From 626eaaeb7936ab802fd6148cf9751c2f55bcb3d2 Mon Sep 17 00:00:00 2001 From: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> Date: Mon, 1 Sep 2025 09:27:52 +0500 Subject: [PATCH] Removes british spelling of armor from armor_penetration vars (#30104) * spelling * manually rename last armour pen * Update code/game/objects/obj_defense.dm Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> * Update code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> * Update goldgrub.dm --------- Signed-off-by: kyunkyunkyun <120701975+kyunkyunkyun@users.noreply.github.com> Co-authored-by: PollardTheDragon <144391971+PollardTheDragon@users.noreply.github.com> --- code/datums/components/parry.dm | 12 ++++---- code/game/gamemodes/cult/cult_items.dm | 2 +- code/game/gamemodes/cult/ritual.dm | 2 +- .../miniantags/guardian/types/assassin.dm | 4 +-- .../miniantags/guardian/types/ranged.dm | 2 +- .../machinery/computer/HolodeckControl.dm | 2 +- code/game/machinery/portable_turret.dm | 4 +-- code/game/mecha/equipment/tools/work_tools.dm | 2 +- code/game/objects/items.dm | 4 +-- code/game/objects/items/staff.dm | 2 +- code/game/objects/items/weapons/batons.dm | 4 +-- .../objects/items/weapons/holy_weapons.dm | 2 +- .../weapons/melee/energy_melee_weapons.dm | 10 +++---- .../game/objects/items/weapons/melee/melee.dm | 10 +++---- .../objects/items/weapons/melee/spellblade.dm | 2 +- code/game/objects/items/weapons/twohanded.dm | 14 +++++----- code/game/objects/obj_defense.dm | 26 ++++++++--------- code/game/objects/objs.dm | 2 +- .../contractor/items/contractor_baton.dm | 2 +- .../vampire_powers/hemomancer_powers.dm | 2 +- .../antagonists/zombie/zombie_spells.dm | 4 +-- .../mission_code/ruins/deepstorage.dm | 2 +- code/modules/events/demon_incursion.dm | 2 +- .../food_and_drinks/drinks/drinks/bottle.dm | 2 +- code/modules/hydroponics/hydroitemdefines.dm | 2 +- .../mining/equipment/kinetic_crusher.dm | 2 +- .../mining/lavaland/loot/tendril_loot.dm | 2 +- .../mining/lavaland/necropolis_chests.dm | 4 +-- code/modules/mob/living/basic/basic_mob.dm | 4 +-- .../living/basic/mining/goldgrub/goldgrub.dm | 2 +- .../mob/living/basic/mining/hivelord.dm | 2 +- .../mob/living/basic/posessed_object.dm | 4 +-- .../mob/living/carbon/human/human_defense.dm | 8 +++--- .../mob/living/carbon/human/species/golem.dm | 2 +- code/modules/mob/living/living_defense.dm | 10 +++---- .../mob/living/silicon/silicon_defense.dm | 4 +-- .../modules/mob/living/silicon/silicon_mob.dm | 8 +++--- .../simple_animal/hostile/deathsquid.dm | 4 +-- .../hostile/megafauna/ancient_robot.dm | 28 +++++++++---------- .../hostile/megafauna/bubblegum.dm | 6 ++-- .../hostile/megafauna/colossus.dm | 4 +-- .../simple_animal/hostile/megafauna/drake.dm | 2 +- .../hostile/megafauna/hierophant.dm | 2 +- .../simple_animal/hostile/megafauna/legion.dm | 2 +- .../mining/elites/goliath_broodmother.dm | 4 +-- .../hostile/mining/elites/herald.dm | 4 +-- .../hostile/mining/elites/legionnaire.dm | 2 +- .../hostile/mining/elites/pandora.dm | 2 +- .../simple_animal/hostile/syndicate_mobs.dm | 2 +- .../mob/living/simple_animal/simple_animal.dm | 4 +-- code/modules/ninja/energy_katana.dm | 4 +-- code/modules/paperwork/pen.dm | 2 +- .../guns/energy/kinetic_accelerator.dm | 4 +-- .../projectiles/guns/energy/special_eguns.dm | 2 +- .../projectiles/guns/projectile/saw.dm | 10 +++---- .../projectiles/guns/projectile/sniper.dm | 6 ++-- code/modules/projectiles/projectile/beams.dm | 4 +-- .../modules/projectiles/projectile/bullets.dm | 14 +++++----- .../projectile/energy_projectiles.dm | 4 +-- .../projectile/homing_projectiles.dm | 2 +- .../projectile/magic_projectiles.dm | 2 +- .../ruins/lavalandruin_code/dead_ratvar.dm | 2 +- .../smithing/machinery/lava_furnace.dm | 2 +- .../smithing/machinery/power_hammer.dm | 2 +- code/modules/surgery/organs/augments_arms.dm | 4 +-- 65 files changed, 152 insertions(+), 152 deletions(-) diff --git a/code/datums/components/parry.dm b/code/datums/components/parry.dm index be9f3e13d6c..ecf652ec9d5 100644 --- a/code/datums/components/parry.dm +++ b/code/datums/components/parry.dm @@ -101,18 +101,18 @@ if(time_since_parry > parry_time_out_time) return - var/armour_penetration_percentage = 0 - var/armour_penetration_flat = 0 + var/armor_penetration_percentage = 0 + var/armor_penetration_flat = 0 if(isitem(hitby)) var/obj/item/I = hitby - armour_penetration_percentage = I.armour_penetration_percentage - armour_penetration_flat = I.armour_penetration_flat + armor_penetration_percentage = I.armor_penetration_percentage + armor_penetration_flat = I.armor_penetration_flat - if(armour_penetration_flat + armour_penetration_percentage >= 100) + if(armor_penetration_flat + armor_penetration_percentage >= 100) return - var/stamina_damage = stamina_coefficient * (((time_since_parry / parry_time_out_time) + armour_penetration_percentage / 100) * (damage + armour_penetration_flat)) + stamina_constant + var/stamina_damage = stamina_coefficient * (((time_since_parry / parry_time_out_time) + armor_penetration_percentage / 100) * (damage + armor_penetration_flat)) + stamina_constant if(!no_parry_sound) var/sound_to_play diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm index 3bbc69ada00..75f6a974a93 100644 --- a/code/game/gamemodes/cult/cult_items.dm +++ b/code/game/gamemodes/cult/cult_items.dm @@ -562,7 +562,7 @@ icon_state = "bloodspear0" force = 17 throwforce = 30 - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 attack_verb = list("attacked", "impaled", "stabbed", "torn", "gored") sharp = TRUE no_spin_thrown = TRUE diff --git a/code/game/gamemodes/cult/ritual.dm b/code/game/gamemodes/cult/ritual.dm index ee5d5ee6ade..b4c5e9465a1 100644 --- a/code/game/gamemodes/cult/ritual.dm +++ b/code/game/gamemodes/cult/ritual.dm @@ -9,7 +9,7 @@ w_class = WEIGHT_CLASS_SMALL force = 15 throwforce = 25 - armour_penetration_flat = 35 + armor_penetration_flat = 35 sprite_sheets_inhand = null // Override parent var/drawing_rune = FALSE var/scribe_multiplier = 1 // Lower is faster diff --git a/code/game/gamemodes/miniantags/guardian/types/assassin.dm b/code/game/gamemodes/miniantags/guardian/types/assassin.dm index 0af404e1db7..fd9a45493fa 100644 --- a/code/game/gamemodes/miniantags/guardian/types/assassin.dm +++ b/code/game/gamemodes/miniantags/guardian/types/assassin.dm @@ -55,7 +55,7 @@ if(toggle) melee_damage_lower = initial(melee_damage_lower) melee_damage_upper = initial(melee_damage_upper) - armour_penetration_percentage = initial(armour_penetration_percentage) + armor_penetration_percentage = initial(armor_penetration_percentage) obj_damage = initial(obj_damage) environment_smash = initial(environment_smash) alpha = initial(alpha) @@ -73,7 +73,7 @@ return melee_damage_lower = 50 melee_damage_upper = 50 - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 obj_damage = 0 environment_smash = ENVIRONMENT_SMASH_NONE alpha = 10 diff --git a/code/game/gamemodes/miniantags/guardian/types/ranged.dm b/code/game/gamemodes/miniantags/guardian/types/ranged.dm index d4d9d7cf16f..31796fb0a11 100644 --- a/code/game/gamemodes/miniantags/guardian/types/ranged.dm +++ b/code/game/gamemodes/miniantags/guardian/types/ranged.dm @@ -2,7 +2,7 @@ name = "crystal spray" icon_state = "guardian" damage = 20 - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 /mob/living/simple_animal/hostile/guardian/ranged friendly = "quietly assesses" diff --git a/code/game/machinery/computer/HolodeckControl.dm b/code/game/machinery/computer/HolodeckControl.dm index c9e23857425..e0d045d178b 100644 --- a/code/game/machinery/computer/HolodeckControl.dm +++ b/code/game/machinery/computer/HolodeckControl.dm @@ -364,7 +364,7 @@ throw_speed = 1 throw_range = 5 w_class = WEIGHT_CLASS_SMALL - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 var/active = FALSE /obj/item/holo/esword/Initialize(mapload) diff --git a/code/game/machinery/portable_turret.dm b/code/game/machinery/portable_turret.dm index cdb47a37be7..b4603fad18a 100644 --- a/code/game/machinery/portable_turret.dm +++ b/code/game/machinery/portable_turret.dm @@ -520,8 +520,8 @@ enabled = TRUE //turns it back on. The cover pop_up() pop_down() are automatically called in