reaction_chance = 50 @@ -619,14 +619,14 @@ cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT sprite_sheets = null - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450) + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450) /obj/item/clothing/suit/armor/heavy name = "heavy armor" desc = "A heavily armored suit that protects against moderate damage." icon_state = "heavy" item_state = "swat_suit" - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450) + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450) w_class = WEIGHT_CLASS_BULKY gas_transfer_coefficient = 0.90 flags = THICKMATERIAL @@ -636,7 +636,7 @@ hide_tail_by_species = list("Vox") /obj/item/clothing/suit/armor/tdome - armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450) + armor = list(MELEE = 200, BULLET = 200, LASER = 50, ENERGY = 50, BOMB = INFINITY, RAD = INFINITY, FIRE = 450, ACID = 450) body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT flags = THICKMATERIAL @@ -662,7 +662,7 @@ desc = "A set of armor worn by members of the Nanotrasen Emergency Response Team." icon_state = "ertarmor_cmd" item_state = "armor" - armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 10, RAD = 0, FIRE = 50, ACID = 50) //Commander /obj/item/clothing/suit/armor/vest/ert/command @@ -709,7 +709,7 @@ min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT heat_protection = UPPER_TORSO|LOWER_TORSO max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT - armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 35, ACID = 35) + armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 35, ACID = 35) //LAVALAND! @@ -719,7 +719,7 @@ item_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/twohanded/spear) - armor = list(MELEE = 115, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 150, BIO = 25, RAD = 25, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 115, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 150, RAD = 25, FIRE = INFINITY, ACID = INFINITY) hoodtype = /obj/item/clothing/head/hooded/drake heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS @@ -731,7 +731,7 @@ icon_state = "dragon" item_state = "dragon" desc = "The skull of a dragon." - armor = list(MELEE = 115, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 150, BIO = 25, RAD = 25, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 115, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 150, RAD = 25, FIRE = INFINITY, ACID = INFINITY) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -744,7 +744,7 @@ item_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/twohanded/spear, /obj/item/organ/internal/regenerative_core/legion, /obj/item/kitchen/knife/combat/survival) - armor = list(MELEE = 25, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 75, ACID = 75) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot + armor = list(MELEE = 25, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 75, ACID = 75) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot hoodtype = /obj/item/clothing/head/hooded/goliath body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS @@ -753,7 +753,7 @@ icon_state = "golhood" item_state = "golhood" desc = "A protective & concealing hood." - armor = list(MELEE = 25, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 75, ACID = 75) + armor = list(MELEE = 25, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 75, ACID = 75) flags = BLOCKHAIR flags_cover = HEADCOVERSEYES @@ -763,5 +763,5 @@ icon_state = "bonearmor" item_state = "bonearmor" blood_overlay_type = "armor" - armor = list(MELEE = 25, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 25, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50) body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS diff --git a/code/modules/clothing/suits/bio.dm b/code/modules/clothing/suits/bio.dm index 392dc0780c9..669890403f1 100644 --- a/code/modules/clothing/suits/bio.dm +++ b/code/modules/clothing/suits/bio.dm @@ -6,7 +6,7 @@ permeability_coefficient = 0.01 flags = BLOCKHAIR | THICKMATERIAL flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 200, FIRE = 20, ACID = INFINITY) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 200, FIRE = 20, ACID = INFINITY) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES resistance_flags = ACID_PROOF @@ -30,7 +30,7 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS slowdown = 1 allowed = list(/obj/item/tank/internals/emergency_oxygen,/obj/item/pen,/obj/item/flashlight/pen) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 200, FIRE = 20, ACID = INFINITY) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 200, FIRE = 20, ACID = INFINITY) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL strip_delay = 70 put_on_delay = 70 @@ -61,11 +61,11 @@ //Security biosuit, grey with red stripe across the chest /obj/item/clothing/head/bio_hood/security - armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 200, FIRE = 20, ACID = INFINITY) + armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 200, FIRE = 20, ACID = INFINITY) icon_state = "bio_security" /obj/item/clothing/suit/bio_suit/security - armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = INFINITY, RAD = 200, FIRE = 20, ACID = INFINITY) + armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 200, FIRE = 20, ACID = INFINITY) icon_state = "bio_security" diff --git a/code/modules/clothing/suits/job_suits.dm b/code/modules/clothing/suits/job_suits.dm index c15e60678de..13ba6cea62e 100644 --- a/code/modules/clothing/suits/job_suits.dm +++ b/code/modules/clothing/suits/job_suits.dm @@ -9,7 +9,7 @@ item_state = "paramedic-vest" allowed = list(/obj/item/stack/medical, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/reagent_containers/syringe, /obj/item/healthanalyzer, /obj/item/flashlight, /obj/item/radio, /obj/item/tank/internals/emergency_oxygen) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 5, FIRE = 50, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 50, ACID = 50) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi' @@ -34,7 +34,7 @@ desc = "An armor-plated piece of fashion for the ruling elite. Protect your upper half in style." icon_state = "capmantle" item_state = "capmantle" - armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 50, BULLET = 35, LASER = 50, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50) //Chaplain /obj/item/clothing/suit/hooded/chaplain_hoodie @@ -139,7 +139,7 @@ blood_overlay_type = "coat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/reagent_containers/spray/pepper, /obj/item/flashlight, /obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/detective_scanner, /obj/item/taperecorder) - armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 40) + armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 0, ACID = 40) cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS @@ -175,7 +175,7 @@ blood_overlay_type = "coat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite,/obj/item/melee/classic_baton/telescopic) - armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 40) + armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 0, RAD = 0, FIRE = 0, ACID = 40) cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS @@ -245,7 +245,7 @@ icon_state = "hosmantle" item_state = "hosmantle" allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic, /obj/item/kitchen/knife/combat) - armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50) min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT heat_protection = UPPER_TORSO|ARMS max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT @@ -259,7 +259,7 @@ desc = "An armored shawl for the head of personnel. It's remarkably well kept." icon_state = "hopmantle" item_state = "hopmantle" - armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 50, ACID = 50) //Internal Affairs /obj/item/clothing/suit/storage/internalaffairs @@ -360,4 +360,4 @@ icon_state = "rdmantle" item_state = "rdmantle" allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/food/pill, /obj/item/storage/pill_bottle, /obj/item/paper) - 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, RAD = 0, FIRE = 50, ACID = 50) diff --git a/code/modules/clothing/suits/labcoat.dm b/code/modules/clothing/suits/labcoat.dm index b08a97b3bf5..582ec7eb6e7 100644 --- a/code/modules/clothing/suits/labcoat.dm +++ b/code/modules/clothing/suits/labcoat.dm @@ -8,7 +8,7 @@ blood_overlay_type = "coat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/food/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/robotanalyzer) - 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, RAD = 0, FIRE = 50, ACID = 50) species_exception = list(/datum/species/golem) sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', diff --git a/code/modules/clothing/suits/misc_suits.dm b/code/modules/clothing/suits/misc_suits.dm index 7e81747d76a..4ec18f1867f 100644 --- a/code/modules/clothing/suits/misc_suits.dm +++ b/code/modules/clothing/suits/misc_suits.dm @@ -369,7 +369,7 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/suit.dmi') @@ -402,7 +402,7 @@ icon_state = "wintercoat_captain" w_class = WEIGHT_CLASS_NORMAL item_state = "coatcaptain" - armor = list(MELEE = 15, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 50) + armor = list(MELEE = 15, BULLET = 20, LASER = 20, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 0, ACID = 50) allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic) hoodtype = /obj/item/clothing/head/hooded/winterhood/captain @@ -414,7 +414,7 @@ icon_state = "wintercoat_sec" w_class = WEIGHT_CLASS_NORMAL item_state = "coatsecurity" - armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 20, ACID = 20) allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic) hoodtype = /obj/item/clothing/head/hooded/winterhood/security sprite_sheets = list( @@ -437,7 +437,7 @@ w_class = WEIGHT_CLASS_NORMAL item_state = "coatmedical" allowed = list(/obj/item/analyzer, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator,/obj/item/healthanalyzer,/obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 40) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 40) hoodtype = /obj/item/clothing/head/hooded/winterhood/medical /obj/item/clothing/head/hooded/winterhood/medical @@ -449,7 +449,7 @@ w_class = WEIGHT_CLASS_NORMAL item_state = "coatscience" allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/reagent_containers/applicator,/obj/item/healthanalyzer,/obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 0) hoodtype = /obj/item/clothing/head/hooded/winterhood/science /obj/item/clothing/head/hooded/winterhood/science @@ -460,7 +460,7 @@ icon_state = "wintercoat_engi" w_class = WEIGHT_CLASS_NORMAL item_state = "coatengineer" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 40) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 20, ACID = 40) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd) hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering @@ -502,7 +502,7 @@ w_class = WEIGHT_CLASS_NORMAL item_state = "coatminer" allowed = list(/obj/item/pickaxe, /obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/t_scanner/adv_mining_scanner, /obj/item/storage/bag/ore, /obj/item/gun/energy/kinetic_accelerator) - 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, RAD = 0, FIRE = 0, ACID = 0) hoodtype = /obj/item/clothing/head/hooded/winterhood/miner /obj/item/clothing/head/hooded/winterhood/miner @@ -513,7 +513,7 @@ desc = "Hood hopefully belonging to an ablative trenchcoat. Includes a flash proof visor." icon_state = "ablativehood" flash_protect = FLASH_PROTECTION_FLASH - armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) strip_delay = 3 SECONDS sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/head.dmi', "Grey" = 'icons/mob/clothing/species/grey/head.dmi') @@ -528,7 +528,7 @@ cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS heat_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS allowed = list(/obj/item/gun/energy, /obj/item/reagent_containers/spray/pepper, /obj/item/gun/projectile, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/flashlight/seclite, /obj/item/melee/classic_baton/telescopic, /obj/item/kitchen/knife/combat) - armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 5, BULLET = 5, LASER = 50, ENERGY = 50, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF hoodtype = /obj/item/clothing/head/hooded/ablative strip_delay = 3 SECONDS @@ -778,7 +778,7 @@ permeability_coefficient = 0.01 body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/tank/internals/emergency_oxygen,/obj/item/pen,/obj/item/flashlight/pen) - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = 50, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 50, ACID = 50) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL /obj/item/clothing/head/mercy_hood @@ -789,7 +789,7 @@ permeability_coefficient = 0.01 flags = BLOCKHAIR flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = 50, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 50, ACID = 50) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES /obj/item/clothing/suit/jacket @@ -821,7 +821,7 @@ min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT actions_types = list(/datum/action/item_action/zipper) adjust_flavour = "unzip" - armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30) + armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 30, ACID = 30) /obj/item/clothing/suit/jacket/secbomber name = "security bomber jacket" @@ -837,7 +837,7 @@ max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT strip_delay = 60 put_on_delay = 40 - armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 0, FIRE = 20, ACID = 20) //End of inheritance from Security armour. sprite_sheets = list( "Vox" = 'icons/mob/clothing/species/vox/suit.dmi', @@ -851,7 +851,7 @@ icon_state = "bomberengi" item_state = "bomberengi" ignore_suitadjust = 0 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 40) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 20, ACID = 40) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd) body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS @@ -865,7 +865,7 @@ icon_state = "bomberatmos" item_state = "bomberatmos" ignore_suitadjust = 0 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 40) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = 20, ACID = 40) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd, /obj/item/rpd) body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS cold_protection = UPPER_TORSO|LOWER_TORSO|ARMS @@ -893,7 +893,7 @@ item_state = "bombermining" ignore_suitadjust = 0 allowed = list(/obj/item/pickaxe, /obj/item/t_scanner/adv_mining_scanner, /obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/gun/energy/kinetic_accelerator, /obj/item/shovel, /obj/item/storage/bag/ore) - 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, RAD = 0, FIRE = 0, ACID = 0) body_parts_covered = UPPER_TORSO | LOWER_TORSO | ARMS cold_protection = UPPER_TORSO | LOWER_TORSO | ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT @@ -963,7 +963,7 @@ desc = "A military overcoat made of rough wool that is thick enough to provide excellent protection against the elements." icon_state = "sovietcoat" body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS - armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 30, ACID = 30) + armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 5, BOMB = 15, RAD = 0, FIRE = 30, ACID = 30) cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS @@ -973,7 +973,7 @@ name = "\improper Soviet officer's greatcoat" desc = "A military overcoat made with expensive wool. The U.S.S.P armband means it must belong to someone important." icon_state = "sovietofficercoat" - armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 30, ACID = 30) + armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 20, RAD = 0, FIRE = 30, ACID = 30) /obj/item/clothing/suit/toggle/owlwings name = "owl cloak" @@ -982,7 +982,7 @@ icon_state = "owl_wings" item_state = "owl_wings" body_parts_covered = ARMS - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 15, ACID = 15) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 15, ACID = 15) allowed = list(/obj/item/gun/energy,/obj/item/reagent_containers/spray/pepper,/obj/item/gun/projectile,/obj/item/ammo_box,/obj/item/ammo_casing,/obj/item/melee/baton,/obj/item/restraints/handcuffs,/obj/item/flashlight/seclite) actions_types = list(/datum/action/item_action/toggle_wings) @@ -1033,7 +1033,7 @@ permeability_coefficient = 0.01 flags = STOPSPRESSUREDMAGE | THICKMATERIAL | NODROP body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|HEAD - armor = list(MELEE = INFINITY, BULLET = INFINITY, LASER = INFINITY, ENERGY = INFINITY, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = INFINITY, BULLET = INFINITY, LASER = INFINITY, ENERGY = INFINITY, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD @@ -1079,7 +1079,7 @@ //Syndicate Chaplain Robe (WOLOLO!) /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe w_class = WEIGHT_CLASS_NORMAL - armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 0, RAD = 10, FIRE = 20, ACID = 20) + armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, RAD = 10, FIRE = 20, ACID = 20) var/obj/item/nullrod/missionary_staff/linked_staff = null /obj/item/clothing/suit/hooded/chaplain_hoodie/missionary_robe/examine(mob/user) diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm index eccd4779a6e..c5dacd6aa9c 100644 --- a/code/modules/clothing/suits/utility.dm +++ b/code/modules/clothing/suits/utility.dm @@ -20,7 +20,7 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/flashlight,/obj/item/tank/internals/emergency_oxygen,/obj/item/extinguisher) slowdown = 1 - armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 5, RAD = 10, FIRE = INFINITY, ACID = 50) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = 50) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL flags = STOPSPRESSUREDMAGE | THICKMATERIAL heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS @@ -67,7 +67,7 @@ w_class = WEIGHT_CLASS_NORMAL icon_state = "bombsuit" flags = BLOCKHAIR | THICKMATERIAL - armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 5, BOMB = INFINITY, BIO = 0, RAD = 0, FIRE = 200, ACID = 50) + armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 5, BOMB = INFINITY, RAD = 0, FIRE = 200, ACID = 50) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH cold_protection = HEAD @@ -94,7 +94,7 @@ flags = THICKMATERIAL body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS slowdown = 2 - armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 5, BOMB = INFINITY, BIO = 0, RAD = 0, FIRE = 200, ACID = 50) + armor = list(MELEE = 10, BULLET = 0, LASER = 10, ENERGY = 5, BOMB = INFINITY, RAD = 0, FIRE = 200, ACID = 50) flags_inv = HIDEJUMPSUIT|HIDETAIL heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT @@ -127,7 +127,7 @@ desc = "A hood with radiation protective properties. Label: Made with lead, do not eat insulation" flags = BLOCKHAIR|THICKMATERIAL flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 75, RAD = INFINITY, FIRE = 20, ACID = 20) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = INFINITY, FIRE = 20, ACID = 20) strip_delay = 60 put_on_delay = 60 resistance_flags = NONE @@ -150,7 +150,7 @@ body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/flashlight,/obj/item/tank/internals/emergency_oxygen, /obj/item/geiger_counter) slowdown = 1.5 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 75, RAD = INFINITY, FIRE = 20, ACID = 20) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = INFINITY, FIRE = 20, ACID = 20) flags_inv = HIDEJUMPSUIT|HIDETAIL strip_delay = 60 put_on_delay = 60 diff --git a/code/modules/clothing/suits/wiz_robe.dm b/code/modules/clothing/suits/wiz_robe.dm index 107e5cb847f..55a11bd3be9 100644 --- a/code/modules/clothing/suits/wiz_robe.dm +++ b/code/modules/clothing/suits/wiz_robe.dm @@ -4,7 +4,7 @@ icon_state = "wizard" gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE permeability_coefficient = 0.01 - armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY) resistance_flags = FIRE_PROOF | ACID_PROOF //Not given any special protective value since the magic robes are full-body protection --NEO strip_delay = 50 @@ -49,7 +49,7 @@ icon_state = "wizard-fake" gas_transfer_coefficient = 1 permeability_coefficient = 1 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) magical = FALSE resistance_flags = FLAMMABLE dog_fashion = /datum/dog_fashion/head/blue_wizard @@ -88,7 +88,7 @@ gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS - armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY) allowed = list(/obj/item/teleportation_scroll) flags_inv = HIDEJUMPSUIT strip_delay = 50 @@ -156,7 +156,7 @@ item_state = "wizrobe" gas_transfer_coefficient = 1 permeability_coefficient = 1 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) resistance_flags = FLAMMABLE magical = FALSE @@ -166,7 +166,7 @@ icon_state = "marisa" gas_transfer_coefficient = 1 permeability_coefficient = 1 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) resistance_flags = FLAMMABLE magical = FALSE @@ -177,7 +177,7 @@ item_state = "marisarobe" gas_transfer_coefficient = 1 permeability_coefficient = 1 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) resistance_flags = FLAMMABLE magical = FALSE @@ -196,7 +196,7 @@ 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 = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY) slowdown = 0 resistance_flags = FIRE_PROOF | ACID_PROOF magical = TRUE @@ -218,7 +218,7 @@ item_color = "wiz" min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT - armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, RAD = 10, FIRE = INFINITY, ACID = INFINITY) actions_types = list() //No inbuilt light resistance_flags = FIRE_PROOF | ACID_PROOF magical = TRUE diff --git a/code/modules/clothing/under/accessories/accessory.dm b/code/modules/clothing/under/accessories/accessory.dm index cfdd44b5c58..8abcf85f7bc 100644 --- a/code/modules/clothing/under/accessories/accessory.dm +++ b/code/modules/clothing/under/accessories/accessory.dm @@ -468,7 +468,7 @@ icon_state = "skull" item_state = "skull" item_color = "skull" - armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, BIO = 10, RAD = 5, FIRE = 0, ACID = 15) + armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, RAD = 5, FIRE = 0, ACID = 15) allow_duplicates = FALSE /obj/item/clothing/accessory/necklace/talisman @@ -477,7 +477,7 @@ icon_state = "talisman" item_state = "talisman" item_color = "talisman" - armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, BIO = 10, RAD = 5, FIRE = 0, ACID = 15) + armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 10, RAD = 5, FIRE = 0, ACID = 15) allow_duplicates = FALSE /obj/item/clothing/accessory/necklace/locket diff --git a/code/modules/clothing/under/centcom.dm b/code/modules/clothing/under/centcom.dm index ec418e667b3..647ef589a31 100644 --- a/code/modules/clothing/under/centcom.dm +++ b/code/modules/clothing/under/centcom.dm @@ -40,7 +40,7 @@ icon_state = "navy_gold" item_state = "navy_gold" item_color = "navy_gold" - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20) displays_id = FALSE /obj/item/clothing/under/rank/centcom/captain @@ -49,7 +49,7 @@ icon_state = "navy_gold" item_state = "navy_gold" item_color = "navy_gold" - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20) displays_id = FALSE /obj/item/clothing/under/rank/centcom/captain/solgov @@ -122,7 +122,7 @@ icon_state = "blueshield" item_state = "blueshield" item_color = "blueshield" - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20) /obj/item/clothing/under/rank/centcom/blueshield/skirt name = "blueshield's skirt" @@ -130,7 +130,7 @@ icon_state = "blueshield_skirt" item_state = "blueshield_skirt" item_color = "blueshield_skirt" - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20) /obj/item/clothing/under/rank/centcom/blueshield/formal name = "formal blueshield's uniform" @@ -138,5 +138,5 @@ icon_state = "blueshield_formal" item_state = "blueshield_formal" item_color = "blueshield_formal" - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20) displays_id = FALSE diff --git a/code/modules/clothing/under/jobs/civilian.dm b/code/modules/clothing/under/jobs/civilian.dm index 8c7f1e83a86..5a8dce60cc9 100644 --- a/code/modules/clothing/under/jobs/civilian.dm +++ b/code/modules/clothing/under/jobs/civilian.dm @@ -109,7 +109,7 @@ name = "janitor's jumpsuit" icon_state = "janitor" item_color = "janitor" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/civilian/librarian name = "sensible suit" diff --git a/code/modules/clothing/under/jobs/engineering_jumpsuits.dm b/code/modules/clothing/under/jobs/engineering_jumpsuits.dm index e743cea91ce..abbf79aceae 100644 --- a/code/modules/clothing/under/jobs/engineering_jumpsuits.dm +++ b/code/modules/clothing/under/jobs/engineering_jumpsuits.dm @@ -14,7 +14,7 @@ icon_state = "chiefengineer" item_state = "chief" item_color = "chief" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 5, FIRE = 200, ACID = 35) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 200, ACID = 35) resistance_flags = NONE /obj/item/clothing/under/rank/engineering/chief_engineer/skirt @@ -69,7 +69,7 @@ icon_state = "engine" item_state = "engi_suit" item_color = "engine" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 5, FIRE = 75, ACID = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 75, ACID = 10) resistance_flags = NONE /obj/item/clothing/under/rank/engineering/engineer/sensor diff --git a/code/modules/clothing/under/jobs/medical_jumpsuits.dm b/code/modules/clothing/under/jobs/medical_jumpsuits.dm index 566b1671d56..8dedff438e1 100644 --- a/code/modules/clothing/under/jobs/medical_jumpsuits.dm +++ b/code/modules/clothing/under/jobs/medical_jumpsuits.dm @@ -1,6 +1,6 @@ /obj/item/clothing/under/rank/medical icon = 'icons/obj/clothing/under/medical.dmi' - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) sprite_sheets = list( "Human" = 'icons/mob/clothing/under/medical.dmi', @@ -16,7 +16,7 @@ item_state = "cmo" item_color = "cmo" permeability_coefficient = 0.50 - 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, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/medical/chief_medical_officer/skirt name = "chief medical officer's jumpskirt" @@ -32,7 +32,7 @@ item_state = "medical" item_color = "medical" permeability_coefficient = 0.50 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/medical/doctor/sensor