diff --git a/code/__DEFINES/combat.dm b/code/__DEFINES/combat.dm
index 5bda7374fba..5b8074a4658 100644
--- a/code/__DEFINES/combat.dm
+++ b/code/__DEFINES/combat.dm
@@ -10,6 +10,18 @@
#define STAMINA "stamina"
#define BRAIN "brain"
+//damage flags
+#define MELEE "melee"
+#define BULLET "bullet"
+#define LASER "laser"
+#define ENERGY "energy"
+#define BOMB "bomb"
+#define BIO "bio"
+#define RAD "rad"
+#define FIRE "fire"
+#define ACID "acid"
+#define MAGIC "magic"
+
#define STUN "stun"
#define WEAKEN "weaken"
#define PARALYZE "paralize"
diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm
index 9d4edca6ebb..a2a4aec80c4 100644
--- a/code/_onclick/item_attack.dm
+++ b/code/_onclick/item_attack.dm
@@ -102,7 +102,7 @@
/obj/attacked_by(obj/item/I, mob/living/user)
if(I.force)
user.visible_message("[user] has hit [src] with [I]!", "You hit [src] with [I]!")
- take_damage(I.force, I.damtype, "melee", 1)
+ take_damage(I.force, I.damtype, MELEE, 1)
/mob/living/attacked_by(obj/item/I, mob/living/user, def_zone)
send_item_attack_message(I, user)
diff --git a/code/controllers/subsystem/fires.dm b/code/controllers/subsystem/fires.dm
index 2481891000c..4ae71f72841 100644
--- a/code/controllers/subsystem/fires.dm
+++ b/code/controllers/subsystem/fires.dm
@@ -36,7 +36,7 @@ SUBSYSTEM_DEF(fires)
if(O.resistance_flags & ON_FIRE) //in case an object is extinguished while still in currentrun
if(!(O.resistance_flags & FIRE_PROOF))
- O.take_damage(20, BURN, "fire", 0)
+ O.take_damage(20, BURN, FIRE, 0)
else
O.extinguish()
diff --git a/code/datums/armor.dm b/code/datums/armor.dm
index 0de7dde1ee7..e764d3384de 100644
--- a/code/datums/armor.dm
+++ b/code/datums/armor.dm
@@ -52,7 +52,7 @@
return vars[rating]
/datum/armor/proc/getList()
- return list("melee" = melee, "bullet" = bullet, "laser" = laser, "energy" = energy, "bomb" = bomb, "bio" = bio, "rad" = rad, "fire" = fire, "acid" = acid, "magic" = magic)
+ return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, 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)
diff --git a/code/datums/datumvars.dm b/code/datums/datumvars.dm
index 75f03f3c3d8..2cd1efbc009 100644
--- a/code/datums/datumvars.dm
+++ b/code/datums/datumvars.dm
@@ -893,10 +893,10 @@
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[BIO], 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]], 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]]")
return TRUE
else if(href_list["addreagent"]) /* Made on /TG/, credit to them. */
diff --git a/code/datums/weather/weather_types/radiation_storm.dm b/code/datums/weather/weather_types/radiation_storm.dm
index 8eff5e412c7..eb46fe56bb2 100644
--- a/code/datums/weather/weather_types/radiation_storm.dm
+++ b/code/datums/weather/weather_types/radiation_storm.dm
@@ -32,7 +32,7 @@
/datum/weather/rad_storm/weather_act(mob/living/L)
- var/resist = L.getarmor(null, "rad")
+ var/resist = L.getarmor(null, RAD)
if(prob(40))
if(ishuman(L))
var/mob/living/carbon/human/H = L
diff --git a/code/game/dna/dna_modifier.dm b/code/game/dna/dna_modifier.dm
index 5d1bb0c98b0..050a105307e 100644
--- a/code/game/dna/dna_modifier.dm
+++ b/code/game/dna/dna_modifier.dm
@@ -315,7 +315,7 @@
if(HAS_TRAIT(occupant, TRAIT_GENELESS))
return TRUE
- var/radiation_protection = occupant.run_armor_check(null, "rad")
+ var/radiation_protection = occupant.run_armor_check(null, RAD)
if(radiation_protection > NEGATE_MUTATION_THRESHOLD)
return TRUE
return FALSE
diff --git a/code/game/gamemodes/blob/blobs/blob_mobs.dm b/code/game/gamemodes/blob/blobs/blob_mobs.dm
index 14603c1681a..95bdf0b20e5 100644
--- a/code/game/gamemodes/blob/blobs/blob_mobs.dm
+++ b/code/game/gamemodes/blob/blobs/blob_mobs.dm
@@ -91,8 +91,8 @@
is_zombie = TRUE
if(H.wear_suit)
var/obj/item/clothing/suit/armor/A = H.wear_suit
- if(A.armor && A.armor.getRating("melee"))
- maxHealth += A.armor.getRating("melee") //That zombie's got armor, I want armor!
+ if(A.armor && A.armor.getRating(MELEE))
+ maxHealth += A.armor.getRating(MELEE) //That zombie's got armor, I want armor!
maxHealth += 40
health = maxHealth
name = "blob zombie"
diff --git a/code/game/gamemodes/blob/blobs/core.dm b/code/game/gamemodes/blob/blobs/core.dm
index b4a9bf3c3e8..659d0d1bec5 100644
--- a/code/game/gamemodes/blob/blobs/core.dm
+++ b/code/game/gamemodes/blob/blobs/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, BIO = 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
@@ -48,7 +48,7 @@
/obj/structure/blob/core/ex_act(severity)
var/damage = 50 - 10 * severity //remember, the core takes half brute damage, so this is 20/15/10 damage based on severity
- take_damage(damage, BRUTE, "bomb", 0)
+ take_damage(damage, BRUTE, BOMB, 0)
/obj/structure/blob/core/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir, overmind_reagent_trigger = 1)
. = ..()
diff --git a/code/game/gamemodes/blob/blobs/node.dm b/code/game/gamemodes/blob/blobs/node.dm
index 0023328b463..c5575827f5d 100644
--- a/code/game/gamemodes/blob/blobs/node.dm
+++ b/code/game/gamemodes/blob/blobs/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, BIO = 0, RAD = 0, FIRE = 65, ACID = 90)
point_return = 18
/obj/structure/blob/node/Initialize(mapload)
diff --git a/code/game/gamemodes/blob/blobs/shield.dm b/code/game/gamemodes/blob/blobs/shield.dm
index 04e9f6d677f..9def25e832c 100644
--- a/code/game/gamemodes/blob/blobs/shield.dm
+++ b/code/game/gamemodes/blob/blobs/shield.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, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/obj/structure/blob/shield/core
point_return = 0
diff --git a/code/game/gamemodes/blob/theblob.dm b/code/game/gamemodes/blob/theblob.dm
index b1c5ffde619..103427d2089 100644
--- a/code/game/gamemodes/blob/theblob.dm
+++ b/code/game/gamemodes/blob/theblob.dm
@@ -8,7 +8,7 @@
opacity = 0
anchored = 1
max_integrity = 30
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
var/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
var/brute_resist = 0.5 //multiplies brute damage by this
@@ -144,7 +144,7 @@
L.blob_act(src)
/obj/structure/blob/zap_act(power, zap_flags)
- take_damage(power * 0.0025, BURN, "energy")
+ take_damage(power * 0.0025, BURN, ENERGY)
power -= power * 0.0025 //You don't get to do it for free
return ..() //You don't get to do it for free
diff --git a/code/game/gamemodes/changeling/powers/mutations.dm b/code/game/gamemodes/changeling/powers/mutations.dm
index 28437dd9022..f940b224cb8 100644
--- a/code/game/gamemodes/changeling/powers/mutations.dm
+++ b/code/game/gamemodes/changeling/powers/mutations.dm
@@ -426,7 +426,7 @@
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, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) //No armor at all
/obj/item/clothing/suit/space/changeling/New()
..()
@@ -444,7 +444,7 @@
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, BIO = 0, RAD = 0, FIRE = 90, ACID = 90)
/***************************************\
@@ -473,7 +473,7 @@
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, BIO = 4, RAD = 0, FIRE = 90, ACID = 90)
flags_inv = HIDEJUMPSUIT
cold_protection = 0
heat_protection = 0
@@ -489,5 +489,5 @@
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, BIO = 4, RAD = 0, FIRE = 90, ACID = 90)
flags_inv = HIDEEARS
diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm
index 68f5d14744c..4480d04effa 100644
--- a/code/game/gamemodes/cult/cult_items.dm
+++ b/code/game/gamemodes/cult/cult_items.dm
@@ -99,7 +99,7 @@
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" = 40, "bullet" = 30, "laser" = 40, "energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 40, ENERGY = 20, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
flags_inv = HIDEJUMPSUIT
magical = TRUE
@@ -113,7 +113,7 @@
desc = "A space worthy helmet used by the followers of a cult."
icon_state = "cult_helmet"
item_state = "cult_helmet"
- armor = list("melee" = 70, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
+ armor = list(MELEE = 70, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 40, ACID = 75)
magical = TRUE
/obj/item/clothing/suit/space/cult
@@ -124,7 +124,7 @@
w_class = WEIGHT_CLASS_NORMAL
allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals)
slowdown = 1
- armor = list("melee" = 70, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75)
+ armor = list(MELEE = 70, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 40, ACID = 75)
magical = TRUE
/obj/item/clothing/suit/hooded/cultrobes/cult_shield
@@ -133,7 +133,7 @@
icon_state = "cult_armour"
item_state = "cult_armour"
w_class = WEIGHT_CLASS_BULKY
- armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 30, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 50, "acid" = 60)
+ armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 30, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 60)
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
@@ -145,7 +145,7 @@
name = "empowered cultist hood"
desc = "An empowered garb which creates a powerful shield around the user."
icon_state = "cult_hoodalt"
- armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 40, ENERGY = 20, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10)
body_parts_covered = HEAD
flags = BLOCKHAIR
flags_inv = HIDEFACE
@@ -185,7 +185,7 @@
flags_inv = HIDEJUMPSUIT
allowed = list(/obj/item/tome, /obj/item/melee/cultblade)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
- armor = list("melee" = -50, "bullet" = -50, "laser" = -50,"energy" = -50, "bomb" = -50, "bio" = -50, "rad" = -50, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = -50, BULLET = -50, LASER = -50, ENERGY = -50, BOMB = -50, BIO = -50, RAD = -50, FIRE = 0, ACID = 0)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
"Drask" = 'icons/mob/clothing/species/drask/suit.dmi',
@@ -218,7 +218,7 @@
flags = BLOCKHAIR
flags_inv = HIDEFACE
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, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/head.dmi',
"Drask" = 'icons/mob/clothing/species/drask/head.dmi',
diff --git a/code/game/gamemodes/miniantags/abduction/abduction_gear.dm b/code/game/gamemodes/miniantags/abduction/abduction_gear.dm
index 08dbec69279..1c5db6ccfab 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" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
+ armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 15, BIO = 15, RAD = 15, FIRE = 70, ACID = 70)
actions_types = list(/datum/action/item_action/hands_free/activate)
allowed = list(/obj/item/abductor, /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" = 15, "bullet" = 15, "laser" = 15, "energy" = 15, "bomb" = 15, "bio" = 15, "rad" = 15, "fire" = 70, "acid" = 70)
- var/combat_armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 50, "rad" = 50, "fire" = 90, "acid" = 90)
+ var/stealth_armor = list(MELEE = 15, BULLET = 15, LASER = 15, ENERGY = 15, BOMB = 15, BIO = 15, RAD = 15, FIRE = 70, ACID = 70)
+ var/combat_armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 50, RAD = 50, FIRE = 90, ACID = 90)
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 b03a5d10fdf..1c9f0a40e8e 100644
--- a/code/game/gamemodes/nuclear/nuclearbomb.dm
+++ b/code/game/gamemodes/nuclear/nuclearbomb.dm
@@ -495,7 +495,7 @@ 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, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
/obj/item/disk/nuclear/unrestricted
diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm
index 8a04c310e17..e390634bb34 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, BIO = 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 1c394d261f6..95a9caae804 100644
--- a/code/game/machinery/computer/computer.dm
+++ b/code/game/machinery/computer/computer.dm
@@ -9,7 +9,7 @@
active_power_usage = 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, BIO = 0, RAD = 0, FIRE = 40, ACID = 20)
var/obj/item/circuitboard/circuit = null //if circuit==null, computer can't disassembly
var/processing = 0
var/icon_keyboard = "generic_key"
@@ -119,10 +119,10 @@
switch(severity)
if(1)
if(prob(50))
- obj_break("energy")
+ obj_break(ENERGY)
if(2)
if(prob(10))
- obj_break("energy")
+ obj_break(ENERGY)
/obj/machinery/computer/deconstruct(disassembled = TRUE, mob/user)
on_deconstruction()
diff --git a/code/game/machinery/doors/airlock_types.dm b/code/game/machinery/doors/airlock_types.dm
index e23aa154d6d..870b8355fe8 100644
--- a/code/game/machinery/doors/airlock_types.dm
+++ b/code/game/machinery/doors/airlock_types.dm
@@ -605,7 +605,7 @@
desc = "An airlock hastily corrupted by blood magic, it is unusually brittle in this state."