process(), no need to define it here return TRUE -/obj/machinery/porta_turret/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration_flat = 0, armour_penetration_percentage = 0) - damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir, armour_penetration_flat, armour_penetration_percentage) +/obj/machinery/porta_turret/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armor_penetration_flat = 0, armor_penetration_percentage = 0) + damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir, armor_penetration_flat, armor_penetration_percentage) if(!raised && !raising) damage_amount = damage_amount / 8 if(damage_amount < 5) diff --git a/code/game/mecha/equipment/tools/work_tools.dm b/code/game/mecha/equipment/tools/work_tools.dm index c20786e19bb..39369108677 100644 --- a/code/game/mecha/equipment/tools/work_tools.dm +++ b/code/game/mecha/equipment/tools/work_tools.dm @@ -468,7 +468,7 @@ /obj/item/kinetic_crusher/mecha /// Since this one doesn't have the two_handed component it will always use the value in force force = 30 - armour_penetration_flat = 15 + armor_penetration_flat = 15 detonation_damage = 90 backstab_bonus = 50 diff --git a/code/game/objects/items.dm b/code/game/objects/items.dm index a3ca4bda21d..ad0f66e1d69 100644 --- a/code/game/objects/items.dm +++ b/code/game/objects/items.dm @@ -92,9 +92,9 @@ GLOBAL_DATUM_INIT(welding_sparks, /mutable_appearance, mutable_appearance('icons /// How much clothing is slowing you down. Negative values speeds you up. var/slowdown = 0 /// Flat armour reduction, occurs after percentage armour penetration. - var/armour_penetration_flat = 0 + var/armor_penetration_flat = 0 /// Percentage armour reduction, happens before flat armour reduction. - var/armour_penetration_percentage = 0 + var/armor_penetration_percentage = 0 /// For what suits can store. IE. secuirty vest holding stunbatons, disablers, cuffs. var/list/allowed = list() /// All items can have an uplink hidden inside, just remember to add the triggers. diff --git a/code/game/objects/items/staff.dm b/code/game/objects/items/staff.dm index a82eb93b54c..17ac1baed1b 100644 --- a/code/game/objects/items/staff.dm +++ b/code/game/objects/items/staff.dm @@ -10,7 +10,7 @@ throw_speed = 1 throw_range = 5 w_class = WEIGHT_CLASS_SMALL - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 attack_verb = list("bludgeoned", "whacked", "disciplined") resistance_flags = FLAMMABLE diff --git a/code/game/objects/items/weapons/batons.dm b/code/game/objects/items/weapons/batons.dm index a1957cbea53..55e4a895453 100644 --- a/code/game/objects/items/weapons/batons.dm +++ b/code/game/objects/items/weapons/batons.dm @@ -19,7 +19,7 @@ /// The amount of stamina damage the baton does per swing var/stamina_damage = 30 /// How much melee armour is ignored by the stamina damage - var/stamina_armour_pen = 0 + var/stamina_armor_pen = 0 /// The stun time (in seconds) for non-silicons var/knockdown_duration = 6 SECONDS /// The stun time (in seconds) for silicons @@ -122,7 +122,7 @@ * * user - The attacking user */ /obj/item/melee/classic_baton/proc/on_non_silicon_stun(mob/living/target, mob/living/user) - var/armour = target.run_armor_check("chest", armour_penetration_percentage = stamina_armour_pen) // returns their chest melee armour + var/armour = target.run_armor_check("chest", armor_penetration_percentage = stamina_armor_pen) // returns their chest melee armour var/percentage_reduction = 0 if(ishuman(target)) percentage_reduction = (100 - ARMOUR_VALUE_TO_PERCENTAGE(armour)) / 100 diff --git a/code/game/objects/items/weapons/holy_weapons.dm b/code/game/objects/items/weapons/holy_weapons.dm index 5ab18618959..aa58c27e693 100644 --- a/code/game/objects/items/weapons/holy_weapons.dm +++ b/code/game/objects/items/weapons/holy_weapons.dm @@ -248,7 +248,7 @@ item_state = "scythe0" desc = "Ask not for whom the bell tolls..." w_class = WEIGHT_CLASS_BULKY - armour_penetration_flat = 30 + armor_penetration_flat = 30 slot_flags = ITEM_SLOT_BACK sharp = TRUE attack_verb = list("chopped", "sliced", "cut", "reaped") 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 0f7d6b51d06..e10788f5d1f 100644 --- a/code/game/objects/items/weapons/melee/energy_melee_weapons.dm +++ b/code/game/objects/items/weapons/melee/energy_melee_weapons.dm @@ -181,7 +181,7 @@ w_class_on = WEIGHT_CLASS_HUGE hitsound = 'sound/weapons/bladeslice.ogg' flags = CONDUCT - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 origin_tech = "combat=4;magnets=3" attack_verb = list("attacked", "chopped", "cleaved", "torn", "cut") attack_verb_on = list() @@ -207,8 +207,8 @@ hitsound = "swing_hit" embed_chance = 75 embedded_impact_pain_multiplier = 10 - armour_penetration_percentage = 50 - armour_penetration_flat = 10 + armor_penetration_percentage = 50 + armor_penetration_flat = 10 origin_tech = "combat=3;magnets=4;syndicate=4" sharp = TRUE var/hacked = FALSE @@ -345,8 +345,8 @@ throwforce_on = 10 // No PvP shenanigans, this is main weapon in PvE explorer gameplay and can be obtained very easy embed_chance = 45 embedded_impact_pain_multiplier = 4 - armour_penetration_percentage = 0 - armour_penetration_flat = 0 + armor_penetration_percentage = 0 + armor_penetration_flat = 0 icon_state = "cutlass0" icon_state_on = "cutlass1" light_color = LIGHT_COLOR_RED diff --git a/code/game/objects/items/weapons/melee/melee.dm b/code/game/objects/items/weapons/melee/melee.dm index 282a11db1b6..cf9fba49d11 100644 --- a/code/game/objects/items/weapons/melee/melee.dm +++ b/code/game/objects/items/weapons/melee/melee.dm @@ -14,7 +14,7 @@ force = 15 throwforce = 10 w_class = WEIGHT_CLASS_BULKY - armour_penetration_percentage = 75 + armor_penetration_percentage = 75 sharp = TRUE origin_tech = null attack_verb = list("lunged at", "stabbed") @@ -112,7 +112,7 @@ flags = CONDUCT force = 5 throwforce = 5 - armour_penetration_flat = 30 + armor_penetration_flat = 30 w_class = WEIGHT_CLASS_BULKY sharp = TRUE origin_tech = "combat=6;syndicate=5" @@ -280,8 +280,8 @@ force_on = 40 throw_speed = 1 throw_range = 5 - armour_penetration_percentage = 50 - armour_penetration_flat = 10 + armor_penetration_percentage = 50 + armor_penetration_flat = 10 /obj/item/chainsaw/syndie/Initialize(mapload) . = ..() @@ -310,7 +310,7 @@ /obj/item/chainsaw/doomslayer name = "OOOH BABY" desc = "VRRRRRRR!!!" - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 force_on = 30 /obj/item/chainsaw/doomslayer/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) diff --git a/code/game/objects/items/weapons/melee/spellblade.dm b/code/game/objects/items/weapons/melee/spellblade.dm index 031b161b00a..083b5e1fcdf 100644 --- a/code/game/objects/items/weapons/melee/spellblade.dm +++ b/code/game/objects/items/weapons/melee/spellblade.dm @@ -9,7 +9,7 @@ resistance_flags = LAVA_PROOF | FIRE_PROOF w_class = WEIGHT_CLASS_BULKY force = 25 - armour_penetration_flat = 50 + armor_penetration_flat = 50 sharp = TRUE new_attack_chain = TRUE ///enchantment holder, gives it unique on hit effects. diff --git a/code/game/objects/items/weapons/twohanded.dm b/code/game/objects/items/weapons/twohanded.dm index 289f45a978e..a9eb7e5fce6 100644 --- a/code/game/objects/items/weapons/twohanded.dm +++ b/code/game/objects/items/weapons/twohanded.dm @@ -55,8 +55,8 @@ /obj/item/fireaxe/energized desc = "Someone with a love for fire axes decided to turn this one into a high-powered energy weapon. Seems excessive." force_wielded = 35 - armour_penetration_flat = 10 - armour_penetration_percentage = 30 + armor_penetration_flat = 10 + armor_penetration_percentage = 30 var/charge = 20 var/max_charge = 20 @@ -106,8 +106,8 @@ throw_range = 5 w_class = WEIGHT_CLASS_SMALL var/w_class_on = WEIGHT_CLASS_BULKY - armour_penetration_flat = 10 - armour_penetration_percentage = 50 + armor_penetration_flat = 10 + armor_penetration_percentage = 50 origin_tech = "magnets=4;syndicate=5" attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, RAD = 0, FIRE = 100, ACID = 70) @@ -279,7 +279,7 @@ var/force_wielded = 18 throwforce = 20 throw_speed = 4 - armour_penetration_flat = 5 + armor_penetration_flat = 5 materials = list(MAT_METAL = 1150, MAT_GLASS = 