sensor_mode = SENSOR_COORDS @@ -52,7 +52,7 @@ item_state = "virology" item_color = "virology" permeability_coefficient = 0.50 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/medical/virologist/skirt name = "virologist's jumpskirt" @@ -67,7 +67,7 @@ item_state = "nursesuit" item_color = "nursesuit" permeability_coefficient = 0.50 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/medical/nurse name = "nurse's dress" @@ -76,7 +76,7 @@ item_state = "nurse" item_color = "nurse" permeability_coefficient = 0.50 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/medical/orderly name = "orderly's uniform" @@ -85,7 +85,7 @@ item_state = "orderly" item_color = "orderly" permeability_coefficient = 0.50 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/medical/scrubs name = "blue medical scrubs" @@ -118,7 +118,7 @@ item_state = "chemistry" item_color = "chemistry" permeability_coefficient = 0.50 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 0, FIRE = 50, ACID = 95) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 95) /obj/item/clothing/under/rank/medical/chemist/skirt name = "chemist's jumpskirt" @@ -133,7 +133,7 @@ item_state = "paramedic" item_color = "paramedic" permeability_coefficient = 0.50 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 5, RAD = 5, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 5, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/medical/psych name = "psychiatrist's jumpsuit" @@ -156,4 +156,4 @@ item_state = "medicalgown" item_color = "medicalgown" body_parts_covered = UPPER_TORSO|LOWER_TORSO - 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, RAD = 0, FIRE = 0, ACID = 0) diff --git a/code/modules/clothing/under/jobs/plasmamen/_plasmamen.dm b/code/modules/clothing/under/jobs/plasmamen/_plasmamen.dm index fa6ca0b555d..798f3b696bb 100644 --- a/code/modules/clothing/under/jobs/plasmamen/_plasmamen.dm +++ b/code/modules/clothing/under/jobs/plasmamen/_plasmamen.dm @@ -1,7 +1,7 @@ /obj/item/clothing/under/plasmaman name = "plasma envirosuit" desc = "A special containment suit that allows plasma-based lifeforms to exist safely in an oxygenated environment, and automatically extinguishes them in a crisis. Despite being airtight, it's not spaceworthy." - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS strip_delay = 80 var/next_extinguish = 0 diff --git a/code/modules/clothing/under/jobs/plasmamen/engineering_plasmasuits.dm b/code/modules/clothing/under/jobs/plasmamen/engineering_plasmasuits.dm index 7aa808e3ec2..494fa6be6cc 100644 --- a/code/modules/clothing/under/jobs/plasmamen/engineering_plasmasuits.dm +++ b/code/modules/clothing/under/jobs/plasmamen/engineering_plasmasuits.dm @@ -4,7 +4,7 @@ icon_state = "engineer_envirosuit" item_state = "engineer_envirosuit" item_color = "engineer_envirosuit" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 10, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 10, FIRE = INFINITY, ACID = INFINITY) /obj/item/clothing/under/plasmaman/engineering/ce name = "chief engineer's plasma envirosuit" diff --git a/code/modules/clothing/under/jobs/plasmamen/security_plasmasuits.dm b/code/modules/clothing/under/jobs/plasmamen/security_plasmasuits.dm index 5af6cab67c0..b22f6902b83 100644 --- a/code/modules/clothing/under/jobs/plasmamen/security_plasmasuits.dm +++ b/code/modules/clothing/under/jobs/plasmamen/security_plasmasuits.dm @@ -4,7 +4,7 @@ icon_state = "security_envirosuit" item_state = "security_envirosuit" item_color = "security_envirosuit" - armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = INFINITY, RAD = 0, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) /obj/item/clothing/under/plasmaman/security/warden name = "warden plasma envirosuit" diff --git a/code/modules/clothing/under/jobs/rnd.dm b/code/modules/clothing/under/jobs/rnd.dm index e4405662c82..9ee59b40ceb 100644 --- a/code/modules/clothing/under/jobs/rnd.dm +++ b/code/modules/clothing/under/jobs/rnd.dm @@ -14,7 +14,7 @@ icon_state = "director" item_state = "g_suit" item_color = "director" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 5, RAD = 0, FIRE = 0, ACID = 25) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 25) /obj/item/clothing/under/rank/rnd/research_director/dress name = "research director's dress uniform" @@ -29,7 +29,7 @@ item_state = "science" item_color = "science" permeability_coefficient = 0.50 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/rnd/scientist/skirt name = "scientist's jumpskirt" @@ -58,7 +58,7 @@ item_state = "genetics" item_color = "genetics" permeability_coefficient = 0.50 - 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, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/under/rank/rnd/geneticist/skirt name = "geneticist's jumpskirt" diff --git a/code/modules/clothing/under/jobs/security_jumpsuits.dm b/code/modules/clothing/under/jobs/security_jumpsuits.dm index a01a84cd3d9..6bfabc64c41 100644 --- a/code/modules/clothing/under/jobs/security_jumpsuits.dm +++ b/code/modules/clothing/under/jobs/security_jumpsuits.dm @@ -1,6 +1,6 @@ /obj/item/clothing/under/rank/security icon = 'icons/obj/clothing/under/security.dmi' - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20) strip_delay = 50 sprite_sheets = list( "Human" = 'icons/mob/clothing/under/security.dmi', @@ -111,7 +111,7 @@ icon_state = "hos" item_state = "r_suit" item_color = "hos" - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 50) strip_delay = 60 /obj/item/clothing/under/rank/security/head_of_security/skirt diff --git a/code/modules/clothing/under/misc_jumpsuits.dm b/code/modules/clothing/under/misc_jumpsuits.dm index a7535d90a50..a3a9b30b059 100644 --- a/code/modules/clothing/under/misc_jumpsuits.dm +++ b/code/modules/clothing/under/misc_jumpsuits.dm @@ -135,7 +135,7 @@ icon_state = "durathread" item_state = "durathread" item_color = "durathread" - armor = list(MELEE = 5, BULLET = 0, LASER = 5, ENERGY = 0, BOMB = 5, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) + armor = list(MELEE = 5, BULLET = 0, LASER = 5, ENERGY = 0, BOMB = 5, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/under/misc/swimsuit/black name = "black swimsuit" @@ -176,7 +176,7 @@ gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|HEAD - armor = list(MELEE = INFINITY, BULLET = INFINITY, LASER = INFINITY, ENERGY = INFINITY, BOMB = INFINITY, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = INFINITY, BULLET = INFINITY, LASER = INFINITY, ENERGY = INFINITY, BOMB = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS | HEAD min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT heat_protection = UPPER_TORSO | LOWER_TORSO|LEGS|FEET|ARMS|HANDS | HEAD diff --git a/code/modules/clothing/under/solgov.dm b/code/modules/clothing/under/solgov.dm index f3c30903456..cda11534aee 100644 --- a/code/modules/clothing/under/solgov.dm +++ b/code/modules/clothing/under/solgov.dm @@ -4,7 +4,7 @@ icon_state = "solgov" item_state = "ro_suit" item_color = "solgov" - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 20, ACID = 20) displays_id = FALSE icon = 'icons/obj/clothing/under/solgov.dmi' diff --git a/code/modules/clothing/under/syndicate_jumpsuits.dm b/code/modules/clothing/under/syndicate_jumpsuits.dm index 2df19149580..ad85ded04d4 100644 --- a/code/modules/clothing/under/syndicate_jumpsuits.dm +++ b/code/modules/clothing/under/syndicate_jumpsuits.dm @@ -5,7 +5,7 @@ item_state = "bl_suit" item_color = "syndicate" has_sensor = FALSE - armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 35) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 35) icon = 'icons/obj/clothing/under/syndicate.dmi' sprite_sheets = list( @@ -27,7 +27,7 @@ icon_state = "tactifool" item_state = "bl_suit" item_color = "tactifool" - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 35) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 35) /obj/item/clothing/under/syndicate/sniper name = "tactical suit" diff --git a/code/modules/events/blob/blob_structures/blob_core.dm b/code/modules/events/blob/blob_structures/blob_core.dm index f673964ceb3..de7117334a5 100644 --- a/code/modules/events/blob/blob_structures/blob_core.dm +++ b/code/modules/events/blob/blob_structures/blob_core.dm @@ -3,7 +3,7 @@ icon = 'icons/mob/blob.dmi' icon_state = "blank_blob" max_integrity = 400 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 90) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 75, ACID = 90) fire_resist = 2 point_return = -1 var/overmind_get_delay = 0 // we don't want to constantly try to find an overmind, do it every 5 minutes diff --git a/code/modules/events/blob/blob_structures/captured_nuke.dm b/code/modules/events/blob/blob_structures/captured_nuke.dm index 0be8990701b..3374850b1b2 100644 --- a/code/modules/events/blob/blob_structures/captured_nuke.dm +++ b/code/modules/events/blob/blob_structures/captured_nuke.dm @@ -3,7 +3,7 @@ icon_state = "blob" desc = "A Nuclear Warhead tangled in blob tendrils pulsating with a horrific green glow." max_integrity = 100 - 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, RAD = 0, FIRE = 65, ACID = 90) point_return = 0 /obj/structure/blob/captured_nuke/Initialize(mapload, obj/machinery/nuclearbomb/N) diff --git a/code/modules/events/blob/blob_structures/node.dm b/code/modules/events/blob/blob_structures/node.dm index c5575827f5d..a02eac1f747 100644 --- a/code/modules/events/blob/blob_structures/node.dm +++ b/code/modules/events/blob/blob_structures/node.dm @@ -3,7 +3,7 @@ icon = 'icons/mob/blob.dmi' icon_state = "blank_blob" max_integrity = 200 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 65, ACID = 90) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 65, ACID = 90) point_return = 18 /obj/structure/blob/node/Initialize(mapload) diff --git a/code/modules/events/blob/blob_structures/strong_blob.dm b/code/modules/events/blob/blob_structures/strong_blob.dm index cada8996ad9..3cf59067884 100644 --- a/code/modules/events/blob/blob_structures/strong_blob.dm +++ b/code/modules/events/blob/blob_structures/strong_blob.dm @@ -7,7 +7,7 @@ brute_resist = 0.25 explosion_block = 3 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, RAD = 0, FIRE = 90, ACID = 90) /obj/structure/blob/shield/core point_return = 0 diff --git a/code/modules/events/blob/theblob.dm b/code/modules/events/blob/theblob.dm index b81881a7289..da6feab9aa1 100644 --- a/code/modules/events/blob/theblob.dm +++ b/code/modules/events/blob/theblob.dm @@ -13,7 +13,7 @@ GLOBAL_LIST_EMPTY(blob_nodes) opacity = FALSE anchored = TRUE max_integrity = 30 - armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 70) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 80, ACID = 70) flags_2 = CRITICAL_ATOM_2 var/point_return = 0 //How many points the blob gets back when it removes a blob of that type. If less than 0, blob cannot be removed. var/health_timestamp = 0 diff --git a/code/modules/holiday/christmas.dm b/code/modules/holiday/christmas.dm index 51fdf42e3fa..5aafa9455fb 100644 --- a/code/modules/holiday/christmas.dm +++ b/code/modules/holiday/christmas.dm @@ -65,4 +65,4 @@ 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, RAD = 0, FIRE = 0, ACID = 0) diff --git a/code/modules/library/library_equipment.dm b/code/modules/library/library_equipment.dm index 34a347e196f..e840df5608c 100644 --- a/code/modules/library/library_equipment.dm +++ b/code/modules/library/library_equipment.dm @@ -16,7 +16,7 @@ opacity = TRUE 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, RAD = 0, FIRE = 50, ACID = 0) var/list/allowed_books = list(/obj/item/book, /obj/item/spellbook, /obj/item/storage/bible, /obj/item/tome) //Things allowed in the bookcase /obj/structure/bookcase/attackby(obj/item/O, mob/user) diff --git a/code/modules/martial_arts/krav_maga.dm b/code/modules/martial_arts/krav_maga.dm index ba4f0da8fa2..3704592303f 100644 --- a/code/modules/martial_arts/krav_maga.dm +++ b/code/modules/martial_arts/krav_maga.dm @@ -179,4 +179,4 @@ 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 = 200, ACID = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 200, ACID = 50) diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm index 82746ae1b81..a1fad4d73e6 100644 --- a/code/modules/mining/equipment/explorer_gear.dm +++ b/code/modules/mining/equipment/explorer_gear.dm @@ -10,7 +10,7 @@ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS hoodtype = /obj/item/clothing/head/hooded/explorer - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 50) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 50) allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe) resistance_flags = FIRE_PROOF hide_tail_by_species = list("Vox" , "Vulpkanin" , "Unathi" , "Tajaran") @@ -33,7 +33,7 @@ flags_cover = HEADCOVERSEYES min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT - armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, BIO = INFINITY, RAD = 50, FIRE = 50, ACID = 50) + armor = list(MELEE = 20, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 50, RAD = 50, FIRE = 50, ACID = 50) resistance_flags = FIRE_PROOF sprite_sheets = list( @@ -51,7 +51,7 @@ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | LAVA_PROOF slowdown = 0 - armor = list(MELEE = 120, BULLET = 35, LASER = 25, ENERGY = 25, BOMB = 150, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 120, BULLET = 35, LASER = 25, ENERGY = 25, BOMB = 150, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) 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/melee/spellblade) @@ -79,7 +79,7 @@ item_state = "hostile_env" w_class = WEIGHT_CLASS_NORMAL max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT - armor = list(MELEE = 120, BULLET = 35, LASER = 25, ENERGY = 25, BOMB = 150, BIO = INFINITY, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 120, BULLET = 35, LASER = 25, ENERGY = 25, BOMB = 150, RAD = INFINITY, FIRE = INFINITY, ACID = INFINITY) resistance_flags = FIRE_PROOF | LAVA_PROOF /obj/item/clothing/head/helmet/space/hostile_environment/Initialize(mapload) diff --git a/code/modules/mining/equipment/marker_beacons.dm b/code/modules/mining/equipment/marker_beacons.dm index cbdc8107a9b..bf2709de325 100644 --- a/code/modules/mining/equipment/marker_beacons.dm +++ b/code/modules/mining/equipment/marker_beacons.dm @@ -21,7 +21,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list( icon = 'icons/obj/lighting.dmi' icon_state = "markerrandom" base_icon_state = "marker" - 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, RAD = 100, FIRE = 25, ACID = 0) max_integrity = 50 merge_type = /obj/item/stack/marker_beacon max_amount = 100 @@ -74,7 +74,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, 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, RAD = 100, FIRE = 25, ACID = 0) max_integrity = 50 anchored = TRUE light_range = 2 diff --git a/code/modules/mining/lavaland/necropolis_chests.dm b/code/modules/mining/lavaland/necropolis_chests.dm index b47689f5719..2343058123c 100644 --- a/code/modules/mining/lavaland/necropolis_chests.dm +++ b/code/modules/mining/lavaland/necropolis_chests.dm @@ -163,7 +163,7 @@ desc = "Voices echo from the hardsuit, driving the user insane. Is not space-proof." icon_state = "hardsuit-berserker" 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/twohanded/spear) - armor = list(MELEE = 30, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 150, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 30, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 150, RAD = 0, FIRE = INFINITY, ACID = INFINITY) hoodtype = /obj/item/clothing/head/hooded/berserker flags_inv = HIDEGLOVES | HIDESHOES | HIDEJUMPSUIT | HIDETAIL heat_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS @@ -187,7 +187,7 @@ light_color = BERSERK_COLOUR light_power = 4 actions_types = list(/datum/action/item_action/berserk_mode) - armor = list(MELEE = 30, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 150, BIO = 0, RAD = 0, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 30, BULLET = 15, LASER = 10, ENERGY = 10, BOMB = 150, RAD = 0, FIRE = INFINITY, ACID = INFINITY) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/mob/living/carbon/human/species/golem.dm b/code/modules/mob/living/carbon/human/species/golem.dm index f6af90ce553..b8de9b24229 100644 --- a/code/modules/mob/living/carbon/human/species/golem.dm +++ b/code/modules/mob/living/carbon/human/species/golem.dm @@ -710,7 +710,7 @@ name = "pile of bandages" desc = "It emits a strange aura, as if there was still life within it..." max_integrity = 50 - armor = list(MELEE = 90, BULLET = 90, LASER = 25, ENERGY = 80, BOMB = 50, BIO = 100, FIRE = -50, ACID = -50) + armor = list(MELEE = 90, BULLET = 90, LASER = 25, ENERGY = 80, BOMB = 50, FIRE = -50, ACID = -50) icon = 'icons/obj/items.dmi' icon_state = "pile_bandages" resistance_flags = FLAMMABLE diff --git a/code/modules/mob/living/silicon/robot/robot_modules.dm b/code/modules/mob/living/silicon/robot/robot_modules.dm index 1bbdb6f4c22..c80f2c69790 100644 --- a/code/modules/mob/living/silicon/robot/robot_modules.dm +++ b/code/modules/mob/living/silicon/robot/robot_modules.dm @@ -5,7 +5,7 @@ w_class = 100 item_state = "electronic" flags = CONDUCT - var/module_armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) + var/module_armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) /// Has the AI hacked the borg module, allowing access to the malf AI exclusive item. var/malfhacked = FALSE @@ -536,7 +536,7 @@ /obj/item/robot_module/miner name = "miner robot module" module_type = "Miner" - module_armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) + module_armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 0, ACID = 0) module_actions = list(/datum/action/innate/robot_sight/meson) custom_removals = list("KA modkits") basic_modules = list( diff --git a/code/modules/newscaster/obj/newscaster.dm b/code/modules/newscaster/obj/newscaster.dm index f080477f034..f079deb792e 100644 --- a/code/modules/newscaster/obj/newscaster.dm +++ b/code/modules/newscaster/obj/newscaster.dm @@ -19,7 +19,7 @@ desc = "A standard Nanotrasen-licensed newsfeed handler for use in commercial space stations. All the news you absolutely have no use for, in one place!" icon = 'icons/obj/terminals.dmi' icon_state = "newscaster_off" - armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30) + armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 50, ACID = 30) max_integrity = 200 integrity_failure = 50 light_range = 0 diff --git a/code/modules/ninja/suit/ninja_head.dm b/code/modules/ninja/suit/ninja_head.dm index 721d9273b4c..ace19a43923 100644 --- a/code/modules/ninja/suit/ninja_head.dm +++ b/code/modules/ninja/suit/ninja_head.dm @@ -5,5 +5,5 @@ name = "ninja hood" icon_state = "s-ninja" item_state = "s-ninja_hood" - armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY) blockTracking = 1 diff --git a/code/modules/ninja/suit/ninja_shoes.dm b/code/modules/ninja/suit/ninja_shoes.dm index 739b5967dde..2ec11a2aebc 100644 --- a/code/modules/ninja/suit/ninja_shoes.dm +++ b/code/modules/ninja/suit/ninja_shoes.dm @@ -5,7 +5,7 @@ icon_state = "s-ninja" permeability_coefficient = 0.01 flags = NOSLIP - armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY) cold_protection = FEET min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT heat_protection = FEET diff --git a/code/modules/ninja/suit/ninja_suit.dm b/code/modules/ninja/suit/ninja_suit.dm index 950df1be8fc..c15f5f0cff1 100644 --- a/code/modules/ninja/suit/ninja_suit.dm +++ b/code/modules/ninja/suit/ninja_suit.dm @@ -14,7 +14,7 @@ Contents: item_state = "s-ninja_suit" allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/melee/baton, /obj/item/tank/internals, /obj/item/stock_parts/cell) slowdown = 0 - armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY) + armor = list(MELEE = 75, BULLET = 50, LASER = 20, ENERGY = 10, BOMB = 20, RAD = 15, FIRE = INFINITY, ACID = INFINITY) var/suitActive = 0 var/suitBusy = 0 diff --git a/code/modules/pda/PDA.dm b/code/modules/pda/PDA.dm index 979b1c50786..bc32d97e761 100644 --- a/code/modules/pda/PDA.dm +++ b/code/modules/pda/PDA.dm @@ -15,7 +15,7 @@ GLOBAL_LIST_EMPTY(PDAs) item_state = "electronic" w_class = WEIGHT_CLASS_TINY slot_flags = SLOT_ID | SLOT_BELT | SLOT_PDA - 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, RAD = 0, FIRE = 100, ACID = 100) resistance_flags = FIRE_PROOF | ACID_PROOF origin_tech = "programming=2" diff --git a/code/modules/power/apc/apc.dm b/code/modules/power/apc/apc.dm index 20cd0fa213c..a75c6f7f059 100644 --- a/code/modules/power/apc/apc.dm +++ b/code/modules/power/apc/apc.dm @@ -146,7 +146,7 @@ /obj/machinery/power/apc/New(turf/loc, direction, building = 0) 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, RAD = 100, FIRE = 90, ACID = 50) ..