normal_integrity = 150
damage_deflection = 5
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
//////////////////////////////////
/*
diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm
index a2479c149a1..467b82b04a9 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 = ENVIRON
max_integrity = 350
- armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 20, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 70)
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 b19888ba907..4729f925a4f 100644
--- a/code/game/machinery/doors/firedoor.dm
+++ b/code/game/machinery/doors/firedoor.dm
@@ -21,7 +21,7 @@
closingLayer = CLOSED_FIREDOOR_LAYER
auto_close_time = 5 SECONDS
assemblytype = /obj/structure/firelock_frame
- 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, BIO = 100, 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 cebd507a9ca..6364993f488 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, BIO = 100, 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 13cf62ecf3f..3289767d82c 100644
--- a/code/game/machinery/doors/windowdoor.dm
+++ b/code/game/machinery/doors/windowdoor.dm
@@ -12,7 +12,7 @@
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, BIO = 100, RAD = 100, FIRE = 70, ACID = 100)
var/obj/item/airlock_electronics/electronics
var/base_state = "left"
var/reinf = 0
diff --git a/code/game/machinery/machinery.dm b/code/game/machinery/machinery.dm
index 154f094d941..86764dddef1 100644
--- a/code/game/machinery/machinery.dm
+++ b/code/game/machinery/machinery.dm
@@ -637,7 +637,7 @@ Class Procs:
if(prob(85) && (zap_flags & ZAP_MACHINE_EXPLOSIVE) && !(resistance_flags & INDESTRUCTIBLE))
explosion(src, 1, 2, 4, flame_range = 2, adminlog = FALSE, smoke = FALSE)
else if(zap_flags & ZAP_OBJ_DAMAGE)
- take_damage(power * 0.0005, BURN, "energy")
+ take_damage(power * 0.0005, BURN, ENERGY)
if(prob(40))
emp_act(EMP_LIGHT)
power -= power * 0.0005
diff --git a/code/game/machinery/requests_console.dm b/code/game/machinery/requests_console.dm
index 487ec245466..6330d036926 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, BIO = 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 bf79f2f4fb3..a1cbe639451 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, BIO = 100, RAD = 100, FIRE = 80, ACID = 10)
var/obj/item/stock_parts/cell/cell
var/on = 0
var/open = 0
diff --git a/code/game/mecha/combat/honker.dm b/code/game/mecha/combat/honker.dm
index eb7bfad8942..4b04010cb08 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, BIO = 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 4e719a32b9b..8575acaa9d2 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, BIO = 0, RAD = 60, FIRE = 100, ACID = 100)
max_temperature = 60000
resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF
infra_luminosity = 3
diff --git a/code/game/mecha/combat/phazon.dm b/code/game/mecha/combat/phazon.dm
index 2767af5416a..53fa849b83c 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, BIO = 0, RAD = 50, FIRE = 100, ACID = 100)
max_temperature = 25000
infra_luminosity = 3
wreckage = /obj/structure/mecha_wreckage/phazon
diff --git a/code/game/mecha/combat/reticence.dm b/code/game/mecha/combat/reticence.dm
index 78b3329697b..a6f9cb9d0be 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, BIO = 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/equipment/tools/mining_tools.dm b/code/game/mecha/equipment/tools/mining_tools.dm
index 2248c37f518..9226f2e8c07 100644
--- a/code/game/mecha/equipment/tools/mining_tools.dm
+++ b/code/game/mecha/equipment/tools/mining_tools.dm
@@ -106,7 +106,7 @@
if(ishuman(target))
var/mob/living/carbon/human/H = target
var/obj/item/organ/external/target_part = H.get_organ(ran_zone("chest"))
- H.apply_damage(10, BRUTE, "chest", H.run_armor_check(target_part, "melee"))
+ H.apply_damage(10, BRUTE, "chest", H.run_armor_check(target_part, MELEE))
//blood splatters
blood_color = H.dna.species.blood_color
diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm
index 00ddb73f497..a682c2f71de 100644
--- a/code/game/mecha/mecha.dm
+++ b/code/game/mecha/mecha.dm
@@ -481,9 +481,9 @@
if(. && obj_integrity > 0)
spark_system.start()
switch(damage_flag)
- if("fire")
+ if(FIRE)
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL))
- if("melee")
+ if(MELEE)
check_for_internal_damage(list(MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST))
else
check_for_internal_damage(list(MECHA_INT_FIRE,MECHA_INT_TEMP_CONTROL,MECHA_INT_TANK_BREACH,MECHA_INT_CONTROL_LOST,MECHA_INT_SHORT_CIRCUIT))
@@ -497,13 +497,13 @@
return 0
var/booster_deflection_modifier = 1
var/booster_damage_modifier = 1
- if(damage_flag == "bullet" || damage_flag == "laser" || damage_flag == "energy")
+ if(damage_flag == BULLET || damage_flag == LASER || damage_flag == ENERGY)
for(var/obj/item/mecha_parts/mecha_equipment/antiproj_armor_booster/B in equipment)
if(B.projectile_react())
booster_deflection_modifier = B.deflect_coeff
booster_damage_modifier = B.damage_coeff
break
- else if(damage_flag == "melee")
+ else if(damage_flag == MELEE)
for(var/obj/item/mecha_parts/mecha_equipment/anticcw_armor_booster/B in equipment)
if(B.attack_react())
booster_deflection_modifier *= B.deflect_coeff
@@ -533,7 +533,7 @@
log_message("Attack by alien. Attacker - [user].", TRUE)
add_attack_logs(user, OCCUPANT_LOGGING, "Alien attacked mech [src]")
playsound(src.loc, 'sound/weapons/slash.ogg', 100, TRUE)
- attack_generic(user, 15, BRUTE, "melee", 0)
+ attack_generic(user, 15, BRUTE, MELEE, 0)
/obj/mecha/attack_animal(mob/living/simple_animal/user)
log_message("Attack by simple animal. Attacker - [user].")
@@ -551,7 +551,7 @@
animal_damage = min(animal_damage, 20*user.environment_smash)
if(animal_damage)
add_attack_logs(user, OCCUPANT_LOGGING, "Animal attacked mech [src]")
- attack_generic(user, animal_damage, user.melee_damage_type, "melee", play_soundeffect)
+ attack_generic(user, animal_damage, user.melee_damage_type, MELEE, play_soundeffect)
return TRUE
/obj/mecha/hulk_damage()
@@ -565,7 +565,7 @@
/obj/mecha/blob_act(obj/structure/blob/B)
log_message("Attack by blob. Attacker - [B].")
- take_damage(30, BRUTE, "melee", 0, get_dir(src, B))
+ take_damage(30, BRUTE, MELEE, 0, get_dir(src, B))
/obj/mecha/attack_tk()
return
@@ -643,7 +643,7 @@
/obj/mecha/emp_act(severity)
if(get_charge())
use_power((cell.charge/3)/(severity*2))
- take_damage(30 / severity, BURN, "energy", 1)
+ take_damage(30 / severity, BURN, ENERGY, 1)
log_message("EMP detected", 1)
check_for_internal_damage(list(MECHA_INT_FIRE, MECHA_INT_TEMP_CONTROL, MECHA_INT_CONTROL_LOST, MECHA_INT_SHORT_CIRCUIT), 1)
diff --git a/code/game/mecha/working/ripley.dm b/code/game/mecha/working/ripley.dm
index 96f045ea9d3..34934baea86 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, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
max_equip = 6
wreckage = /obj/structure/mecha_wreckage/ripley
var/list/cargo = new
@@ -70,7 +70,7 @@
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, BIO = 0, RAD = 70, FIRE = 100, ACID = 100)
max_equip = 5 // More armor, less tools
wreckage = /obj/structure/mecha_wreckage/ripley/firefighter
@@ -85,7 +85,7 @@
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, BIO = 0, 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/spiders.dm b/code/game/objects/effects/spiders.dm
index 56140e7d2ea..7a2880d897e 100644
--- a/code/game/objects/effects/spiders.dm
+++ b/code/game/objects/effects/spiders.dm
@@ -16,7 +16,7 @@
/obj/structure/spider/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
- if(damage_flag == "melee")
+ if(damage_flag == MELEE)
switch(damage_type)
if(BURN)
damage_amount *= 2
diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm
index 1f8ae46083e..0a77949f26b 100644
--- a/code/game/objects/items/stacks/sheets/glass.dm
+++ b/code/game/objects/items/stacks/sheets/glass.dm
@@ -28,7 +28,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \
singular_name = "glass sheet"
icon_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, BIO = 0, RAD = 0, FIRE = 50, ACID = 100)
resistance_flags = ACID_PROOF
origin_tech = "materials=1"
created_window = /obj/structure/window/basic
@@ -101,7 +101,7 @@ 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, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
resistance_flags = ACID_PROOF
origin_tech = "materials=2"
created_window = /obj/structure/window/reinforced
@@ -137,7 +137,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \
icon_state = "sheet-plasmaglass"
item_state = "sheet-rglass"
materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 100)
resistance_flags = ACID_PROOF
origin_tech = "plasmatech=2;materials=2"
created_window = /obj/structure/window/plasmabasic
@@ -180,7 +180,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \
icon_state = "sheet-plasmarglass"
item_state = "sheet-rglass"
materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT*2)
- armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
resistance_flags = ACID_PROOF
origin_tech = "plasmatech=2;materials=2"
created_window = /obj/structure/window/plasmareinforced
@@ -202,7 +202,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list(
icon_state = "sheet-titaniumglass"
item_state = "sheet-rglass"
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, BIO = 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
@@ -222,7 +222,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list(
icon_state = "sheet-plastitaniumglass"
item_state = "sheet-rglass"
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, BIO = 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/leather.dm b/code/game/objects/items/stacks/sheets/leather.dm
index 1be2e6b289d..9dbef33cd02 100644
--- a/code/game/objects/items/stacks/sheets/leather.dm
+++ b/code/game/objects/items/stacks/sheets/leather.dm
@@ -170,8 +170,8 @@ GLOBAL_LIST_INIT(sinew_recipes, list ( \
if(is_type_in_typecache(target, goliath_platable_armor_typecache))
var/obj/item/clothing/C = target
var/datum/armor/current_armor = C.armor
- if(current_armor.getRating("melee") < 60)
- C.armor = current_armor.setRating(melee_value = min(current_armor.getRating("melee") + 10, 60))
+ if(current_armor.getRating(MELEE) < 60)
+ C.armor = current_armor.setRating(melee_value = min(current_armor.getRating(MELEE) + 10, 60))
to_chat(user, "You strengthen [target], improving its resistance against melee attacks.")
use(1)
else
@@ -180,9 +180,9 @@ GLOBAL_LIST_INIT(sinew_recipes, list ( \
var/obj/mecha/working/ripley/D = target
if(D.hides < 3)
D.hides++
- D.armor = D.armor.setRating(melee_value = min(D.armor.getRating("melee") + 10, 70))
- D.armor = D.armor.setRating(bullet_value = min(D.armor.getRating("bullet") + 5, 50))
- D.armor = D.armor.setRating(laser_value = min(D.armor.getRating("laser") + 5, 50))
+ D.armor = D.armor.setRating(melee_value = min(D.armor.getRating(MELEE) + 10, 70))
+ D.armor = D.armor.setRating(bullet_value = min(D.armor.getRating(BULLET) + 5, 50))
+ D.armor = D.armor.setRating(laser_value = min(D.armor.getRating(LASER) + 5, 50))
to_chat(user, "You strengthen [target], improving its resistance against melee attacks.")