2075) hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("attacked", "poked", "jabbed", "torn", "gored") @@ -350,7 +350,7 @@ force_unwielded = 11 force_wielded = 20 //I have no idea how to balance throwforce = 22 - armour_penetration_percentage = 15 //Enhanced armor piercing + armor_penetration_percentage = 15 //Enhanced armor piercing //Blatant imitation of spear, but all natural. Also not valid for explosive modification. /obj/item/spear/bamboo @@ -627,7 +627,7 @@ flags = ABSTRACT | NODROP | DROPDEL force = 22 damtype = BURN - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 sharp = TRUE attack_effect_override = ATTACK_EFFECT_CLAW hitsound = 'sound/weapons/bladeslice.ogg' diff --git a/code/game/objects/obj_defense.dm b/code/game/objects/obj_defense.dm index fd25a8593b5..e3370676edb 100644 --- a/code/game/objects/obj_defense.dm +++ b/code/game/objects/obj_defense.dm @@ -1,5 +1,5 @@ //the essential proc to call when an obj must receive damage of any kind. -/obj/proc/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armour_penetration_flat = 0, armour_penetration_percentage = 0) +/obj/proc/take_damage(damage_amount, damage_type = BRUTE, damage_flag = "", sound_effect = TRUE, attack_dir, armor_penetration_flat = 0, armor_penetration_percentage = 0) if(QDELETED(src)) stack_trace("[src] taking damage after deletion") return @@ -7,7 +7,7 @@ play_attack_sound(damage_amount, damage_type, damage_flag) if((resistance_flags & INDESTRUCTIBLE) || obj_integrity <= 0) return - damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir, armour_penetration_flat, armour_penetration_percentage) + damage_amount = run_obj_armor(damage_amount, damage_type, damage_flag, attack_dir, armor_penetration_flat, armor_penetration_percentage) if(damage_amount < DAMAGE_PRECISION) return . = damage_amount @@ -20,7 +20,7 @@ obj_destruction(damage_flag) ///returns the damage value of the attack after processing the obj's various armor protections -/obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration_flat = 0, armour_penetration_percentage = 0) +/obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armor_penetration_flat = 0, armor_penetration_percentage = 0) if(damage_flag == MELEE && damage_amount < damage_deflection) return 0 if(damage_type != BRUTE && damage_type != BURN) @@ -29,12 +29,12 @@ if(damage_flag) armor_protection = armor.getRating(damage_flag) if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor. - armor_protection = clamp((armor_protection * ((100 - armour_penetration_percentage) / 100)) - armour_penetration_flat, min(armor_protection, 0), 100) + armor_protection = clamp((armor_protection * ((100 - armor_penetration_percentage) / 100)) - armor_penetration_flat, min(armor_protection, 0), 100) var/damage_multiplier = (100 - armor_protection) / 100 return round(damage_amount * damage_multiplier, DAMAGE_PRECISION) /// returns the amount of damage required to destroy this object in a single hit. -/obj/proc/calculate_oneshot_damage(damage_type, damage_flag = 0, attack_dir, armour_penetration_flat = 0, armour_penetration_percentage = 0) +/obj/proc/calculate_oneshot_damage(damage_type, damage_flag = 0, attack_dir, armor_penetration_flat = 0, armor_penetration_percentage = 0) if(obj_integrity <= 0) return 0 if(resistance_flags & INDESTRUCTIBLE) @@ -46,7 +46,7 @@ if(damage_flag) armor_protection = armor.getRating(damage_flag) if(armor_protection) // Only apply weak-against-armor/hollowpoint effects if there actually IS armor. - armor_protection = clamp((armor_protection * ((100 - armour_penetration_percentage) / 100)) - armour_penetration_flat, min(armor_protection, 0), 100) + armor_protection = clamp((armor_protection * ((100 - armor_penetration_percentage) / 100)) - armor_penetration_flat, min(armor_protection, 0), 100) var/damage_multiplier = (100 - armor_protection) / 100 if(damage_multiplier <= 0) @@ -91,7 +91,7 @@ playsound(src, P.hitsound, 50, TRUE) visible_message("[src] is hit by \a [P]!") if(!QDELETED(src)) //Bullet on_hit effect might have already destroyed this object - take_damage(P.damage, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armour_penetration_flat, P.armour_penetration_percentage) + take_damage(P.damage, P.damage_type, P.flag, 0, turn(P.dir, 180), P.armor_penetration_flat, P.armor_penetration_percentage) ///Called to get the damage that hulks will deal to the obj. /obj/proc/hulk_damage() @@ -117,10 +117,10 @@ return take_damage(400, BRUTE, MELEE, 0, get_dir(src, B)) -/obj/proc/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, armour_penetration_flat = 0, armour_penetration_percentage = 0) //used by attack_alien, attack_animal, and attack_slime +/obj/proc/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, armor_penetration_flat = 0, armor_penetration_percentage = 0) // used by attack_alien, attack_animal, and attack_slime user.do_attack_animation(src) user.changeNext_move(CLICK_CD_MELEE) - return take_damage(damage_amount, damage_type, damage_flag, sound_effect, get_dir(src, user), armour_penetration_flat, armour_penetration_percentage) + return take_damage(damage_amount, damage_type, damage_flag, sound_effect, get_dir(src, user), armor_penetration_flat, armor_penetration_percentage) /obj/attack_alien(mob/living/carbon/alien/humanoid/user) if(attack_generic(user, 60, BRUTE, MELEE, 0)) @@ -136,9 +136,9 @@ play_soundeffect = 0 var/obj_turf = get_turf(src) // play from the turf in case the object gets deleted mid attack if(M.obj_damage) - . = attack_generic(M, M.obj_damage, M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration_flat, M.armour_penetration_percentage) + . = attack_generic(M, M.obj_damage, M.melee_damage_type, MELEE, play_soundeffect, M.armor_penetration_flat, M.armor_penetration_percentage) else - . = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration_flat, M.armour_penetration_percentage) + . = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, MELEE, play_soundeffect, M.armor_penetration_flat, M.armor_penetration_percentage) if(. && !play_soundeffect) playsound(QDELETED(src) ? obj_turf : src, 'sound/effects/meteorimpact.ogg', 100, TRUE) @@ -152,9 +152,9 @@ play_soundeffect = FALSE var/obj_turf = get_turf(src) // play from the turf in case the object gets deleted mid attack if(attacker.obj_damage) - . = attack_generic(attacker, attacker.obj_damage, attacker.melee_damage_type, MELEE, play_soundeffect, attacker.armour_penetration_flat, attacker.armour_penetration_percentage) + . = attack_generic(attacker, attacker.obj_damage, attacker.melee_damage_type, MELEE, play_soundeffect, attacker.armor_penetration_flat, attacker.armor_penetration_percentage) else - . = attack_generic(attacker, rand(attacker.melee_damage_lower, attacker.melee_damage_upper), attacker.melee_damage_type, MELEE, play_soundeffect, attacker.armour_penetration_flat, attacker.armour_penetration_percentage) + . = attack_generic(attacker, rand(attacker.melee_damage_lower, attacker.melee_damage_upper), attacker.melee_damage_type, MELEE, play_soundeffect, attacker.armor_penetration_flat, attacker.armor_penetration_percentage) if(. && !play_soundeffect) playsound(QDELETED(src) ? obj_turf : src, 'sound/effects/meteorimpact.ogg', 100, TRUE) return TRUE diff --git a/code/game/objects/objs.dm b/code/game/objects/objs.dm index 2370d2a4902..50ec6f86ffc 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -287,7 +287,7 @@ . = ..