() GLOB.apcs += src GLOB.apcs = sortAtom(GLOB.apcs) diff --git a/code/modules/power/engines/singularity/field_generator.dm b/code/modules/power/engines/singularity/field_generator.dm index a7f47d81cee..2ed0610755d 100644 --- a/code/modules/power/engines/singularity/field_generator.dm +++ b/code/modules/power/engines/singularity/field_generator.dm @@ -28,7 +28,7 @@ field_generator power level display power_state = NO_POWER_USE max_integrity = 500 //100% immune to lasers and energy projectiles since it absorbs their energy. - armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70) + armor = list(MELEE = 25, BULLET = 10, LASER = 100, ENERGY = 100, BOMB = 0, RAD = 0, FIRE = 50, ACID = 70) var/const/num_power_levels = 6 // Total number of power level icon has var/power_level = 0 var/active = FG_OFFLINE diff --git a/code/modules/power/engines/singularity/particle_accelerator/particle_accelerator.dm b/code/modules/power/engines/singularity/particle_accelerator/particle_accelerator.dm index 065c6e24485..48baf9c5809 100644 --- a/code/modules/power/engines/singularity/particle_accelerator/particle_accelerator.dm +++ b/code/modules/power/engines/singularity/particle_accelerator/particle_accelerator.dm @@ -67,7 +67,7 @@ So, hopefully this is helpful if any more icons are to be added/changed/wonderin anchored = FALSE density = TRUE max_integrity = 500 - armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 80) + armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 90, ACID = 80) var/obj/machinery/particle_accelerator/control_box/master = null var/construction_state = 0 var/reference = null diff --git a/code/modules/power/lights.dm b/code/modules/power/lights.dm index 4a063414d0b..03091088a0c 100644 --- a/code/modules/power/lights.dm +++ b/code/modules/power/lights.dm @@ -29,7 +29,7 @@ anchored = TRUE layer = 5 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, RAD = 0, FIRE = 80, ACID = 50) /// Construction stage (1 = Empty frame | 2 = Wired frame | 3 = Completed frame) var/stage = 1 /// Light bulb type diff --git a/code/modules/reagents/reagent_containers/glass_containers.dm b/code/modules/reagents/reagent_containers/glass_containers.dm index 81c63791db4..6a4bd61c5cc 100644 --- a/code/modules/reagents/reagent_containers/glass_containers.dm +++ b/code/modules/reagents/reagent_containers/glass_containers.dm @@ -296,7 +296,7 @@ amount_per_transfer_from_this = 20 possible_transfer_amounts = list(5,10,15,20,25,30,50,80,100,120) volume = 120 - 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, RAD = 0, FIRE = 75, ACID = 50) //Weak melee protection, because you can wear it on your head slot_flags = SLOT_HEAD resistance_flags = NONE blocks_emissive = EMISSIVE_BLOCK_GENERIC @@ -308,7 +308,7 @@ icon_state = "woodbucket" item_state = "woodbucket" materials = null - 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, RAD = 0, FIRE = 0, ACID = 50) resistance_flags = FLAMMABLE /obj/item/reagent_containers/glass/bucket/equipped(mob/user, slot) diff --git a/code/modules/recycling/disposal.dm b/code/modules/recycling/disposal.dm index f37f3c619f3..54482d0f977 100644 --- a/code/modules/recycling/disposal.dm +++ b/code/modules/recycling/disposal.dm @@ -15,7 +15,7 @@ anchored = TRUE density = TRUE on_blueprints = 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, RAD = 100, FIRE = 90, ACID = 30) max_integrity = 200 flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2 resistance_flags = FIRE_PROOF @@ -724,7 +724,7 @@ dir = 0 // dir will contain dominant direction for junction pipes var/health = 10 // health points 0-10 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, RAD = 100, FIRE = 90, ACID = 30) damage_deflection = 10 flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2 plane = FLOOR_PLANE diff --git a/code/modules/ruins/lavalandruin_code/puzzle.dm b/code/modules/ruins/lavalandruin_code/puzzle.dm index b9ebf8adb68..2e2e842979f 100644 --- a/code/modules/ruins/lavalandruin_code/puzzle.dm +++ b/code/modules/ruins/lavalandruin_code/puzzle.dm @@ -292,7 +292,7 @@ //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, RAD = 50, FIRE = 50, ACID = 50) /obj/structure/puzzle_element/prison/relaymove(mob/user) return diff --git a/code/modules/vehicle/atv.dm b/code/modules/vehicle/atv.dm index 39138df8e70..a9f5806dfe0 100644 --- a/code/modules/vehicle/atv.dm +++ b/code/modules/vehicle/atv.dm @@ -4,7 +4,7 @@ icon = 'icons/vehicles/4wheeler.dmi' 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, RAD = 0, FIRE = 60, ACID = 60) key_type = /obj/item/key integrity_failure = 70 generic_pixel_x = 0 diff --git a/code/modules/vehicle/secway.dm b/code/modules/vehicle/secway.dm index 90be31e826e..9dfccd646be 100644 --- a/code/modules/vehicle/secway.dm +++ b/code/modules/vehicle/secway.dm @@ -3,7 +3,7 @@ desc = "A brave security cyborg gave its life to help you look like a complete tool." icon_state = "secway" max_integrity = 100 - armor = list(MELEE = 20, BULLET = 15, LASER = 10, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) + armor = list(MELEE = 20, BULLET = 15, LASER = 10, ENERGY = 0, BOMB = 30, RAD = 0, FIRE = 60, ACID = 60) key_type = /obj/item/key/security integrity_failure = 50 generic_pixel_x = 0 diff --git a/code/modules/vehicle/vehicle.dm b/code/modules/vehicle/vehicle.dm index aa36994a9f2..6f8f3f7c357 100644 --- a/code/modules/vehicle/vehicle.dm +++ b/code/modules/vehicle/vehicle.dm @@ -9,7 +9,7 @@ can_buckle = TRUE buckle_lying = FALSE 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, RAD = 0, FIRE = 60, ACID = 60) var/key_type var/held_key_type //Similar to above, but the vehicle needs the key in hands as opposed to inserted into the ignition var/obj/item/key/inserted_key