D.update_icon()
if(D.hides == 3)
diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm
index cfa7c31b3ed..592c41a7bbc 100644
--- a/code/game/objects/items/stacks/sheets/sheet_types.dm
+++ b/code/game/objects/items/stacks/sheets/sheet_types.dm
@@ -162,7 +162,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list(
icon_state = "sheet-plasteel"
item_state = "sheet-metal"
materials = list(MAT_METAL=2000, MAT_PLASMA=2000)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 80)
resistance_flags = FIRE_PROOF
throwforce = 10.0
flags = CONDUCT
@@ -220,7 +220,7 @@ GLOBAL_LIST_INIT(wood_recipes, list(
icon_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, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
merge_type = /obj/item/stack/sheet/wood
/obj/item/stack/sheet/wood/New(loc, amount=null)
diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm
index d148123be94..720b164e7d6 100644
--- a/code/game/objects/items/stacks/tiles/tile_types.dm
+++ b/code/game/objects/items/stacks/tiles/tile_types.dm
@@ -103,7 +103,7 @@
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, BIO = 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 9374c68fdd5..899d54a1084 100644
--- a/code/game/objects/items/tools/crowbar.dm
+++ b/code/game/objects/items/tools/crowbar.dm
@@ -17,7 +17,7 @@
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, BIO = 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 c6b4aecd4f2..e67436e2ce3 100644
--- a/code/game/objects/items/tools/screwdriver.dm
+++ b/code/game/objects/items/tools/screwdriver.dm
@@ -16,7 +16,7 @@
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, BIO = 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 6519703713a..475ccba1c34 100644
--- a/code/game/objects/items/tools/welder.dm
+++ b/code/game/objects/items/tools/welder.dm
@@ -14,7 +14,7 @@
throw_range = 5
hitsound = "swing_hit"
w_class = WEIGHT_CLASS_SMALL
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
materials = list(MAT_METAL = 70, MAT_GLASS = 20)
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 17f4167868a..bf8ccce706a 100644
--- a/code/game/objects/items/tools/wirecutters.dm
+++ b/code/game/objects/items/tools/wirecutters.dm
@@ -18,7 +18,7 @@
pickup_sound = 'sound/items/handling/wirecutter_pickup.ogg'
sharp = 1
toolspeed = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
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 d204ca683e6..dde5e8d7afc 100644
--- a/code/game/objects/items/tools/wrench.dm
+++ b/code/game/objects/items/tools/wrench.dm
@@ -16,7 +16,7 @@
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, BIO = 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 c12809ca160..c86046c238e 100644
--- a/code/game/objects/items/weapons/RCD.dm
+++ b/code/game/objects/items/weapons/RCD.dm
@@ -27,7 +27,7 @@
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, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/// The spark system used to create sparks when the user interacts with the RCD.
var/datum/effect_system/spark_spread/spark_system
diff --git a/code/game/objects/items/weapons/RSF.dm b/code/game/objects/items/weapons/RSF.dm
index 180780f95b5..22b18892d7a 100644
--- a/code/game/objects/items/weapons/RSF.dm
+++ b/code/game/objects/items/weapons/RSF.dm
@@ -13,7 +13,7 @@ RSF
anchored = 0.0
var/matter = 0
var/mode = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
w_class = WEIGHT_CLASS_NORMAL
var/list/configured_items = list()
diff --git a/code/game/objects/items/weapons/cards_ids.dm b/code/game/objects/items/weapons/cards_ids.dm
index 69b64efef0d..96f96ad5ee9 100644
--- a/code/game/objects/items/weapons/cards_ids.dm
+++ b/code/game/objects/items/weapons/cards_ids.dm
@@ -89,7 +89,7 @@
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, BIO = 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 4cf977dc91c..c24432f9644 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, BIO = 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/grenades/flashbang.dm b/code/game/objects/items/weapons/grenades/flashbang.dm
index 8122814353b..b139fc7db01 100644
--- a/code/game/objects/items/weapons/grenades/flashbang.dm
+++ b/code/game/objects/items/weapons/grenades/flashbang.dm
@@ -20,7 +20,7 @@
// Blob damage
for(var/obj/structure/blob/B in hear(range + 1, T))
var/damage = round(30 / (get_dist(B, T) + 1))
- B.take_damage(damage, BURN, "melee", FALSE)
+ B.take_damage(damage, BURN, MELEE, FALSE)
// Stunning & damaging mechanic
bang(T, src, range)
diff --git a/code/game/objects/items/weapons/grenades/frag.dm b/code/game/objects/items/weapons/grenades/frag.dm
index 5b2e836bf81..f08186986f9 100644
--- a/code/game/objects/items/weapons/grenades/frag.dm
+++ b/code/game/objects/items/weapons/grenades/frag.dm
@@ -26,7 +26,7 @@
/obj/item/grenade/frag/proc/embed_shrapnel(mob/living/carbon/human/H, amount)
for(var/i = 0, i < amount, i++)
- if(prob(embed_prob - H.getarmor(null, "bomb")))
+ if(prob(embed_prob - H.getarmor(null, BOMB)))
var/obj/item/embedded/S = new embedded_type(src)
H.hitby(S, skipcatch = 1)
S.throwforce = 1
diff --git a/code/game/objects/items/weapons/grenades/smokebomb.dm b/code/game/objects/items/weapons/grenades/smokebomb.dm
index 53061e5fa61..3cafa295680 100644
--- a/code/game/objects/items/weapons/grenades/smokebomb.dm
+++ b/code/game/objects/items/weapons/grenades/smokebomb.dm
@@ -31,7 +31,7 @@
for(var/obj/structure/blob/B in view(8,src))
var/damage = round(30/(get_dist(B,src)+1))
- B.take_damage(damage, BURN, "melee", 0)
+ B.take_damage(damage, BURN, MELEE, 0)
sleep(80)
qdel(src)
return
diff --git a/code/game/objects/items/weapons/handcuffs.dm b/code/game/objects/items/weapons/handcuffs.dm
index d8abb853e9f..207533ce6d8 100644
--- a/code/game/objects/items/weapons/handcuffs.dm
+++ b/code/game/objects/items/weapons/handcuffs.dm
@@ -13,7 +13,7 @@
materials = list(MAT_METAL=500)
origin_tech = "engineering=3;combat=3"
breakouttime = 600 //Deciseconds = 60s = 1 minutes
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/cuffsound = 'sound/weapons/handcuffs.ogg'
var/trashtype = null //For disposable cuffs
var/ignoresClumsy = FALSE
diff --git a/code/game/objects/items/weapons/kitchen.dm b/code/game/objects/items/weapons/kitchen.dm
index 0cf57c7b7a4..82334c986a0 100644
--- a/code/game/objects/items/weapons/kitchen.dm
+++ b/code/game/objects/items/weapons/kitchen.dm
@@ -31,7 +31,7 @@
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, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
sharp = 0
var/max_contents = 1
@@ -114,7 +114,7 @@
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, BIO = 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)
@@ -198,7 +198,7 @@
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, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
/*
diff --git a/code/game/objects/items/weapons/melee/energy.dm b/code/game/objects/items/weapons/melee/energy.dm
index 1034ae3ffb4..88195072d3e 100644
--- a/code/game/objects/items/weapons/melee/energy.dm
+++ b/code/game/objects/items/weapons/melee/energy.dm
@@ -12,7 +12,7 @@
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, BIO = 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 379c7403894..66a71ee99a4 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, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
var/maxWeightClass = 20 //The max weight of items that can fit into the cannon
var/loadedWeightClass = 0 //The weight of items currently in the cannon
var/obj/item/tank/internals/tank = null //The gas tank that is drawn from to fire things
diff --git a/code/game/objects/items/weapons/powerfist.dm b/code/game/objects/items/weapons/powerfist.dm
index fe1f549e8ef..9ff9da516cc 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, BIO = 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 258caf8b424..da12eb8d534 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, BIO = 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 234685f3fe9..9e949b8b2ce 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, BIO = 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 86789ca3791..0053054ac85 100644
--- a/code/game/objects/items/weapons/shields.dm
+++ b/code/game/objects/items/weapons/shields.dm
@@ -1,7 +1,7 @@
/obj/item/shield
name = "shield"
block_chance = 50
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
/obj/item/shield/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK)
if(attack_type == THROWN_PROJECTILE_ATTACK)
diff --git a/code/game/objects/items/weapons/storage/backpack.dm b/code/game/objects/items/weapons/storage/backpack.dm
index cd0997481b6..1976d443ecd 100644
--- a/code/game/objects/items/weapons/storage/backpack.dm
+++ b/code/game/objects/items/weapons/storage/backpack.dm
@@ -60,7 +60,7 @@
resistance_flags = FIRE_PROOF
flags_2 = NO_MAT_REDEMPTION_2
cant_hold = list(/obj/item/storage/backpack/holding)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50)
/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 b76b78de12d..b858e7758b9 100644
--- a/code/game/objects/items/weapons/stunbaton.dm
+++ b/code/game/objects/items/weapons/stunbaton.dm
@@ -9,7 +9,7 @@
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, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
/// How many life ticks does the stun last for
var/stunforce = 7
/// Is the baton currently turned on
diff --git a/code/game/objects/items/weapons/tanks/tanks.dm b/code/game/objects/items/weapons/tanks/tanks.dm
index df6c3a4c988..62bd83dd263 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, BIO = 0, 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 f2145970843..5c7b397d2b7 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, BIO = 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 33aeddeaab0..491dd65ec97 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, BIO = 0, 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, BIO = 0, 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 0aebee8687b..7fc97eda5cd 100644
--- a/code/game/objects/items/weapons/twohanded.dm
+++ b/code/game/objects/items/weapons/twohanded.dm
@@ -197,7 +197,7 @@
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, BIO = 0, RAD = 0, FIRE = 100, ACID = 30)
resistance_flags = FIRE_PROOF
/obj/item/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons.
@@ -283,7 +283,7 @@
block_chance = 75
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, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
light_power = 2
needs_permit = TRUE
@@ -399,7 +399,7 @@
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, BIO = 0, RAD = 0, FIRE = 50, ACID = 30)
needs_permit = TRUE
var/icon_prefix = "spearglass"
@@ -652,7 +652,7 @@
throwforce = 15
throw_range = 1
w_class = WEIGHT_CLASS_HUGE
- armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
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 4caab3fd918..b971d9c1926 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_BULKY
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 30)
// Built automatically from the corresponding vending machine.