() if(. && receive_ricochet_damage_coeff) // pass along receive_ricochet_damage_coeff damage to the structure for the ricochet - take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.flag, 0, REVERSE_DIR(P.dir), P.armour_penetration_flat, P.armour_penetration_percentage) + take_damage(P.damage * receive_ricochet_damage_coeff, P.damage_type, P.flag, 0, REVERSE_DIR(P.dir), P.armor_penetration_flat, P.armor_penetration_percentage) /obj/proc/return_obj_air() RETURN_TYPE(/datum/gas_mixture) diff --git a/code/modules/antagonists/traitor/contractor/items/contractor_baton.dm b/code/modules/antagonists/traitor/contractor/items/contractor_baton.dm index b23c4a05033..e349ee149cd 100644 --- a/code/modules/antagonists/traitor/contractor/items/contractor_baton.dm +++ b/code/modules/antagonists/traitor/contractor/items/contractor_baton.dm @@ -7,7 +7,7 @@ knockdown_duration = 4 SECONDS cooldown = 2.5 SECONDS stamina_damage = 70 - stamina_armour_pen = 100 + stamina_armor_pen = 100 force_off = 5 force_on = 15 item_state_on = "contractor_baton" diff --git a/code/modules/antagonists/vampire/vampire_powers/hemomancer_powers.dm b/code/modules/antagonists/vampire/vampire_powers/hemomancer_powers.dm index e536a54e491..6dd913d9047 100644 --- a/code/modules/antagonists/vampire/vampire_powers/hemomancer_powers.dm +++ b/code/modules/antagonists/vampire/vampire_powers/hemomancer_powers.dm @@ -46,7 +46,7 @@ w_class = WEIGHT_CLASS_BULKY flags = ABSTRACT | NODROP | DROPDEL force = 10 - armour_penetration_flat = 20 + armor_penetration_flat = 20 sharp = TRUE attack_effect_override = ATTACK_EFFECT_CLAW hitsound = 'sound/weapons/bladeslice.ogg' diff --git a/code/modules/antagonists/zombie/zombie_spells.dm b/code/modules/antagonists/zombie/zombie_spells.dm index 25899cdd354..819460975fb 100644 --- a/code/modules/antagonists/zombie/zombie_spells.dm +++ b/code/modules/antagonists/zombie/zombie_spells.dm @@ -58,7 +58,7 @@ flags = ABSTRACT | NODROP | DROPDEL gender = PLURAL force = 21 // allows them to break down doors aka NOT FUCKING AROUND - armour_penetration_percentage = -20 + armor_penetration_percentage = -20 attack_effect_override = ATTACK_EFFECT_CLAW hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("slashed", "sliced", "torn", "ripped", "mauled", "cut", "savaged", "clawed") @@ -180,7 +180,7 @@ /obj/item/zombie_claw/plague_claw name = "Plague Claws" desc = "Claws extend from your rotting hands, oozing a putrid ichor. Perfect for rending bone and flesh for your master." - armour_penetration_flat = 15 + armor_penetration_flat = 15 force = 13 /obj/item/zombie_claw/plague_claw/Initialize(mapload, new_parent_spell, disease) diff --git a/code/modules/awaymissions/mission_code/ruins/deepstorage.dm b/code/modules/awaymissions/mission_code/ruins/deepstorage.dm index f4de48e241b..11a9b428ab7 100644 --- a/code/modules/awaymissions/mission_code/ruins/deepstorage.dm +++ b/code/modules/awaymissions/mission_code/ruins/deepstorage.dm @@ -50,7 +50,7 @@ var/atom/throw_target = get_edge_target_turf(L, get_dir(src, get_step_away(L, src))) L.throw_at(throw_target, 4, 4) var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)) - var/armor = L.run_armor_check(def_zone = limb_to_hit, attack_flag = MELEE, armour_penetration_percentage = 50) + var/armor = L.run_armor_check(def_zone = limb_to_hit, attack_flag = MELEE, armor_penetration_percentage = 50) L.apply_damage(40, BRUTE, limb_to_hit, armor) // Below here is edited from Bubblegum diff --git a/code/modules/events/demon_incursion.dm b/code/modules/events/demon_incursion.dm index 738313e4e35..04146e36b47 100644 --- a/code/modules/events/demon_incursion.dm +++ b/code/modules/events/demon_incursion.dm @@ -182,7 +182,7 @@ SSticker.mode.incursion_portals -= src return ..() -/obj/structure/spawner/nether/demon_incursion/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir, armour_penetration_flat, armour_penetration_percentage) +/obj/structure/spawner/nether/demon_incursion/take_damage(damage_amount, damage_type, damage_flag, sound_effect, attack_dir, armor_penetration_flat, armor_penetration_percentage) . = ..() COOLDOWN_START(src, portal_repair, portal_repair_cooldown) diff --git a/code/modules/food_and_drinks/drinks/drinks/bottle.dm b/code/modules/food_and_drinks/drinks/drinks/bottle.dm index f46025035ca..73b174a2812 100644 --- a/code/modules/food_and_drinks/drinks/drinks/bottle.dm +++ b/code/modules/food_and_drinks/drinks/drinks/bottle.dm @@ -75,7 +75,7 @@ var/mob/living/carbon/human/H = target var/headarmor = 0 // Target's head armor - armor_block = H.run_armor_check(affecting, MELEE, null, null, armour_penetration_flat, armour_penetration_percentage) // For normal attack damage + armor_block = H.run_armor_check(affecting, MELEE, null, null, armor_penetration_flat, armor_penetration_percentage) // For normal attack damage //If they have a hat/helmet and the user is targeting their head. if(istype(H.head, /obj/item/clothing/head) && affecting == "head") diff --git a/code/modules/hydroponics/hydroitemdefines.dm b/code/modules/hydroponics/hydroitemdefines.dm index 66f20ac5d6e..8a88ba71110 100644 --- a/code/modules/hydroponics/hydroitemdefines.dm +++ b/code/modules/hydroponics/hydroitemdefines.dm @@ -137,7 +137,7 @@ throw_range = 3 w_class = WEIGHT_CLASS_BULKY flags = CONDUCT - armour_penetration_flat = 20 + armor_penetration_flat = 20 slot_flags = ITEM_SLOT_BACK origin_tech = "materials=3;combat=2" attack_verb = list("chopped", "sliced", "cut", "reaped") diff --git a/code/modules/mining/equipment/kinetic_crusher.dm b/code/modules/mining/equipment/kinetic_crusher.dm index a3f21fe3662..3b8099c3787 100644 --- a/code/modules/mining/equipment/kinetic_crusher.dm +++ b/code/modules/mining/equipment/kinetic_crusher.dm @@ -13,7 +13,7 @@ slot_flags = ITEM_SLOT_BACK throwforce = 5 throw_speed = 4 - armour_penetration_flat = 10 + armor_penetration_flat = 10 materials = list(MAT_METAL = 1150, MAT_GLASS = 2075) hitsound = 'sound/weapons/bladeslice.ogg' attack_verb = list("smashed", "crushed", "cleaved", "chopped", "pulped") diff --git a/code/modules/mining/lavaland/loot/tendril_loot.dm b/code/modules/mining/lavaland/loot/tendril_loot.dm index f90e957ab39..0ecd672d893 100644 --- a/code/modules/mining/lavaland/loot/tendril_loot.dm +++ b/code/modules/mining/lavaland/loot/tendril_loot.dm @@ -355,7 +355,7 @@ icon_state = "hook" icon = 'icons/obj/lavaland/artefacts.dmi' damage = 25 - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 hitsound = 'sound/effects/splat.ogg' weaken = 1 SECONDS knockdown = 6 SECONDS diff --git a/code/modules/mining/lavaland/necropolis_chests.dm b/code/modules/mining/lavaland/necropolis_chests.dm index aa7d9b32143..d3a3131f7b4 100644 --- a/code/modules/mining/lavaland/necropolis_chests.dm +++ b/code/modules/mining/lavaland/necropolis_chests.dm @@ -523,8 +523,8 @@ lefthand_file = 'icons/mob/inhands/weapons_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons_righthand.dmi' force = 15 - armour_penetration_percentage = 40 - armour_penetration_flat = 10 + armor_penetration_percentage = 40 + armor_penetration_flat = 10 sharp = TRUE w_class = WEIGHT_CLASS_HUGE attack_verb = list("attack", "slash", "stab", "slice", "tear", "lacerate", "rip", "dice", "cut") diff --git a/code/modules/mob/living/basic/basic_mob.dm b/code/modules/mob/living/basic/basic_mob.dm index c9bb4c40c0d..1db5e765c70 100644 --- a/code/modules/mob/living/basic/basic_mob.dm +++ b/code/modules/mob/living/basic/basic_mob.dm @@ -135,9 +135,9 @@ RESTRICT_TYPE(/mob/living/basic) /// What can this mob break? var/environment_smash = ENVIRONMENT_SMASH_NONE /// Flat armour reduction, occurs after percentage armour penetration. - var/armour_penetration_flat = 0 + var/armor_penetration_flat = 0 /// Percentage armour reduction, happens before flat armour reduction. - var/armour_penetration_percentage = 0 + var/armor_penetration_percentage = 0 /// Damage type of a simple mob's melee attack, should it do damage. var/melee_damage_type = BRUTE /// Lower bound for melee attack cooldown diff --git a/code/modules/mob/living/basic/mining/goldgrub/goldgrub.dm b/code/modules/mob/living/basic/mining/goldgrub/goldgrub.dm index a9528cb7be1..c4b580f2db1 100644 --- a/code/modules/mob/living/basic/mining/goldgrub/goldgrub.dm +++ b/code/modules/mob/living/basic/mining/goldgrub/goldgrub.dm @@ -49,6 +49,6 @@ ore.forceMove(loc) /mob/living/basic/mining/goldgrub/bullet_act(obj/item/projectile/P) - if(P.armour_penetration_flat + P.armour_penetration_percentage >= 100) + if(P.armor_penetration_flat + P.armor_penetration_percentage >= 100) return ..() visible_message("[P.name] was repelled by [name]'s girth!") diff --git a/code/modules/mob/living/basic/mining/hivelord.dm b/code/modules/mob/living/basic/mining/hivelord.dm index 834e0a564d2..c15016ebab6 100644 --- a/code/modules/mob/living/basic/mining/hivelord.dm +++ b/code/modules/mob/living/basic/mining/hivelord.dm @@ -304,7 +304,7 @@ var/atom/throw_target = get_edge_target_turf(L, get_dir(src, get_step_away(L, src))) L.throw_at(throw_target, 4, 4) var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)) - var/armor = L.run_armor_check(def_zone = limb_to_hit, attack_flag = MELEE, armour_penetration_percentage = 50) + var/armor = L.run_armor_check(def_zone = limb_to_hit, attack_flag = MELEE, armor_penetration_percentage = 50) L.apply_damage(40, BRUTE, limb_to_hit, armor) // Tendril-spawned Legion remains, the charred skeletons of those whose bodies sank into laval or fell into chasms. diff --git a/code/modules/mob/living/basic/posessed_object.dm b/code/modules/mob/living/basic/posessed_object.dm index 77a08076c23..0d75a2c9c01 100644 --- a/code/modules/mob/living/basic/posessed_object.dm +++ b/code/modules/mob/living/basic/posessed_object.dm @@ -110,8 +110,8 @@ update_icon(UPDATE_NAME) throwforce = possessed_item.throwforce - armour_penetration_flat = possessed_item.armour_penetration_flat - armour_penetration_percentage = possessed_item.armour_penetration_percentage + armor_penetration_flat = possessed_item.armor_penetration_flat + armor_penetration_percentage = possessed_item.armor_penetration_percentage melee_damage_lower = max(0, possessed_item.force - 5) melee_damage_upper = possessed_item.force + 5 diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 875a30102cc..51c4913c2a1 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -485,7 +485,7 @@ emp_act if(!I.force) return //item force is zero - var/armor = run_armor_check(affecting, MELEE, "Your armour has protected your [hit_area].", "Your armour has softened hit to your [hit_area].", armour_penetration_flat = I.armour_penetration_flat, armour_penetration_percentage = I.armour_penetration_percentage) + var/armor = run_armor_check(affecting, MELEE, "Your armour has protected your [hit_area].", "Your armour has softened hit to your [hit_area].", armor_penetration_flat = I.armor_penetration_flat, armor_penetration_percentage = I.armor_penetration_percentage) if(armor == INFINITY) return @@ -681,7 +681,7 @@ emp_act if(w_uniform) w_uniform.add_fingerprint(M) var/obj/item/organ/external/affecting = get_organ(ran_zone(M.zone_selected)) - var/armor_block = run_armor_check(affecting, MELEE, armour_penetration_flat = 10) + var/armor_block = run_armor_check(affecting, MELEE, armor_penetration_flat = 10) playsound(loc, 'sound/weapons/slice.ogg', 25, TRUE, -1) visible_message("[M] has slashed at [src]!", \ @@ -715,7 +715,7 @@ emp_act if(!affecting) affecting = get_organ("chest") affecting.add_autopsy_data(M.name, damage) // Add the mob's name to the autopsy data - var/armor = run_armor_check(affecting, MELEE, armour_penetration_flat = M.armour_penetration_flat, armour_penetration_percentage = M.armour_penetration_percentage) + var/armor = run_armor_check(affecting, MELEE, armor_penetration_flat = M.armor_penetration_flat, armor_penetration_percentage = M.armor_penetration_percentage) apply_damage(damage, M.melee_damage_type, affecting, armor) updatehealth("animal attack") @@ -730,7 +730,7 @@ emp_act if(!affecting) affecting = get_organ("chest") affecting.add_autopsy_data(attacker.name, damage) // Add the mob's name to the autopsy data - var/armor = run_armor_check(affecting, MELEE, armour_penetration_flat = attacker.armour_penetration_flat, armour_penetration_percentage = attacker.armour_penetration_percentage) + var/armor = run_armor_check(affecting, MELEE, armor_penetration_flat = attacker.armor_penetration_flat, armor_penetration_percentage = attacker.armor_penetration_percentage) apply_damage(damage, attacker.melee_damage_type, affecting, armor) updatehealth("basicmob attack") diff --git a/code/modules/mob/living/carbon/human/species/golem.dm b/code/modules/mob/living/carbon/human/species/golem.dm index 2db176c832f..65a0c204701 100644 --- a/code/modules/mob/living/carbon/human/species/golem.dm +++ b/code/modules/mob/living/carbon/human/species/golem.dm @@ -385,7 +385,7 @@ /datum/species/golem/sand/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H) if(!(P.original == H && P.firer == H)) - if((P.flag == BULLET || P.flag == BOMB) && P.armour_penetration_percentage < 100) + if((P.flag == BULLET || P.flag == BOMB) && P.armor_penetration_percentage < 100) playsound(H, 'sound/effects/shovel_dig.ogg', 70, 1) H.visible_message("[P] sinks harmlessly in [H]'s sandy body!", \ "[P] sinks harmlessly in [H]'s sandy body!") diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index dc91c2b6dc5..17e070bb08d 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -10,7 +10,7 @@ 1 - halfblock 2 - fullblock */ -/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration_flat = 0, penetrated_text = "Your armor was penetrated!", armour_penetration_percentage = 0) +/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armor_penetration_flat = 0, penetrated_text = "Your armor was penetrated!", armor_penetration_percentage = 0) var/armor = getarmor(def_zone, attack_flag) if(armor == INFINITY) @@ -18,12 +18,12 @@ return armor if(armor <= 0) return armor - if(!armour_penetration_flat && !armour_penetration_percentage) + if(!armor_penetration_flat && !armor_penetration_percentage) to_chat(src, "[soften_text]") return armor var/armor_original = armor - armor = max(0, (armor * ((100 - armour_penetration_percentage) / 100)) - armour_penetration_flat) + armor = max(0, (armor * ((100 - armor_penetration_percentage) / 100)) - armor_penetration_flat) if(armor_original <= armor) to_chat(src, "[soften_text]") else @@ -44,7 +44,7 @@ /mob/living/bullet_act(obj/item/projectile/P, def_zone) SEND_SIGNAL(src, COMSIG_ATOM_BULLET_ACT, P, def_zone) //Armor - var/armor = run_armor_check(def_zone, P.flag, armour_penetration_flat = P.armour_penetration_flat, armour_penetration_percentage = P.armour_penetration_percentage) + var/armor = run_armor_check(def_zone, P.flag, armor_penetration_flat = P.armor_penetration_flat, armor_penetration_percentage = P.armor_penetration_percentage) if(!P.nodamage) apply_damage(P.damage, P.damage_type, def_zone, armor) if(P.dismemberment) @@ -140,7 +140,7 @@ visible_message("[src] is hit by [thrown_item]!", "You're hit by [thrown_item]!") if(!thrown_item.throwforce) return - var/armor = run_armor_check(zone, MELEE, "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armour_penetration_flat, armour_penetration_percentage = thrown_item.armour_penetration_percentage) + var/armor = run_armor_check(zone, MELEE, "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armor_penetration_flat, armor_penetration_percentage = thrown_item.armor_penetration_percentage) apply_damage(thrown_item.throwforce, thrown_item.damtype, zone, armor, thrown_item.sharp, thrown_item) if(QDELETED(src)) //Damage can delete the mob. return diff --git a/code/modules/mob/living/silicon/silicon_defense.dm b/code/modules/mob/living/silicon/silicon_defense.dm index 3d3947cda3e..42dbb16c4d1 100644 --- a/code/modules/mob/living/silicon/silicon_defense.dm +++ b/code/modules/mob/living/silicon/silicon_defense.dm @@ -23,7 +23,7 @@ . = ..() if(.) var/damage = rand(M.melee_damage_lower, M.melee_damage_upper) - damage = run_armor(damage, M.melee_damage_type, MELEE, 0, M.armour_penetration_flat, M.armour_penetration_percentage) + damage = run_armor(damage, M.melee_damage_type, MELEE, 0, M.armor_penetration_flat, M.armor_penetration_percentage) switch(M.melee_damage_type) if(BRUTE) adjustBruteLoss(damage) @@ -74,7 +74,7 @@ . = ..