// If null, considered to be full. Otherwise, is list(/typepath = amount).
diff --git a/code/game/objects/items/weapons/weaponry.dm b/code/game/objects/items/weapons/weaponry.dm
index e79851a8d0c..1e6a2bf4618 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, BIO = 0, RAD = 0, FIRE = 100, ACID = 70)
resistance_flags = FIRE_PROOF
/obj/item/banhammer/suicide_act(mob/user)
@@ -57,7 +57,7 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
/obj/item/claymore/suicide_act(mob/user)
@@ -84,7 +84,7 @@
attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut")
block_chance = 50
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
needs_permit = TRUE
diff --git a/code/game/objects/obj_defense.dm b/code/game/objects/obj_defense.dm
index 7330819e7d0..c6a66c2d40e 100644
--- a/code/game/objects/obj_defense.dm
+++ b/code/game/objects/obj_defense.dm
@@ -21,7 +21,7 @@
///returns the damage value of the attack after processing the obj's various armor protections
/obj/proc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir, armour_penetration = 0)
- if(damage_flag == "melee" && damage_amount < damage_deflection)
+ if(damage_flag == MELEE && damage_amount < damage_deflection)
return 0
switch(damage_type)
if(BRUTE)
@@ -48,7 +48,7 @@
/obj/hitby(atom/movable/AM, skipcatch, hitpush, blocked, datum/thrownthing/throwingdatum)
..()
- take_damage(AM.throwforce, BRUTE, "melee", 1, get_dir(src, AM))
+ take_damage(AM.throwforce, BRUTE, MELEE, 1, get_dir(src, AM))
/obj/ex_act(severity)
if(QDELETED(src))
@@ -57,11 +57,11 @@
return
switch(severity)
if(1)
- take_damage(INFINITY, BRUTE, "bomb", 0)
+ take_damage(INFINITY, BRUTE, BOMB, 0)
if(2)
- take_damage(rand(100, 250), BRUTE, "bomb", 0)
+ take_damage(rand(100, 250), BRUTE, BOMB, 0)
if(3)
- take_damage(rand(10, 90), BRUTE, "bomb", 0)
+ take_damage(rand(10, 90), BRUTE, BOMB, 0)
/obj/bullet_act(obj/item/projectile/P)
. = ..()
@@ -83,7 +83,7 @@
user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ))
else
playsound(src, 'sound/effects/bang.ogg', 50, 1)
- take_damage(hulk_damage(), BRUTE, "melee", 0, get_dir(src, user))
+ take_damage(hulk_damage(), BRUTE, MELEE, 0, get_dir(src, user))
return TRUE
return FALSE
@@ -92,7 +92,7 @@
var/turf/T = loc
if((T.intact && level == 1) || T.transparent_floor) //the blob doesn't destroy thing below the floor
return
- take_damage(400, BRUTE, "melee", 0, get_dir(src, B))
+ take_damage(400, BRUTE, MELEE, 0, get_dir(src, B))
/obj/proc/attack_generic(mob/user, damage_amount = 0, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, armor_penetration = 0) //used by attack_alien, attack_animal, and attack_slime
user.do_attack_animation(src)
@@ -100,7 +100,7 @@
return take_damage(damage_amount, damage_type, damage_flag, sound_effect, get_dir(src, user), armor_penetration)
/obj/attack_alien(mob/living/carbon/alien/humanoid/user)
- if(attack_generic(user, 60, BRUTE, "melee", 0))
+ if(attack_generic(user, 60, BRUTE, MELEE, 0))
playsound(loc, 'sound/weapons/slash.ogg', 100, TRUE)
/obj/attack_animal(mob/living/simple_animal/M)
@@ -112,9 +112,9 @@
if(M.environment_smash)
play_soundeffect = 0
if(M.obj_damage)
- . = attack_generic(M, M.obj_damage, M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration)
+ . = attack_generic(M, M.obj_damage, M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration)
else
- . = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, "melee", play_soundeffect, M.armour_penetration)
+ . = attack_generic(M, rand(M.melee_damage_lower,M.melee_damage_upper), M.melee_damage_type, MELEE, play_soundeffect, M.armour_penetration)
if(. && !play_soundeffect)
playsound(src, 'sound/effects/meteorimpact.ogg', 100, TRUE)
@@ -132,7 +132,7 @@
/obj/attack_slime(mob/living/simple_animal/slime/user)
if(!user.is_adult)
return
- attack_generic(user, rand(10, 15), BRUTE, "melee", 1)
+ attack_generic(user, rand(10, 15), BRUTE, MELEE, 1)
/obj/mech_melee_attack(obj/mecha/M)
M.do_attack_animation(src)
@@ -153,7 +153,7 @@
else
return 0
M.visible_message("[M.name] hits [src]!", "You hit [src]!")
- return take_damage(M.force*3, mech_damtype, "melee", play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
+ return take_damage(M.force*3, mech_damtype, MELEE, play_soundeffect, get_dir(src, M)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs.
/obj/singularity_act()
ex_act(EXPLODE_DEVASTATE)
@@ -183,7 +183,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
if(!(resistance_flags & ACID_PROOF))
if(prob(33))
playsound(loc, 'sound/items/welder.ogg', 150, TRUE)
- take_damage(min(1 + round(sqrt(acid_level) * 0.3), 300), BURN, "acid", 0)
+ take_damage(min(1 + round(sqrt(acid_level) * 0.3), 300), BURN, ACID, 0)
acid_level = max(acid_level - (5 + 3 * round(sqrt(acid_level))), 0)
if(!acid_level)
@@ -203,7 +203,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
return
..()
if(exposed_temperature && !(resistance_flags & FIRE_PROOF))
- take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, "fire", 0)
+ take_damage(clamp(0.02 * exposed_temperature, 0, 20), BURN, FIRE, 0)
if(!(resistance_flags & ON_FIRE) && (resistance_flags & FLAMMABLE) && !(resistance_flags & FIRE_PROOF))
resistance_flags |= ON_FIRE
SSfires.processing[src] = src
@@ -253,9 +253,9 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e
///what happens when the obj's integrity reaches zero.
/obj/proc/obj_destruction(damage_flag)
- if(damage_flag == "acid")
+ if(damage_flag == ACID)
acid_melt()
- else if(damage_flag == "fire")
+ else if(damage_flag == FIRE)
burn()
else
deconstruct(FALSE)
diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm
index 6d1b884177d..96caf288d2d 100644
--- a/code/game/objects/structures.dm
+++ b/code/game/objects/structures.dm
@@ -21,7 +21,7 @@
/obj/structure/Initialize(mapload)
if(!armor)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
return ..()
/obj/structure/Destroy()
@@ -171,6 +171,6 @@
/obj/structure/zap_act(power, zap_flags)
if(zap_flags & ZAP_OBJ_DAMAGE)
- take_damage(power / 8000, BURN, "energy")
+ take_damage(power / 8000, BURN, ENERGY)
power -= power / 2000 //walls take a lot out of ya
. = ..()
diff --git a/code/game/objects/structures/aliens.dm b/code/game/objects/structures/aliens.dm
index 4661ff125cc..34eda470895 100644
--- a/code/game/objects/structures/aliens.dm
+++ b/code/game/objects/structures/aliens.dm
@@ -16,7 +16,7 @@
max_integrity = 100
/obj/structure/alien/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir)
- if(damage_flag == "melee")
+ if(damage_flag == MELEE)
switch(damage_type)
if(BRUTE)
damage_amount *= 0.25
diff --git a/code/game/objects/structures/barsign.dm b/code/game/objects/structures/barsign.dm
index 357a5c0db51..f2253daaa2f 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, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/list/barsigns=list()
var/list/hiddensigns
var/state = 0
diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm
index 8a979bd18a7..49e9b4e2f48 100644
--- a/code/game/objects/structures/crates_lockers/closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets.dm
@@ -6,7 +6,7 @@
density = 1
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, BIO = 0, RAD = 0, FIRE = 70, ACID = 60)
var/icon_closed = "closed"
var/icon_opened = "open"
var/opened = FALSE
diff --git a/code/game/objects/structures/crates_lockers/closets/fireaxe.dm b/code/game/objects/structures/crates_lockers/closets/fireaxe.dm
index 91a335ed918..4eda067ca51 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 = "fireaxe1100"
anchored = TRUE
density = FALSE
- armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 20, LASER = 0, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
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 2bf2b03b4a2..0e740548289 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
@@ -9,7 +9,7 @@
broken = 0
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, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
damage_deflection = 20
icon_closed = "secure"
var/icon_locked = "secure1"
diff --git a/code/game/objects/structures/crates_lockers/closets/utility_closets.dm b/code/game/objects/structures/crates_lockers/closets/utility_closets.dm
index d39836154b3..d8d3111fbe8 100644
--- a/code/game/objects/structures/crates_lockers/closets/utility_closets.dm
+++ b/code/game/objects/structures/crates_lockers/closets/utility_closets.dm
@@ -51,10 +51,6 @@
if("delete")
qdel(src)
- //If you want to re-add fire, just add "fire" = 15 to the pick list.
- /*if("fire")
- new /obj/structure/closet/firecloset(src.loc)
- qdel(src)*/
/obj/structure/closet/emcloset/legacy/populate_contents()
new /obj/item/tank/internals/oxygen(src)
diff --git a/code/game/objects/structures/crates_lockers/crates.dm b/code/game/objects/structures/crates_lockers/crates.dm
index f86c37229c6..b5149bdecbb 100644
--- a/code/game/objects/structures/crates_lockers/crates.dm
+++ b/code/game/objects/structures/crates_lockers/crates.dm
@@ -169,7 +169,7 @@
var/sparks = "securecratesparks"
var/emag = "securecrateemag"
max_integrity = 500
- armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
damage_deflection = 25
var/tamperproof = FALSE
broken = FALSE
diff --git a/code/game/objects/structures/displaycase.dm b/code/game/objects/structures/displaycase.dm
index 31929110264..04819b9203e 100644
--- a/code/game/objects/structures/displaycase.dm
+++ b/code/game/objects/structures/displaycase.dm
@@ -6,7 +6,7 @@
density = TRUE
anchored = TRUE
resistance_flags = ACID_PROOF
- armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 100)
max_integrity = 200
integrity_failure = 50
var/obj/item/showpiece = null
diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm
index 635529d5bd7..d8b572b3d3d 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, BIO = 100, RAD = 100, FIRE = 0, ACID = 0)
max_integrity = 50
integrity_failure = 20
var/rods_type = /obj/item/stack/rods
@@ -69,7 +69,7 @@
/obj/structure/grille/attack_animal(mob/user)
. = ..()
if(. && !QDELETED(src) && !shock(user, 70))
- take_damage(rand(5,10), BRUTE, "melee", 1)
+ take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/hulk_damage()
return 60
@@ -88,14 +88,14 @@
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("[user] hits [src].")
if(!shock(user, 70))
- take_damage(rand(5,10), BRUTE, "melee", 1)
+ take_damage(rand(5,10), BRUTE, MELEE, 1)
/obj/structure/grille/attack_alien(mob/living/user)
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
user.visible_message("[user] mangles [src].")
if(!shock(user, 70))
- take_damage(20, BRUTE, "melee", 1)
+ take_damage(20, BRUTE, MELEE, 1)
/obj/structure/grille/CanPass(atom/movable/mover, turf/target, height=0)
if(height==0)
diff --git a/code/game/objects/structures/holosign.dm b/code/game/objects/structures/holosign.dm
index 211dec106b3..13b5ba64140 100644
--- a/code/game/objects/structures/holosign.dm
+++ b/code/game/objects/structures/holosign.dm
@@ -6,7 +6,7 @@
icon = 'icons/effects/effects.dmi'
anchored = TRUE
max_integrity = 1
- armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20)
+ armor = list(MELEE = 0, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 20)
var/obj/item/holosign_creator/projector
/obj/structure/holosign/Initialize(mapload, source_projector)
@@ -27,7 +27,7 @@
return
user.do_attack_animation(src)
user.changeNext_move(CLICK_CD_MELEE)
- take_damage(5 , BRUTE, "melee", 1)
+ take_damage(5 , BRUTE, MELEE, 1)
/obj/structure/holosign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
@@ -97,11 +97,11 @@
allow_walk = FALSE
/obj/structure/holosign/barrier/cyborg/bullet_act(obj/item/projectile/P)
- take_damage((P.damage / 5) , BRUTE, "melee", 1) //Doesn't really matter what damage flag it is.
+ take_damage((P.damage / 5) , BRUTE, MELEE, 1) //Doesn't really matter what damage flag it is.
if(istype(P, /obj/item/projectile/energy/electrode))
- take_damage(10, BRUTE, "melee", 1) //Tasers aren't harmful.
+ take_damage(10, BRUTE, MELEE, 1) //Tasers aren't harmful.
if(istype(P, /obj/item/projectile/beam/disabler))
- take_damage(5, BRUTE, "melee", 1) //Disablers aren't harmful.
+ take_damage(5, BRUTE, MELEE, 1) //Disablers aren't harmful.
/obj/structure/holosign/barrier/cyborg/hacked
name = "Charged Energy Field"
@@ -110,7 +110,7 @@
var/shockcd = 0
/obj/structure/holosign/barrier/cyborg/hacked/bullet_act(obj/item/projectile/P)
- take_damage(P.damage, BRUTE, "melee", 1) //Yeah no this doesn't get projectile resistance.
+ take_damage(P.damage, BRUTE, MELEE, 1) //Yeah no this doesn't get projectile resistance.
/obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown()
shockcd = FALSE
diff --git a/code/game/objects/structures/lattice.dm b/code/game/objects/structures/lattice.dm
index 6dde2bcc132..f43c3c2c1c9 100644
--- a/code/game/objects/structures/lattice.dm
+++ b/code/game/objects/structures/lattice.dm
@@ -5,7 +5,7 @@
icon_state = "lattice"
density = FALSE
anchored = TRUE
- armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
max_integrity = 50
layer = LATTICE_LAYER //under pipes
plane = FLOOR_PLANE
diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm
index bde75bb489d..c04f10b6f04 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, BIO = 100, 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/signs.dm b/code/game/objects/structures/signs.dm
index 896ed8e5134..e54e58bd893 100644
--- a/code/game/objects/structures/signs.dm
+++ b/code/game/objects/structures/signs.dm
@@ -5,7 +5,7 @@
density = 0
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, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
/obj/structure/sign/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm
index f6562d44c1f..2810e9d21e3 100644
--- a/code/game/objects/structures/tables_racks.dm
+++ b/code/game/objects/structures/tables_racks.dm
@@ -389,7 +389,7 @@
canSmoothWith = null
max_integrity = 70
resistance_flags = ACID_PROOF
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
var/list/debris = list()
/obj/structure/table/glass/Initialize(mapload)
@@ -530,7 +530,7 @@
canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table)
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, BIO = 0, RAD = 0, FIRE = 80, ACID = 70)
/obj/structure/table/reinforced/deconstruction_hints(mob/user)
if(deconstruction_ready)
@@ -708,7 +708,7 @@
user.do_attack_animation(src, ATTACK_EFFECT_KICK)
user.visible_message("[user] kicks [src].", \
"You kick [src].")
- take_damage(rand(4,8), BRUTE, "melee", 1)
+ take_damage(rand(4,8), BRUTE, MELEE, 1)
/obj/structure/rack/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
diff --git a/code/game/objects/structures/window.dm b/code/game/objects/structures/window.dm
index 7872c395d1e..36ba6b944d6 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, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
rad_insulation = RAD_VERY_LIGHT_INSULATION
var/ini_dir = null
var/state = WINDOW_OUT_OF_FRAME
@@ -487,7 +487,7 @@
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, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
rad_insulation = RAD_HEAVY_INSULATION
max_integrity = 50
explosion_block = 1
@@ -580,7 +580,7 @@
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, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation = RAD_NO_INSULATION
/obj/structure/window/plasmabasic/BlockSuperconductivity()
@@ -596,7 +596,7 @@
reinf = TRUE
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, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation = RAD_NO_INSULATION
damage_deflection = 21
@@ -634,7 +634,7 @@
smooth = SMOOTH_TRUE
canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /obj/structure/window/full/reinforced/polarized, /obj/structure/window/full/reinforced/tinted, /obj/structure/window/full/plasmabasic, /obj/structure/window/full/plasmareinforced, /turf/simulated/wall/indestructible/fakeglass)
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, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation = RAD_NO_INSULATION
/obj/structure/window/full/plasmareinforced
@@ -650,7 +650,7 @@
reinf = TRUE
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, BIO = 100, RAD = 100, FIRE = 99, ACID = 100)
rad_insulation = RAD_NO_INSULATION
/obj/structure/window/full/plasmareinforced/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume)
@@ -666,7 +666,7 @@
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, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
rad_insulation = RAD_HEAVY_INSULATION
explosion_block = 1
glass_type = /obj/item/stack/sheet/rglass
@@ -697,7 +697,7 @@
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, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
smooth = SMOOTH_TRUE
canSmoothWith = null
glass_type = /obj/item/stack/sheet/titaniumglass
@@ -716,7 +716,7 @@
max_integrity = 100
reinf = TRUE
heat_resistance = 1600
- 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, BIO = 100, RAD = 100, FIRE = 80, ACID = 100)
rad_insulation = RAD_HEAVY_INSULATION
smooth = SMOOTH_TRUE
canSmoothWith = null
@@ -731,7 +731,7 @@
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, BIO = 100, 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/turfs/simulated/floor/lava.dm b/code/game/turfs/simulated/floor/lava.dm
index 29485f4a808..4d5a64e95b7 100644
--- a/code/game/turfs/simulated/floor/lava.dm
+++ b/code/game/turfs/simulated/floor/lava.dm
@@ -81,7 +81,7 @@
O.resistance_flags |= FLAMMABLE //Even fireproof things burn up in lava
if(O.resistance_flags & FIRE_PROOF)
O.resistance_flags &= ~FIRE_PROOF
- if(O.armor.getRating("fire") > 50) //obj with 100% fire armor still get slowly burned away.
+ if(O.armor.getRating(FIRE) > 50) //obj with 100% fire armor still get slowly burned away.
O.armor = O.armor.setRating(fire_value = 50)
O.fire_act(10000, 1000)
diff --git a/code/modules/atmospherics/machinery/airalarm.dm b/code/modules/atmospherics/machinery/airalarm.dm
index 2472491fab6..8f1acb83d4f 100644
--- a/code/modules/atmospherics/machinery/airalarm.dm
+++ b/code/modules/atmospherics/machinery/airalarm.dm
@@ -80,7 +80,7 @@
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, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
resistance_flags = FIRE_PROOF
siemens_strength = 1
frequency = ATMOS_VENTSCRUB
diff --git a/code/modules/atmospherics/machinery/atmospherics.dm b/code/modules/atmospherics/machinery/atmospherics.dm
index 8cf6e965e62..af834970244 100644
--- a/code/modules/atmospherics/machinery/atmospherics.dm
+++ b/code/modules/atmospherics/machinery/atmospherics.dm
@@ -35,7 +35,7 @@ Pipelines + Other Objects -> Pipe network
/obj/machinery/atmospherics/New()
if (!armor)
- armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 100, ACID = 70)
..()
if(!pipe_color)
diff --git a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
index 8a5743da3d3..84741016bef 100644
--- a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
+++ b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm
@@ -12,7 +12,7 @@
plane = GAME_PLANE
interact_offline = 1
max_integrity = 350
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 30, ACID = 30)
var/temperature_archived
var/mob/living/carbon/occupant = null
var/obj/item/reagent_containers/glass/beaker = null
diff --git a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm
index aca2e02aff0..b5aa0382327 100644
--- a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm
+++ b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm
@@ -7,7 +7,7 @@
density = TRUE
max_integrity = 300
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 80, ACID = 30)
layer = OBJ_LAYER
var/icon_state_off = "freezer"
diff --git a/code/modules/atmospherics/machinery/other/meter.dm b/code/modules/atmospherics/machinery/other/meter.dm
index a84ff7f8cdf..acd46cc8e13 100644
--- a/code/modules/atmospherics/machinery/other/meter.dm
+++ b/code/modules/atmospherics/machinery/other/meter.dm
@@ -9,7 +9,7 @@
var/obj/machinery/atmospherics/pipe/target = null
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, BIO = 100, RAD = 100, FIRE = 40, ACID = 0)
power_channel = ENVIRON
frequency = ATMOS_DISTRO_FREQ
var/id
diff --git a/code/modules/atmospherics/machinery/portable/canister.dm b/code/modules/atmospherics/machinery/portable/canister.dm
index 5a9dc61863e..14432164782 100644
--- a/code/modules/atmospherics/machinery/portable/canister.dm
+++ b/code/modules/atmospherics/machinery/portable/canister.dm
@@ -45,7 +45,7 @@ GLOBAL_DATUM_INIT(canister_icon_container, /datum/canister_icons, new())
icon_state = "yellow"
density = 1
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, BIO = 100, 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 cec04bf4f6f..625b47a7fe7 100644
--- a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
+++ b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm
@@ -2,7 +2,7 @@
name = "atmoalter"
use_power = NO_POWER_USE
max_integrity = 250
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 60, ACID = 30)
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 ab1f4ca2603..551e500ebfc 100644
--- a/code/modules/awaymissions/mission_code/ruins/oldstation.dm
+++ b/code/modules/awaymissions/mission_code/ruins/oldstation.dm
@@ -158,7 +158,7 @@
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" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75)
item_color = "ancient"
resistance_flags = FIRE_PROOF
sprite_sheets = null
@@ -168,7 +168,7 @@
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" = 100, "rad" = 100, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, 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 c873c76e1a5..c69c58df137 100644
--- a/code/modules/clothing/chameleon.dm
+++ b/code/modules/clothing/chameleon.dm
@@ -198,7 +198,7 @@
sensor_mode = SENSOR_OFF //Hey who's this guy on the Syndicate Shuttle??
random_sensor = FALSE
resistance_flags = NONE
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -229,7 +229,7 @@
item_state = "armor"
blood_overlay_type = "armor"
resistance_flags = NONE
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi'
@@ -264,7 +264,7 @@
item_state = "meson"
resistance_flags = NONE
prescription_upgradable = TRUE
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/eyes.dmi',
@@ -333,7 +333,7 @@
item_state = "ygloves"
resistance_flags = NONE
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
@@ -364,7 +364,7 @@
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, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/head.dmi'
@@ -398,7 +398,7 @@
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, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
flags = AIRTIGHT | BLOCK_GAS_SMOKE_EFFECT
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
gas_transfer_coefficient = 0.01
@@ -449,7 +449,7 @@
desc = "A pair of black shoes."
permeability_coefficient = 0.05
resistance_flags = NONE
- armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
var/datum/action/item_action/chameleon/change/chameleon_action
diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm
index cc5710d14d6..3f79aa71727 100644
--- a/code/modules/clothing/clothing.dm
+++ b/code/modules/clothing/clothing.dm
@@ -488,7 +488,7 @@ BLIND // can't see anything
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, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
drop_sound = 'sound/items/handling/cloth_drop.ogg'
pickup_sound = 'sound/items/handling/cloth_pickup.ogg'
slot_flags = SLOT_OCLOTHING
@@ -579,7 +579,7 @@ BLIND // can't see anything
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" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 50, FIRE = 80, ACID = 70)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
@@ -605,7 +605,7 @@ BLIND // can't see anything
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" = 100, "rad" = 50, "fire" = 80, "acid" = 70)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 50, FIRE = 80, ACID = 70)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAIL
cold_protection = UPPER_TORSO | LOWER_TORSO | LEGS | FEET | ARMS | HANDS
min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT
@@ -627,7 +627,7 @@ BLIND // can't see anything
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, BIO = 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'
@@ -782,7 +782,7 @@ BLIND // can't see anything
handle_accessories_removal()
/obj/item/clothing/obj_destruction(damage_flag)
- if(damage_flag == "bomb" || damage_flag == "melee")
+ if(damage_flag == BOMB || damage_flag == MELEE)
var/turf/T = get_turf(src)
spawn(1) //so the shred survives potential turf change from the explosion.