() if(.) var/damage = rand(attacker.melee_damage_lower, attacker.melee_damage_upper) - damage = run_armor(damage, attacker.melee_damage_type, MELEE, 0, attacker.armour_penetration_flat, attacker.armour_penetration_percentage) + damage = run_armor(damage, attacker.melee_damage_type, MELEE, 0, attacker.armor_penetration_flat, attacker.armor_penetration_percentage) switch(attacker.melee_damage_type) if(BRUTE) adjustBruteLoss(damage) diff --git a/code/modules/mob/living/silicon/silicon_mob.dm b/code/modules/mob/living/silicon/silicon_mob.dm index ec143aecb48..d2982e22930 100644 --- a/code/modules/mob/living/silicon/silicon_mob.dm +++ b/code/modules/mob/living/silicon/silicon_mob.dm @@ -280,7 +280,7 @@ /mob/living/silicon/bullet_act(obj/item/projectile/Proj) if(!Proj.nodamage) - var/damage = run_armor(Proj.damage, Proj.damage_type, Proj.flag, 0, Proj.armour_penetration_flat, Proj.armour_penetration_percentage) + var/damage = run_armor(Proj.damage, Proj.damage_type, Proj.flag, 0, Proj.armor_penetration_flat, Proj.armor_penetration_percentage) switch(Proj.damage_type) if(BRUTE) adjustBruteLoss(damage) @@ -305,18 +305,18 @@ if(ishuman(user)) var/mob/living/carbon/human/H = user bonus_damage = H.physiology.melee_bonus - var/damage = run_armor(I.force + bonus_damage, I.damtype, MELEE, 0, I.armour_penetration_flat, I.armour_penetration_percentage) + var/damage = run_armor(I.force + bonus_damage, I.damtype, MELEE, 0, I.armor_penetration_flat, I.armor_penetration_percentage) apply_damage(damage, I.damtype, def_zone) ///returns the damage value of the attack after processing the silicons's various armor protections -/mob/living/silicon/proc/run_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration_flat = 0, armour_penetration_percentage = 0) +/mob/living/silicon/proc/run_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armor_penetration_flat = 0, armor_penetration_percentage = 0) if(damage_type != BRUTE && damage_type != BURN) return 0 var/armor_protection = 0 if(damage_flag) armor_protection = armor.getRating(damage_flag) if(armor_protection) //Only apply weak-against-armor/hollowpoint effects if there actually IS armor. - armor_protection = clamp((armor_protection * ((100 - armour_penetration_percentage) / 100)) - armour_penetration_flat, min(armor_protection, 0), 100) + armor_protection = clamp((armor_protection * ((100 - armor_penetration_percentage) / 100)) - armor_penetration_flat, min(armor_protection, 0), 100) return round(damage_amount * (100 - armor_protection) * 0.01, DAMAGE_PRECISION) /mob/living/silicon/apply_effect(effect = 0, effecttype = STUN, blocked = 0) diff --git a/code/modules/mob/living/simple_animal/hostile/deathsquid.dm b/code/modules/mob/living/simple_animal/hostile/deathsquid.dm index 6ba6849d46c..eb449802c88 100644 --- a/code/modules/mob/living/simple_animal/hostile/deathsquid.dm +++ b/code/modules/mob/living/simple_animal/hostile/deathsquid.dm @@ -16,7 +16,7 @@ attacktext = "slices" attack_sound = 'sound/weapons/bladeslice.ogg' - armour_penetration_percentage = 40 + armor_penetration_percentage = 40 melee_damage_lower = 10 melee_damage_upper = 100 environment_smash = ENVIRONMENT_SMASH_RWALLS @@ -43,6 +43,6 @@ maxHealth = 200 health = 200 speed = 3 - armour_penetration_flat = 5 + armor_penetration_flat = 5 melee_damage_upper = 20 environment_smash = 2 diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/ancient_robot.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/ancient_robot.dm index 08726f2bf11..c92ec5af951 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/ancient_robot.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/ancient_robot.dm @@ -60,7 +60,7 @@ Difficulty: Hard friendly = "stares down" speak_emote = list("BUZZES") universal_speak = TRUE - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 melee_damage_lower = 20 melee_damage_upper = 20 melee_damage_type = BURN //Legs do the stomping, this is just a shock @@ -210,19 +210,19 @@ Difficulty: Hard /mob/living/simple_animal/hostile/megafauna/ancient_robot/enrage() . = ..() - armour_penetration_percentage = 66 - TL.armour_penetration_percentage = 66 - TR.armour_penetration_percentage = 66 - BL.armour_penetration_percentage = 66 - BR.armour_penetration_percentage = 66 + armor_penetration_percentage = 66 + TL.armor_penetration_percentage = 66 + TR.armor_penetration_percentage = 66 + BL.armor_penetration_percentage = 66 + BR.armor_penetration_percentage = 66 /mob/living/simple_animal/hostile/megafauna/ancient_robot/unrage() . = ..() - armour_penetration_percentage = 50 - TL.armour_penetration_percentage = 50 - TR.armour_penetration_percentage = 50 - BL.armour_penetration_percentage = 50 - BR.armour_penetration_percentage = 50 + armor_penetration_percentage = 50 + TL.armor_penetration_percentage = 50 + TR.armor_penetration_percentage = 50 + BL.armor_penetration_percentage = 50 + BR.armor_penetration_percentage = 50 /mob/living/simple_animal/hostile/megafauna/ancient_robot/OpenFire() @@ -338,7 +338,7 @@ Difficulty: Hard L.visible_message("[src] slams into [L]!", "[src] tramples you into the ground!") forceMove(get_turf(L)) var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)) - L.apply_damage(25, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armour_penetration_flat, armour_penetration_percentage)) + L.apply_damage(25, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armor_penetration_flat, armor_penetration_percentage)) playsound(get_turf(L), 'sound/effects/meteorimpact.ogg', 100, TRUE) shake_camera(L, 4, 3) shake_camera(src, 2, 3) @@ -664,7 +664,7 @@ Difficulty: Hard projectilesound = 'sound/weapons/gunshots/gunshot.ogg' projectiletype = /obj/item/projectile/bullet/ancient_robot_bullet attacktext = "stomps on" - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 melee_damage_lower = 15 melee_damage_upper = 15 obj_damage = 400 @@ -767,7 +767,7 @@ Difficulty: Hard L.visible_message("[src] slams into [L]!", "[src] tramples you into the ground!") forceMove(get_turf(L)) var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)) - L.apply_damage(12.5, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armour_penetration_flat, armour_penetration_percentage)) + L.apply_damage(12.5, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armor_penetration_flat, armor_penetration_percentage)) playsound(get_turf(L), 'sound/effects/meteorimpact.ogg', 100, TRUE) shake_camera(L, 4, 3) shake_camera(src, 2, 3) diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm index e03743aa5b8..8bb834ec69a 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm @@ -41,7 +41,7 @@ Difficulty: Hard friendly = "stares down" icon = 'icons/mob/lavaland/96x96megafauna.dmi' speak_emote = list("gurgles") - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 melee_damage_lower = 40 melee_damage_upper = 40 speed = 5 @@ -321,7 +321,7 @@ Difficulty: Hard to_chat(L, "[src] rends you!") playsound(T, attack_sound, 100, TRUE, -1) var/limb_to_hit = L.get_organ(pick(BODY_ZONE_HEAD, BODY_ZONE_CHEST, BODY_ZONE_R_ARM, BODY_ZONE_L_ARM, BODY_ZONE_R_LEG, BODY_ZONE_L_LEG)) - L.apply_damage(second_life ? 20 : 10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armour_penetration_flat, armour_penetration_percentage)) + L.apply_damage(second_life ? 20 : 10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armor_penetration_flat, armor_penetration_percentage)) SLEEP_CHECK_DEATH(3) /mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness) @@ -650,7 +650,7 @@ Difficulty: Hard desc = "Oh they are PISSED. And quite injured too..." health = 750 maxHealth = 750 - armour_penetration_percentage = 75 + armor_penetration_percentage = 75 second_life = TRUE enraged = TRUE rapid_melee = 12 diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm index dbc0874c2a3..23952f1404e 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/colossus.dm @@ -38,7 +38,7 @@ Difficulty: Very Hard friendly = "stares down" icon = 'icons/mob/lavaland/96x96megafauna.dmi' speak_emote = list("roars") - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 melee_damage_lower = 40 melee_damage_upper = 40 speed = 10 @@ -360,7 +360,7 @@ Difficulty: Very Hard name ="death bolt" icon_state= "chronobolt" damage = 25 - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 speed = 2 /obj/item/projectile/colossus/on_hit(atom/target, blocked = 0) diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm index c108cc54504..bdd6bb71c59 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm @@ -43,7 +43,7 @@ Difficulty: Medium icon_dead = "dragon_dead" friendly = "stares down" speak_emote = list("roars") - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 melee_damage_lower = 40 melee_damage_upper = 40 speed = 5 diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm index ba97ec214d6..bc27b7c805f 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm @@ -48,7 +48,7 @@ Difficulty: Hard icon = 'icons/mob/lavaland/hierophant_new.dmi' faction = list("boss") //asteroid mobs? get that shit out of my beautiful square house speak_emote = list("preaches") - armour_penetration_percentage = 100 //It does 15 damage / only attacks when enraged + armor_penetration_percentage = 100 // It does 15 damage / only attacks when enraged melee_damage_lower = 15 melee_damage_upper = 15 speed = 10 diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm index 1ee48ae2f76..fbae6215005 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm @@ -28,7 +28,7 @@ Difficulty: Medium attacktext = "chomps" attack_sound = 'sound/misc/demon_attack1.ogg' speak_emote = list("echoes") - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 melee_damage_lower = 40 melee_damage_upper = 40 wander = FALSE diff --git a/code/modules/mob/living/simple_animal/hostile/mining/elites/goliath_broodmother.dm b/code/modules/mob/living/simple_animal/hostile/mining/elites/goliath_broodmother.dm index 20b30461a60..f4ef004e413 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining/elites/goliath_broodmother.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining/elites/goliath_broodmother.dm @@ -29,7 +29,7 @@ health = 1000 melee_damage_lower = 30 melee_damage_upper = 30 - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 attacktext = "beats down on" attack_sound = 'sound/weapons/punch1.ogg' throw_message = "does nothing to the rocky hide of the" @@ -178,7 +178,7 @@ health = 50 melee_damage_lower = 12.5 melee_damage_upper = 12.5 - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 attacktext = "bashes against" attack_sound = 'sound/weapons/punch1.ogg' throw_message = "does nothing to the rocky hide of the" diff --git a/code/modules/mob/living/simple_animal/hostile/mining/elites/herald.dm b/code/modules/mob/living/simple_animal/hostile/mining/elites/herald.dm index 2d09242c622..230b2e531f8 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining/elites/herald.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining/elites/herald.dm @@ -28,7 +28,7 @@ health = 1000 melee_damage_lower = 20 melee_damage_upper = 20 - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 light_power = 5 light_range = 2 light_color = "#FF0000" @@ -226,7 +226,7 @@ name = "death bolt" icon_state = "chronobolt" damage = 15 - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 speed = 2 /obj/item/projectile/herald/teleshot diff --git a/code/modules/mob/living/simple_animal/hostile/mining/elites/legionnaire.dm b/code/modules/mob/living/simple_animal/hostile/mining/elites/legionnaire.dm index 4ceb99540e6..96626c818fe 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining/elites/legionnaire.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining/elites/legionnaire.dm @@ -28,7 +28,7 @@ health = 1000 melee_damage_lower = 35 melee_damage_upper = 35 - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 attacktext = "slashes its arms at" attack_sound = 'sound/weapons/bladeslice.ogg' throw_message = "doesn't affect the sturdiness of" diff --git a/code/modules/mob/living/simple_animal/hostile/mining/elites/pandora.dm b/code/modules/mob/living/simple_animal/hostile/mining/elites/pandora.dm index bef759cf474..0c8b9237175 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining/elites/pandora.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining/elites/pandora.dm @@ -30,7 +30,7 @@ health = 1000 melee_damage_lower = 15 melee_damage_upper = 15 - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 attacktext = "smashes into the side of" attack_sound = 'sound/weapons/sonic_jackhammer.ogg' throw_message = "merely dinks off of the" diff --git a/code/modules/mob/living/simple_animal/hostile/syndicate_mobs.dm b/code/modules/mob/living/simple_animal/hostile/syndicate_mobs.dm index 993339c6780..a875c72b0d2 100644 --- a/code/modules/mob/living/simple_animal/hostile/syndicate_mobs.dm +++ b/code/modules/mob/living/simple_animal/hostile/syndicate_mobs.dm @@ -70,7 +70,7 @@ damage_coeff = list(BRUTE = 0.9, BURN = 0.9, TOX = 0, CLONE = 0, STAMINA = 0, OXY = 0) // Imitates our armor melee_damage_lower = 30 melee_damage_upper = 30 - armour_penetration_percentage = 50 + armor_penetration_percentage = 50 loot = list( /obj/effect/decal/cleanable/blood/innards, /obj/effect/decal/cleanable/blood, diff --git a/code/modules/mob/living/simple_animal/simple_animal.dm b/code/modules/mob/living/simple_animal/simple_animal.dm index 4f61e2a043b..e7a464b8062 100644 --- a/code/modules/mob/living/simple_animal/simple_animal.dm +++ b/code/modules/mob/living/simple_animal/simple_animal.dm @@ -66,9 +66,9 @@ /// How much damage this simple animal does to objects, if any var/obj_damage = 0 /// Flat armour reduction, occurs after percentage armour penetration. - var/armour_penetration_flat = 0 + var/armor_penetration_flat = 0 /// Percentage armour reduction, happens before flat armour reduction. - var/armour_penetration_percentage = 0 + var/armor_penetration_percentage = 0 /// Damage type of a simple mob's melee attack, should it do damage. var/melee_damage_type = BRUTE /// 1 for full damage , 0 for none , -1 for 1:1 heal from that source diff --git a/code/modules/ninja/energy_katana.dm b/code/modules/ninja/energy_katana.dm index d9f282d4ec5..4e7a17c0b50 100644 --- a/code/modules/ninja/energy_katana.dm +++ b/code/modules/ninja/energy_katana.dm @@ -5,8 +5,8 @@ icon_state = "energy_katana" item_state = "energy_katana" throwforce = 20 - armour_penetration_percentage = 50 - armour_penetration_flat = 10 + armor_penetration_percentage = 50 + armor_penetration_flat = 10 var/cooldown = 0 // Because spam aint cool, yo. var/datum/effect_system/spark_spread/spark_system diff --git a/code/modules/paperwork/pen.dm b/code/modules/paperwork/pen.dm index 083c282e05a..091f31f1417 100644 --- a/code/modules/paperwork/pen.dm +++ b/code/modules/paperwork/pen.dm @@ -209,7 +209,7 @@ light_color = LIGHT_COLOR_RED var/backstab_sound = 'sound/items/unsheath.ogg' var/backstab_damage = 12 - armour_penetration_flat = 20 + armor_penetration_flat = 20 throw_speed = 4 /obj/item/pen/edagger/attack__legacy__attackchain(mob/living/M, mob/living/user, def_zone) diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm index 292959e948d..3fcd0a7b0d8 100644 --- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm +++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm @@ -460,7 +460,7 @@ M.gets_drilled(K.firer) if(modifier) for(var/mob/living/L in range(1, target_turf) - K.firer - target) - var/armor = L.run_armor_check(K.def_zone, K.flag, null, null, K.armour_penetration_flat, K.armour_penetration_percentage) + var/armor = L.run_armor_check(K.def_zone, K.flag, null, null, K.armor_penetration_flat, K.armor_penetration_percentage) L.apply_damage(K.damage * modifier, K.damage_type, K.def_zone, armor) to_chat(L, "You're struck by a [K.name]!") @@ -564,7 +564,7 @@ var/kill_modifier = 1 if(K.pressure_decrease_active) kill_modifier *= K.pressure_decrease - var/armor = L.run_armor_check(K.def_zone, K.flag, null, null, K.armour_penetration_flat, K.armour_penetration_percentage) + var/armor = L.run_armor_check(K.def_zone, K.flag, null, null, K.armor_penetration_flat, K.armor_penetration_percentage) L.apply_damage(bounties_reaped[L.type]*kill_modifier, K.damage_type, K.def_zone, armor) /obj/item/borg/upgrade/modkit/bounty/proc/get_kill(mob/living/L) diff --git a/code/modules/projectiles/guns/energy/special_eguns.dm b/code/modules/projectiles/guns/energy/special_eguns.dm index 3be04b196d4..7bbb16bb4cf 100644 --- a/code/modules/projectiles/guns/energy/special_eguns.dm +++ b/code/modules/projectiles/guns/energy/special_eguns.dm @@ -1095,7 +1095,7 @@ desc = "It's about a foot of weird silvery metal with a wicked point." damage = 25 knockdown = 2 - armour_penetration_flat = 30 + armor_penetration_flat = 30 icon_state = "magspear" /obj/item/projectile/bullet/spike/on_hit(atom/target, blocked = 0) diff --git a/code/modules/projectiles/guns/projectile/saw.dm b/code/modules/projectiles/guns/projectile/saw.dm index f7124ef7548..95dca360526 100644 --- a/code/modules/projectiles/guns/projectile/saw.dm +++ b/code/modules/projectiles/guns/projectile/saw.dm @@ -69,11 +69,11 @@ /obj/item/projectile/bullet/saw damage = 45 - armour_penetration_flat = 5 + armor_penetration_flat = 5 /obj/item/projectile/bullet/saw/bleeding damage = 20 - armour_penetration_flat = 0 + armor_penetration_flat = 0 /obj/item/projectile/bullet/saw/bleeding/on_hit(atom/target, blocked = 0, hit_zone) . = ..