var/obj/effect/decal/cleanable/shreds/Shreds = new(T)
diff --git a/code/modules/clothing/glasses/glasses.dm b/code/modules/clothing/glasses/glasses.dm
index 00dcd32547e..527262799c8 100644
--- a/code/modules/clothing/glasses/glasses.dm
+++ b/code/modules/clothing/glasses/glasses.dm
@@ -119,7 +119,7 @@
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" = 80, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100)
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/color.dm b/code/modules/clothing/gloves/color.dm
index dbd5ab859e7..0ae06840e91 100644
--- a/code/modules/clothing/gloves/color.dm
+++ b/code/modules/clothing/gloves/color.dm
@@ -240,4 +240,4 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
strip_delay = 60
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 50)
diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm
index a6ece08feee..ac6477a81e5 100644
--- a/code/modules/clothing/gloves/miscellaneous.dm
+++ b/code/modules/clothing/gloves/miscellaneous.dm
@@ -37,7 +37,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
/obj/item/clothing/gloves/bracer
name = "bone bracers"
@@ -52,7 +52,7 @@
min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
- armor = list("melee" = 15, "bullet" = 25, "laser" = 15, "energy" = 15, "bomb" = 20, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 15, BULLET = 25, LASER = 15, ENERGY = 15, BOMB = 20, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/gloves/botanic_leather
name = "botanist's leather gloves"
@@ -65,7 +65,7 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 30)
/obj/item/clothing/gloves/batmangloves
name = "batgloves"
diff --git a/code/modules/clothing/head/beanie.dm b/code/modules/clothing/head/beanie.dm
index 61767d23fe0..a87267b0547 100644
--- a/code/modules/clothing/head/beanie.dm
+++ b/code/modules/clothing/head/beanie.dm
@@ -84,7 +84,7 @@
desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beaniedurathread"
item_color = null
- armor = list("melee" = 15, "bullet" = 5, "laser" = 15, "energy" = 5, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 5)
+ armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 30, ACID = 5)
/obj/item/clothing/head/beanie/waldo
name = "red striped bobble hat"
diff --git a/code/modules/clothing/head/hardhat.dm b/code/modules/clothing/head/hardhat.dm
index 501ed9cdd61..5462a209a53 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" = 15, "bullet" = 5, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 10, RAD = 20, FIRE = 100, 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 552f0677827..936fe1f0b0f 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" = 35, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT
@@ -75,7 +75,7 @@
desc = "A bulletproof helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent."
icon_state = "swat"
item_state = "swat-alt"
- armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
dog_fashion = null
/obj/item/clothing/head/helmet/riot
@@ -83,7 +83,7 @@
desc = "It's a helmet specifically designed to protect against close range attacks."
icon_state = "riot"
item_state = "helmet"
- armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
flags_inv = HIDEEARS
flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH
strip_delay = 80
@@ -123,7 +123,7 @@
desc = "They're often used by highly trained Swat Members."
icon_state = "swat"
item_state = "swat"
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 50, BIO = 90, RAD = 20, FIRE = 50, ACID = 50)
flags = null
flags_inv = HIDEEARS|HIDEEYES
cold_protection = HEAD
@@ -145,7 +145,7 @@
icon_state = "thunderdome"
flags = null
item_state = "thunderdome"
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
cold_protection = HEAD
min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT
heat_protection = HEAD
@@ -157,7 +157,7 @@
name = "roman helmet"
desc = "An ancient helmet made of bronze and leather."
flags = null
- armor = list("melee" = 25, "bullet" = 0, "laser" = 25, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 0, LASER = 25, ENERGY = 10, BOMB = 10, BIO = 0, RAD = 0, FIRE = 100, ACID = 50)
resistance_flags = FIRE_PROOF
icon_state = "roman"
item_state = "roman"
@@ -199,7 +199,7 @@
icon_state = "redtaghelm"
flags = null
item_state = "redtaghelm"
- armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
+ armor = list(MELEE = 15, BULLET = 10, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null
@@ -210,7 +210,7 @@
icon_state = "bluetaghelm"
flags = null
item_state = "bluetaghelm"
- armor = list("melee" = 15, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
+ armor = list(MELEE = 15, BULLET = 10, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 0, ACID = 50)
// Offer about the same protection as a hardhat.
flags_inv = HIDEEARS|HIDEEYES
dog_fashion = null
@@ -251,7 +251,7 @@
desc = "An intimidating tribal helmet, it doesn't look very comfortable."
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
flags_cover = HEADCOVERSEYES
- armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
icon_state = "skull"
item_state = "skull"
strip_delay = 100
@@ -262,7 +262,7 @@
icon_state = "durathread"
item_state = "durathread"
resistance_flags = FLAMMABLE
- armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 5, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 50)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 40, ACID = 50)
strip_delay = 60
//Commander
diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm
index 28e89708b6b..5e136698274 100644
--- a/code/modules/clothing/head/jobs.dm
+++ b/code/modules/clothing/head/jobs.dm
@@ -16,7 +16,7 @@
icon_state = "captain"
desc = "It's good being the king."
item_state = "caphat"
- armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/captain
@@ -32,7 +32,7 @@
name = "head of personnel's cap"
icon_state = "hopcap"
desc = "The symbol of true bureaucratic micromanagement."
- armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
dog_fashion = /datum/dog_fashion/head/hop
//Nanotrasen Representative
@@ -78,7 +78,7 @@
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" = 25, "bullet" = 5, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 5, LASER = 25, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 50)
dog_fashion = /datum/dog_fashion/head/detective
sprite_sheets = list(
@@ -97,14 +97,14 @@
desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer."
icon_state = "beretdurathread"
item_color = null
- armor = list("melee" = 15, "bullet" = 5, "laser" = 15, "energy" = 5, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 5)
+ armor = list(MELEE = 15, BULLET = 5, LASER = 15, ENERGY = 5, BOMB = 10, BIO = 0, RAD = 0, FIRE = 30, 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 = "hoscap"
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 10, RAD = 0, FIRE = 50, ACID = 60)
strip_delay = 80
dog_fashion = /datum/dog_fashion/head/HoS
@@ -118,7 +118,7 @@
name = "warden's police hat"
desc = "It's a special armored hat issued to the Warden of a security force. Protects the head from impacts."
icon_state = "policehelm"
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 60)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 30, ACID = 60)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/warden
@@ -127,14 +127,14 @@
desc = "A red cap with an old-fashioned badge on the front for establishing that you are, in fact, the law."
icon_state = "customshelm"
item_state = "customshelm"
- armor = list("melee" = 35, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 50)
strip_delay = 60
/obj/item/clothing/head/beret/sec
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" = 35, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/beret/sec
@@ -142,7 +142,7 @@
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" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 30, ACID = 50)
/obj/item/clothing/head/beret/eng
name = "engineering beret"
@@ -209,13 +209,13 @@
icon_state = "solgovcberet"
item_color = "solgovc"
dog_fashion = null
- armor = list("melee" = 20, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
+ armor = list(MELEE = 20, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 10, RAD = 0, FIRE = 50, ACID = 60)
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" = 35, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 50, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 35, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 25, BIO = 10, RAD = 50, FIRE = 80, ACID = 80)
icon_state = "solgovceliteberet"
item_color = "solgovcelite"
resistance_flags = FIRE_PROOF
diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm
index 85d6080f642..5d44d924000 100644
--- a/code/modules/clothing/head/misc.dm
+++ b/code/modules/clothing/head/misc.dm
@@ -5,7 +5,7 @@
icon_state = "centcom"
desc = "It's good to be emperor."
item_state = "centhat"
- armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
strip_delay = 80
/obj/item/clothing/head/hairflower
@@ -365,14 +365,14 @@
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" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 50)
strip_delay = 60
/obj/item/clothing/head/beret/centcom/officer/navy
name = "navy blue officer beret"
desc = "A navy blue 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_navy"
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 50)
strip_delay = 60
/obj/item/clothing/head/beret/centcom/captain
@@ -487,7 +487,7 @@
name = "crown"
desc = "A crown fit for a king, a petty king maybe."
icon_state = "crown"
- armor = list("melee" = 15, "bullet" = 0, "laser" = 0,"energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 15, BULLET = 0, LASER = 0, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, 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 b78360a34dc..1efc0aa79d0 100644
--- a/code/modules/clothing/head/misc_special.dm
+++ b/code/modules/clothing/head/misc_special.dm
@@ -21,7 +21,7 @@
materials = list(MAT_METAL=1750, MAT_GLASS=400)
flash_protect = 2
tint = 2
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 60)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 60)
flags_inv = (HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE)
actions_types = list(/datum/action/item_action/toggle)
visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE
@@ -93,7 +93,7 @@
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, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
var/onfire = 0.0
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
@@ -172,7 +172,7 @@
"Grey" = 'icons/mob/clothing/species/grey/head.dmi'
)
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
brightness_on = 2 //luminosity when on
@@ -183,7 +183,7 @@
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, BIO = 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 774b560a858..2e556ad8654 100644
--- a/code/modules/clothing/head/soft_caps.dm
+++ b/code/modules/clothing/head/soft_caps.dm
@@ -107,7 +107,7 @@
desc = "It's baseball hat in tasteful red colour."
icon_state = "secsoft"
item_color = "sec"
- armor = list("melee" = 35, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50)
+ armor = list(MELEE = 35, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = 50)
strip_delay = 60
dog_fashion = /datum/dog_fashion/head/softcap
@@ -125,7 +125,7 @@
dog_fashion = null
/obj/item/clothing/head/soft/solgov/marines
- armor = list("melee" = 20, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
+ armor = list(MELEE = 20, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 10, RAD = 0, FIRE = 50, ACID = 60)
icon_state = "solgovsoft_flipped"
strip_delay = 60
flipped = TRUE
@@ -133,7 +133,7 @@
/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" = 35, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 50, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 35, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 50, FIRE = 80, ACID = 80)
icon_state = "solgovelitesoft_flipped"
item_color = "solgovelite"
resistance_flags = FIRE_PROOF
@@ -141,7 +141,7 @@
/obj/item/clothing/head/soft/solgov/marines/command
name = "\improper Trans-Solar Federation lieutenant's cap"
desc = "A soft cap worn by marines of the Trans-Solar Federation. The insignia signifies the wearer bears the rank of a Lieutenant."
- armor = list("melee" = 20, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60)
+ armor = list(MELEE = 20, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 10, RAD = 0, FIRE = 50, ACID = 60)
icon_state = "solgovcsoft_flipped"
item_color = "solgovc"
dog_fashion = null
@@ -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" = 35, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 50, "fire" = 80, "acid" = 80)
+ armor= list(MELEE = 35, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 50, FIRE = 80, ACID = 80)
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 14dd7f3653e..80a1bedadae 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 = 2
tint = 2
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 55)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 55)
origin_tech = "materials=2;engineering=3"
actions_types = list(/datum/action/item_action/toggle)
flags_inv = HIDEEARS|HIDEEYES|HIDEFACE
@@ -46,7 +46,7 @@
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" = 10, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 20, "acid" = 40)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 0, BIO = 50, RAD = 0, FIRE = 20, ACID = 40)
resistance_flags = FIRE_PROOF
sprite_sheets = list(
@@ -92,7 +92,7 @@
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" = 2, "energy" = 2, "bomb" = 0, "bio" = 75, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 2, ENERGY = 2, BOMB = 0, BIO = 75, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/mask/gas/swat
name = "\improper SWAT mask"
diff --git a/code/modules/clothing/masks/miscellaneous.dm b/code/modules/clothing/masks/miscellaneous.dm
index ece319c7a1a..bddb5701535 100644
--- a/code/modules/clothing/masks/miscellaneous.dm
+++ b/code/modules/clothing/masks/miscellaneous.dm
@@ -212,7 +212,7 @@
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" = 25, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 25, RAD = 0, FIRE = 0, ACID = 0)
actions_types = list(/datum/action/item_action/adjust)
sprite_sheets = list(
diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm
index 35bf654d85b..329bea01f9d 100644
--- a/code/modules/clothing/shoes/miscellaneous.dm
+++ b/code/modules/clothing/shoes/miscellaneous.dm
@@ -10,7 +10,7 @@
can_cut_open = 1
icon_state = "jackboots"
item_state = "jackboots"
- armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50)
strip_delay = 70
resistance_flags = NONE
@@ -18,7 +18,7 @@
name = "\improper SWAT shoes"
desc = "High speed, no drag combat boots."