() @@ -83,15 +83,15 @@ /obj/item/projectile/bullet/saw/hollow damage = 60 - armour_penetration_flat = -30 + armor_penetration_flat = -30 /obj/item/projectile/bullet/saw/ap damage = 40 - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 /obj/item/projectile/bullet/saw/incen damage = 7 - armour_penetration_flat = 0 + armor_penetration_flat = 0 immolate = 3 /obj/item/projectile/bullet/saw/incen/Move() diff --git a/code/modules/projectiles/guns/projectile/sniper.dm b/code/modules/projectiles/guns/projectile/sniper.dm index 16f5326a6ce..50644251075 100644 --- a/code/modules/projectiles/guns/projectile/sniper.dm +++ b/code/modules/projectiles/guns/projectile/sniper.dm @@ -68,7 +68,7 @@ /obj/item/projectile/bullet/sniper damage = 70 weaken = 10 SECONDS - armour_penetration_flat = 70 + armor_penetration_flat = 70 forced_accuracy = TRUE pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE | PASSGIRDER speed = 0.5 @@ -116,7 +116,7 @@ harmful = FALSE /obj/item/projectile/bullet/sniper/soporific - armour_penetration_flat = 0 + armor_penetration_flat = 0 nodamage = 1 weaken = 0 @@ -143,7 +143,7 @@ projectile_type = /obj/item/projectile/bullet/sniper/haemorrhage /obj/item/projectile/bullet/sniper/haemorrhage - armour_penetration_flat = 25 + armor_penetration_flat = 25 damage = 45 weaken = 6 SECONDS diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index 6ab564a1a17..2707f9b5d2f 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -107,7 +107,7 @@ /obj/item/projectile/beam/disabler/weak name = "weakened disabler beam" damage = 15 - armour_penetration_flat = -10 + armor_penetration_flat = -10 light_color = LIGHT_COLOR_BLUE /obj/item/projectile/beam/disabler/fake @@ -252,7 +252,7 @@ name = "instagib laser" icon_state = "purple_laser" damage = 200 - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 impact_effect_type = /obj/effect/temp_visual/impact_effect/purple_laser light_color = LIGHT_COLOR_PURPLE diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index 8e80757205a..801abf1ede8 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -66,26 +66,26 @@ /obj/item/projectile/bullet/armourpiercing damage = 17 - armour_penetration_flat = 10 + armor_penetration_flat = 10 /obj/item/projectile/bullet/armourpiercing/wt550 damage = 15 - armour_penetration_percentage = 50 - armour_penetration_flat = 25 + armor_penetration_percentage = 50 + armor_penetration_flat = 25 /obj/item/projectile/bullet/pellet name = "pellet" damage = 12.5 tile_dropoff = 0.75 tile_dropoff_s = 1.25 - armour_penetration_flat = -20 + armor_penetration_flat = -20 /obj/item/projectile/bullet/pellet/rubber name = "rubber pellet" damage = 3 stamina = 12.5 icon_state = "bullet-r" - armour_penetration_flat = -10 + armor_penetration_flat = -10 /obj/item/projectile/bullet/pellet/rubber/on_hit(atom/target, blocked = 0) . = ..() @@ -125,11 +125,11 @@ /obj/item/projectile/bullet/midbullet3/hp damage = 40 - armour_penetration_flat = -40 + armor_penetration_flat = -40 /obj/item/projectile/bullet/midbullet3/ap damage = 27 - armour_penetration_flat = 40 + armor_penetration_flat = 40 /obj/item/projectile/bullet/midbullet3/fire immolate = 1 diff --git a/code/modules/projectiles/projectile/energy_projectiles.dm b/code/modules/projectiles/projectile/energy_projectiles.dm index 9b38afb19e2..a31bbc2c611 100644 --- a/code/modules/projectiles/projectile/energy_projectiles.dm +++ b/code/modules/projectiles/projectile/energy_projectiles.dm @@ -62,7 +62,7 @@ icon_state = "bluespace" impact_effect_type = /obj/effect/temp_visual/bsg_kaboom damage = BSG_BASE_DAMAGE - armour_penetration_flat = 50 + armor_penetration_flat = 50 range = 9 knockdown = 4 SECONDS //This is going to knock you off your feet eyeblur = 10 SECONDS @@ -133,7 +133,7 @@ damage = 45 damage_type = BURN flag = "energy" - armour_penetration_flat = 10 // It can have a little armor pen, as a treat. Bigger than it looks, energy armor is often low. + armor_penetration_flat = 10 // It can have a little armor pen, as a treat. Bigger than it looks, energy armor is often low. shield_buster = TRUE var/reached_target = FALSE diff --git a/code/modules/projectiles/projectile/homing_projectiles.dm b/code/modules/projectiles/projectile/homing_projectiles.dm index fbcf8481825..45fab1fb5d6 100644 --- a/code/modules/projectiles/projectile/homing_projectiles.dm +++ b/code/modules/projectiles/projectile/homing_projectiles.dm @@ -27,7 +27,7 @@ damage = 0 damage_type = OXY nodamage = 1 - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 flag = MAGIC antimagic_flags = MAGIC_RESISTANCE antimagic_charge_cost = 1 diff --git a/code/modules/projectiles/projectile/magic_projectiles.dm b/code/modules/projectiles/projectile/magic_projectiles.dm index f804db3fe60..d79d92f1f48 100644 --- a/code/modules/projectiles/projectile/magic_projectiles.dm +++ b/code/modules/projectiles/projectile/magic_projectiles.dm @@ -4,7 +4,7 @@ damage = 0 damage_type = OXY nodamage = 1 - armour_penetration_percentage = 100 + armor_penetration_percentage = 100 flag = MAGIC antimagic_flags = MAGIC_RESISTANCE antimagic_charge_cost = 1 diff --git a/code/modules/ruins/lavalandruin_code/dead_ratvar.dm b/code/modules/ruins/lavalandruin_code/dead_ratvar.dm index 7e790749bfe..c67bd5df0b6 100644 --- a/code/modules/ruins/lavalandruin_code/dead_ratvar.dm +++ b/code/modules/ruins/lavalandruin_code/dead_ratvar.dm @@ -292,6 +292,6 @@ force_unwielded = 12 force_wielded = 22 throwforce = 25 - armour_penetration_percentage = 15 + armor_penetration_percentage = 15 embed_chance = 0 // would suck to lose this after one throw var/bonus_burn = 5 // currently does nothing diff --git a/code/modules/smithing/machinery/lava_furnace.dm b/code/modules/smithing/machinery/lava_furnace.dm index f55acf60071..0176a2d67bc 100644 --- a/code/modules/smithing/machinery/lava_furnace.dm +++ b/code/modules/smithing/machinery/lava_furnace.dm @@ -77,7 +77,7 @@ return FALSE target.visible_message("[user] pushes [target]'s head into [src]!", \ "[user] pushes your head into [src]! The heat is agonizing!") - var/armor = target.run_armor_check(def_zone = BODY_ZONE_HEAD, attack_flag = MELEE, armour_penetration_percentage = 50) + var/armor = target.run_armor_check(def_zone = BODY_ZONE_HEAD, attack_flag = MELEE, armor_penetration_percentage = 50) target.apply_damage(40, BURN, BODY_ZONE_HEAD, armor) target.adjust_fire_stacks(5) target.IgniteMob() diff --git a/code/modules/smithing/machinery/power_hammer.dm b/code/modules/smithing/machinery/power_hammer.dm index 28314b1aa80..433f3d637eb 100644 --- a/code/modules/smithing/machinery/power_hammer.dm +++ b/code/modules/smithing/machinery/power_hammer.dm @@ -94,7 +94,7 @@ return FALSE target.visible_message("[user] hammers [target]'s head with [src]!", \ "[user] hammers your head with [src]! Did somebody get the license plate on that car?") - var/armor = target.run_armor_check(def_zone = BODY_ZONE_HEAD, attack_flag = MELEE, armour_penetration_percentage = 50) + var/armor = target.run_armor_check(def_zone = BODY_ZONE_HEAD, attack_flag = MELEE, armor_penetration_percentage = 50) target.apply_damage(40, BRUTE, BODY_ZONE_HEAD, armor) target.Weaken(4 SECONDS) target.emote("scream") diff --git a/code/modules/surgery/organs/augments_arms.dm b/code/modules/surgery/organs/augments_arms.dm index c1c36294d12..4588d7abba6 100644 --- a/code/modules/surgery/organs/augments_arms.dm +++ b/code/modules/surgery/organs/augments_arms.dm @@ -525,7 +525,7 @@ w_class = WEIGHT_CLASS_BULKY sharp = TRUE force = 18 - armour_penetration_percentage = -100 //This means that armor twice as effective against it + armor_penetration_percentage = -100 //This means that armor twice as effective against it reach = 2 hitsound = 'sound/weapons/whip.ogg' attack_verb = list("slashes", "whips", "lashes", "lacerates") @@ -925,7 +925,7 @@ icon_state = "syndie_mantis" item_state = "syndie_mantis" force = 15 - armour_penetration_percentage = 30 + armor_penetration_percentage = 30 /obj/item/melee/mantis_blade/syndicate/Initialize(mapload) . = ..()