permeability_coefficient = 0.01
- armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 90, "acid" = 50)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 30, RAD = 30, FIRE = 90, ACID = 50)
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" = 40, "acid" = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 75)
/obj/item/clothing/shoes/galoshes/dry
name = "absorbent galoshes"
@@ -288,7 +288,7 @@
name = "lizard skin boots"
desc = "You can hear a faint hissing from inside the boots; you hope it is just a mournful ghost."
icon_state = "lizardboots_green"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 0) //lizards like to stay warm
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 0) //lizards like to stay warm
/obj/item/clothing/shoes/cowboy/lizardmasterwork
name = "\improper Hugs-The-Feet lizard skin boots"
diff --git a/code/modules/clothing/spacesuits/chronosuit.dm b/code/modules/clothing/spacesuits/chronosuit.dm
index aab301df1a8..65d5b5dd00d 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" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, RAD = 90, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/obj/item/clothing/suit/space/chronos/suit = null
@@ -24,7 +24,7 @@
icon_state = "chronosuit"
item_state = "chronosuit"
actions_types = list(/datum/action/item_action/toggle)
- armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 1000)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, RAD = 90, FIRE = 100, ACID = 1000)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/obj/item/clothing/head/helmet/space/chronos/helmet = null
var/obj/effect/chronos_cam/camera = null
diff --git a/code/modules/clothing/spacesuits/ert.dm b/code/modules/clothing/spacesuits/ert.dm
index 571785f46a0..0d96d940233 100644
--- a/code/modules/clothing/spacesuits/ert.dm
+++ b/code/modules/clothing/spacesuits/ert.dm
@@ -269,7 +269,7 @@
icon_state = "hardsuit0-solgovmarine"
item_state = "hardsuit0-solgovmarine"
item_color = "solgovmarine"
- armor = list("melee" = 35, "bullet" = 60, "laser" = 15, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 35, BULLET = 60, LASER = 15, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 50, FIRE = 100, ACID = 100)
/obj/item/clothing/suit/space/hardsuit/ert/solgov
name = "\improper Trans-Solar Federation Specops Marine hardsuit"
@@ -279,7 +279,7 @@
item_state = "ert_solgov_marine"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/solgov
slowdown = 0
- armor = list("melee" = 35, "bullet" = 60, "laser" = 15, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 35, BULLET = 60, LASER = 15, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 50, FIRE = 100, ACID = 100)
/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 58514aa5a59..de2084f21b9 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" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75)
var/basestate = "hardsuit"
allowed = list(/obj/item/flashlight)
var/brightness_on = 4 //luminosity when on
@@ -146,7 +146,7 @@
icon_state = "hardsuit-engineering"
item_state = "eng_hardsuit"
max_integrity = 300
- armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75)
+ armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75)
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
@@ -237,7 +237,7 @@
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" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 100, ACID = 75)
resistance_flags = FIRE_PROOF
item_color = "engineering"
@@ -246,7 +246,7 @@
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" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 100, ACID = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine
dog_fashion = /datum/dog_fashion/back/hardsuit
resistance_flags = FIRE_PROOF
@@ -258,7 +258,7 @@
icon_state = "hardsuit0-atmos"
item_state = "atmos_helm"
item_color = "atmos"
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -267,7 +267,7 @@
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" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75)
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
@@ -280,7 +280,7 @@
icon_state = "hardsuit0-white"
item_state = "ce_helm"
item_color = "white"
- armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90)
+ armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90)
heat_protection = HEAD //Uncomment to enable firesuit protection
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
@@ -289,7 +289,7 @@
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" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90)
+ armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90)
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
@@ -306,7 +306,7 @@
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
heat_protection = HEAD
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75)
brightness_on = 7
/obj/item/clothing/suit/space/hardsuit/mining
@@ -316,7 +316,7 @@
item_state = "mining_hardsuit"
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75)
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
@@ -329,7 +329,7 @@
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
item_color = "syndi"
- armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 50, ACID = 90)
on = 1
var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null
actions_types = list(/datum/action/item_action/toggle_helmet_mode)
@@ -407,7 +407,7 @@
w_class = WEIGHT_CLASS_NORMAL
var/on = 1
actions_types = list(/datum/action/item_action/toggle_hardsuit_mode)
- armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 50, ACID = 90)
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
@@ -421,7 +421,7 @@
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" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 25, BOMB = 55, BIO = 100, RAD = 70, FIRE = 100, ACID = 100)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -432,7 +432,7 @@
icon_state = "hardsuit0-syndielite"
item_color = "syndielite"
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite
- armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 25, BOMB = 55, BIO = 100, RAD = 70, FIRE = 100, ACID = 100)
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
@@ -478,7 +478,7 @@
item_state = "medical_helm"
item_color = "medical"
flash_protect = 0
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75)
scan_reagents = 1 //Generally worn by the CMO, so they'd get utility off of seeing reagents
/obj/item/clothing/suit/space/hardsuit/medical
@@ -487,7 +487,7 @@
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,/obj/item/rad_laser)
- armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical
slowdown = 0.5
@@ -500,7 +500,7 @@
item_color = "rd"
flash_protect = 0
scan_reagents = TRUE
- armor = list("melee" = 30,"bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80)
var/hud_active = FALSE
var/explosion_detection_dist = 21
@@ -548,7 +548,7 @@
max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure.
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector,
/obj/item/hand_tele, /obj/item/aicard)
- armor = list("melee" = 30,"bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80)
+ armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd
@@ -559,14 +559,14 @@
icon_state = "hardsuit0-sec"
item_state = "sec_helm"
item_color = "sec"
- 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, BIO = 100, RAD = 50, FIRE = 75, ACID = 75)
/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" = 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, BIO = 100, 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/security
@@ -575,13 +575,13 @@
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" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 50, FIRE = 95, ACID = 95)
/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" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 50, FIRE = 95, ACID = 95)
helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos
jetpack = /obj/item/tank/jetpack/suit
@@ -615,7 +615,7 @@
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" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
var/current_charges = 3
var/max_charges = 3 //How many charges total the shielding has
@@ -667,7 +667,7 @@
icon_state = "hardsuit0-sec"
item_state = "sec_helm"
item_color = "sec"
- armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -679,7 +679,7 @@
icon_state = "hardsuit1-syndi"
item_state = "syndie_hardsuit"
item_color = "syndi"
- armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100)
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
@@ -710,7 +710,7 @@
icon_state = "hardsuit1-syndi"
item_state = "syndie_helm"
item_color = "syndi"
- armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100)
//////Security Version (Gamma armory only)
@@ -720,7 +720,7 @@
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" = 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, BIO = 100, RAD = 50, FIRE = 75, ACID = 75)
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
@@ -730,5 +730,5 @@
icon_state = "hardsuit0-sec"
item_state = "sec_helm"
item_color = "sec"
- 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, BIO = 100, RAD = 50, FIRE = 75, ACID = 75)
diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm
index 32c192c213e..18b44128873 100644
--- a/code/modules/clothing/spacesuits/miscellaneous.dm
+++ b/code/modules/clothing/spacesuits/miscellaneous.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" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
@@ -30,7 +30,7 @@
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" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100)
species_restricted = list("exclude", "Wryn")
sprite_sheets = list(
@@ -43,7 +43,7 @@
desc = "That's not red paint. That's real blood."
icon_state = "deathsquad"
item_state = "deathsquad"
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
vision_flags = SEE_MOBS
@@ -58,7 +58,7 @@
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)
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
strip_delay = 130
@@ -71,7 +71,7 @@
icon_state = "heavy"
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)
- armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 50, BIO = 90, RAD = 20, FIRE = 100, ACID = 100)
strip_delay = 120
resistance_flags = FIRE_PROOF | ACID_PROOF
species_restricted = list("exclude", "Wryn")
@@ -84,7 +84,7 @@
name = "officer beret"
desc = "An armored beret commonly used by special operations officers."
icon_state = "beret_officer"
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
flags = STOPSPRESSUREDMAGE | THICKMATERIAL
/obj/item/clothing/head/helmet/space/deathsquad/beret/solgov
@@ -100,7 +100,7 @@
blood_overlay_type = "coat"
flags_inv = 0
slowdown = 0
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
w_class = WEIGHT_CLASS_NORMAL
@@ -149,7 +149,7 @@
desc = "Yarr."
icon_state = "pirate"
item_state = "pirate"
- armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
flags = BLOCKHAIR | STOPSPRESSUREDMAGE
flags_cover = HEADCOVERSEYES
strip_delay = 40
@@ -163,7 +163,7 @@
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" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75)
+ armor = list(MELEE = 30, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75)
strip_delay = 40
put_on_delay = 20
diff --git a/code/modules/clothing/spacesuits/plasmamen.dm b/code/modules/clothing/spacesuits/plasmamen.dm
index df18facbb10..184de7d0e58 100644
--- a/code/modules/clothing/spacesuits/plasmamen.dm
+++ b/code/modules/clothing/spacesuits/plasmamen.dm
@@ -7,7 +7,7 @@
strip_delay = 80
flash_protect = 2
tint = 2
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75)
resistance_flags = FIRE_PROOF
var/brightness_on = 4 //luminosity when the light is on
var/on = FALSE
@@ -96,7 +96,7 @@
desc = "A plasmaman containment helmet designed for security officers, protecting them from being flashed and burning alive, alongside other undesirables."
icon_state = "security_envirohelm"
item_state = "security_envirohelm"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75)
/obj/item/clothing/head/helmet/space/plasmaman/security/warden
name = "warden's plasma envirosuit helmet"
@@ -163,7 +163,7 @@
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" = 100, "rad" = 10, "fire" = 100, "acid" = 75)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 100, ACID = 75)
/obj/item/clothing/head/helmet/space/plasmaman/engineering/ce
name = "chief engineer's plasma envirosuit helmet"
@@ -267,7 +267,7 @@
item_state = "wizard_envirohelm"
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
- armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100)
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 696428b90ff..e365d669c92 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" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85)
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" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85)
sprite_sheets = list(
"Tajaran" = 'icons/mob/clothing/species/tajaran/suit.dmi',
"Unathi" = 'icons/mob/clothing/species/unathi/suit.dmi',
diff --git a/code/modules/clothing/spacesuits/void.dm b/code/modules/clothing/spacesuits/void.dm
index e81482dd340..bd2d248d8b7 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" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85)
/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" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85)
+ armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85)
//random spawner
diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm
index b928ff403b5..d3708923c7d 100644
--- a/code/modules/clothing/suits/armor.dm
+++ b/code/modules/clothing/suits/armor.dm
@@ -9,7 +9,7 @@
put_on_delay = 40
max_integrity = 250
resistance_flags = NONE
- armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
sprite_sheets = list(
"Vox" = 'icons/mob/clothing/species/vox/suit.dmi',
)
@@ -113,7 +113,7 @@
icon_state = "hos"
item_state = "hos"
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
- armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90)
+ armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 70, ACID = 90)
flags_inv = HIDEJUMPSUIT
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
@@ -161,7 +161,7 @@
icon_state = "capcarapace"
item_state = "armor"
body_parts_covered = UPPER_TORSO|LOWER_TORSO
- armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90)
+ armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 90)
dog_fashion = null
resistance_flags = FIRE_PROOF
@@ -179,7 +179,7 @@
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" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80)
+ armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80)
flags_inv = HIDEJUMPSUIT
strip_delay = 80
put_on_delay = 60
@@ -220,7 +220,7 @@
strip_delay = 60
max_integrity = 200
resistance_flags = FLAMMABLE
- armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 5, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 50)
+ armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 40, ACID = 50)
/obj/item/clothing/suit/armor/bulletproof
name = "bulletproof vest"
@@ -228,7 +228,7 @@
icon_state = "bulletproof"
item_state = "armor"
blood_overlay_type = "armor"
- armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
strip_delay = 70
put_on_delay = 50
@@ -238,7 +238,7 @@
icon_state = "armor_reflec"
item_state = "armor_reflec"
blood_overlay_type = "armor"
- armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 10, BULLET = 10, LASER = 60, ENERGY = 50, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
var/hit_reflect_chance = 40
@@ -267,7 +267,7 @@
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" = 100, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
actions_types = list(/datum/action/item_action/toggle)
resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF
hit_reaction_chance = 50
@@ -472,14 +472,14 @@
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" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
/obj/item/clothing/suit/armor/heavy
name = "heavy armor"
desc = "A heavily armored suit that protects against moderate damage."
icon_state = "heavy"
item_state = "swat_suit"
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
w_class = WEIGHT_CLASS_BULKY
gas_transfer_coefficient = 0.90
flags = THICKMATERIAL
@@ -489,7 +489,7 @@
hide_tail_by_species = list("Vox")
/obj/item/clothing/suit/armor/tdome
- armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90)
+ armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90)
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT
flags = THICKMATERIAL
@@ -572,7 +572,7 @@
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" = 70, "bullet" = 30, "laser" = 50, "energy" = 40, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 70, BULLET = 30, LASER = 50, ENERGY = 40, BOMB = 70, BIO = 60, RAD = 50, FIRE = 100, ACID = 100)
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
@@ -584,7 +584,7 @@
icon_state = "dragon"
item_state = "dragon"
desc = "The skull of a dragon."
- armor = list("melee" = 70, "bullet" = 30, "laser" = 50, "energy" = 40, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 70, BULLET = 30, LASER = 50, ENERGY = 40, BOMB = 70, BIO = 60, RAD = 50, FIRE = 100, ACID = 100)
heat_protection = HEAD
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | ACID_PROOF
@@ -597,7 +597,7 @@
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" = 35, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
+ armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) //a fair alternative to bone armor, requiring alternative materials and gaining a suit slot
hoodtype = /obj/item/clothing/head/hooded/goliath
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS
@@ -606,7 +606,7 @@
icon_state = "golhood"
item_state = "golhood"
desc = "A protective & concealing hood."
- armor = list("melee" = 35, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60)
+ armor = list(MELEE = 35, BULLET = 10, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 60, ACID = 60)
flags = BLOCKHAIR
flags_cover = HEADCOVERSEYES
@@ -616,5 +616,5 @@
icon_state = "bonearmor"
item_state = "bonearmor"
blood_overlay_type = "armor"
- armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, 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 448df4cf4e7..a833d9c6d1f 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" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
flags_inv = HIDEMASK|HIDEEARS|HIDEEYES
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" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|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" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
icon_state = "bio_security"
/obj/item/clothing/suit/bio_suit/security
- armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100)
+ armor = list(MELEE = 25, BULLET = 15, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 80, FIRE = 30, ACID = 100)
icon_state = "bio_security"
diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm
index ed7c776058f..fc152b9e45c 100644
--- a/code/modules/clothing/suits/jobs.dm
+++ b/code/modules/clothing/suits/jobs.dm
@@ -180,7 +180,7 @@
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" = 25, "bullet" = 10, "laser" = 25, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45)
+ armor = list(MELEE = 25, BULLET = 10, LASER = 25, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 45)
cold_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
heat_protection = UPPER_TORSO|LOWER_TORSO|LEGS|ARMS
diff --git a/code/modules/clothing/suits/labcoat.dm b/code/modules/clothing/suits/labcoat.dm
index fd0cc650679..e931c36977b 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/rad_laser, /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, BIO = 50, 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/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm
index 47b79e2d228..dfc541c7015 100644
--- a/code/modules/clothing/suits/miscellaneous.dm
+++ b/code/modules/clothing/suits/miscellaneous.dm
@@ -370,7 +370,7 @@
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" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter)
sprite_sheets = list("Vox" = 'icons/mob/clothing/species/vox/suit.dmi')
@@ -392,7 +392,7 @@
icon_state = "wintercoat_captain"
w_class = WEIGHT_CLASS_NORMAL
item_state = "coatcaptain"
- armor = list("melee" = 25, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50)
+ armor = list(MELEE = 25, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, 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
@@ -404,7 +404,7 @@
icon_state = "wintercoat_sec"
w_class = WEIGHT_CLASS_NORMAL
item_state = "coatsecurity"
- armor = list("melee" = 15, "bullet" = 10, "laser" = 15, "energy" = 5, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 15, BULLET = 10, LASER = 15, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
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
@@ -417,7 +417,7 @@
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" = 45)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 45)
hoodtype = /obj/item/clothing/head/hooded/winterhood/medical
/obj/item/clothing/head/hooded/winterhood/medical
@@ -440,7 +440,7 @@
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" = 20, "fire" = 30, "acid" = 45)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 20, FIRE = 30, ACID = 45)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/t_scanner, /obj/item/rcd)
hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering
@@ -481,7 +481,7 @@
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)
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
hoodtype = /obj/item/clothing/head/hooded/winterhood/miner
/obj/item/clothing/head/hooded/winterhood/miner
diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm
index 78321ba9733..8020e6ad5be 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" = 15, "bullet" = 5, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50)
+ armor = list(MELEE = 15, BULLET = 5, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 10, RAD = 20, FIRE = 100, 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" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 20, ENERGY = 10, BOMB = 100, BIO = 0, RAD = 0, FIRE = 80, 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" = 20, "bullet" = 0, "laser" = 20,"energy" = 10, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 20, BULLET = 0, LASER = 20, ENERGY = 10, BOMB = 100, BIO = 0, RAD = 0, FIRE = 80, 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" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 60, RAD = 100, FIRE = 30, ACID = 30)
strip_delay = 60
put_on_delay = 60
resistance_flags = NONE
@@ -149,7 +149,7 @@
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" = 60, "rad" = 100, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 60, RAD = 100, FIRE = 30, ACID = 30)
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 8d529d82160..8d441124e7a 100644
--- a/code/modules/clothing/suits/wiz_robe.dm
+++ b/code/modules/clothing/suits/wiz_robe.dm
@@ -4,7 +4,7 @@
icon_state = "wizard"
gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE
permeability_coefficient = 0.01
- armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100)
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, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
magical = FALSE
resistance_flags = FLAMMABLE
dog_fashion = /datum/dog_fashion/head/blue_wizard
@@ -81,7 +81,7 @@
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = UPPER_TORSO|LOWER_TORSO|ARMS|LEGS
- armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100)
allowed = list(/obj/item/teleportation_scroll)
flags_inv = HIDEJUMPSUIT
strip_delay = 50
@@ -149,7 +149,7 @@
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, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
magical = FALSE
@@ -159,7 +159,7 @@
icon_state = "marisa"
gas_transfer_coefficient = 1
permeability_coefficient = 1
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
magical = FALSE
@@ -170,7 +170,7 @@
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, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
resistance_flags = FLAMMABLE
magical = FALSE
diff --git a/code/modules/clothing/under/accessories/accessory.dm b/code/modules/clothing/under/accessories/accessory.dm
index b17f32df7a6..a46727168a6 100644
--- a/code/modules/clothing/under/accessories/accessory.dm
+++ b/code/modules/clothing/under/accessories/accessory.dm
@@ -454,7 +454,7 @@
icon_state = "skull"
item_state = "skull"
item_color = "skull"
- armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, RAD = 5, FIRE = 0, ACID = 25)
allow_duplicates = FALSE
/obj/item/clothing/accessory/necklace/talisman
@@ -463,7 +463,7 @@
icon_state = "talisman"
item_state = "talisman"
item_color = "talisman"
- armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25)
+ armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 20, BIO = 20, RAD = 5, FIRE = 0, ACID = 25)
allow_duplicates = FALSE
/obj/item/clothing/accessory/necklace/locket
diff --git a/code/modules/clothing/under/jobs/civilian.dm b/code/modules/clothing/under/jobs/civilian.dm
index 4b12b652755..877091714d9 100644
--- a/code/modules/clothing/under/jobs/civilian.dm
+++ b/code/modules/clothing/under/jobs/civilian.dm
@@ -135,7 +135,7 @@
name = "janitor's jumpsuit"
icon_state = "janitor"
item_color = "janitor"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/lawyer
diff --git a/code/modules/clothing/under/jobs/engineering.dm b/code/modules/clothing/under/jobs/engineering.dm
index 3a717a5907f..04212806120 100644
--- a/code/modules/clothing/under/jobs/engineering.dm
+++ b/code/modules/clothing/under/jobs/engineering.dm
@@ -5,7 +5,7 @@
icon_state = "chiefengineer"
item_state = "chief"
item_color = "chief"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 80, ACID = 40)
resistance_flags = NONE
/obj/item/clothing/under/rank/chief_engineer/skirt
@@ -36,7 +36,7 @@
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" = 10, "fire" = 60, "acid" = 20)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 60, ACID = 20)
resistance_flags = NONE
/obj/item/clothing/under/rank/engineer/sensor
diff --git a/code/modules/clothing/under/jobs/medsci.dm b/code/modules/clothing/under/jobs/medsci.dm
index 69f3dd39176..935916d57d0 100644
--- a/code/modules/clothing/under/jobs/medsci.dm
+++ b/code/modules/clothing/under/jobs/medsci.dm
@@ -7,7 +7,7 @@
icon_state = "director"
item_state = "g_suit"
item_color = "director"
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 35)
/obj/item/clothing/under/rank/scientist
desc = "It's made of a special fiber that provides minor protection against biohazards. It has markings that denote the wearer as a scientist."
@@ -16,7 +16,7 @@
item_state = "w_suit"
item_color = "toxinswhite"
permeability_coefficient = 0.50
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/scientist/skirt
name = "scientist's jumpskirt"
@@ -31,7 +31,7 @@
item_state = "w_suit"
item_color = "chemistrywhite"
permeability_coefficient = 0.50
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 50, ACID = 65)
/obj/item/clothing/under/rank/chemist/skirt
name = "chemist's jumpskirt"
@@ -49,7 +49,7 @@
item_state = "w_suit"
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, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/chief_medical_officer/skirt
desc = "It's a jumpskirt worn by those with the experience to be \"Chief Medical Officer\". It provides minor biological protection."
@@ -65,7 +65,7 @@
item_state = "w_suit"
item_color = "geneticswhite"
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, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/geneticist/skirt
name = "geneticist's jumpskirt"
@@ -80,7 +80,7 @@
item_state = "w_suit"
item_color = "virologywhite"
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, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/virologist/skirt
name = "virologist's jumpskirt"
@@ -95,7 +95,7 @@
item_state = "nursesuit"
item_color = "nursesuit"
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, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/nurse
desc = "A dress commonly worn by the nursing staff in the medical department."
@@ -104,7 +104,7 @@
item_state = "nurse"
item_color = "nurse"
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, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/orderly
desc = "A white suit to be worn by orderly people who love orderly things."
@@ -113,7 +113,7 @@
item_state = "orderly"
item_color = "orderly"
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, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/medical
desc = "It's made of a special fiber that provides minor protection against biohazards. It has a cross on the chest denoting that the wearer is trained medical personnel."
@@ -122,7 +122,7 @@
item_state = "w_suit"
item_color = "medical"
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, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/medical/sensor
sensor_mode = SENSOR_COORDS
@@ -166,7 +166,7 @@
item_state = "paramedic"
item_color = "paramedic"
permeability_coefficient = 0.50
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 10, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, RAD = 10, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/psych
desc = "A basic white jumpsuit. It has turqouise markings that denote the wearer as a psychiatrist."
@@ -193,7 +193,7 @@
item_state = "w_suit"
item_color = "genetics_new"
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, BIO = 10, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/chemist_new
desc = "It's made of a special fiber which provides minor protection against biohazards."
@@ -202,7 +202,7 @@
item_state = "w_suit"
item_color = "chemist_new"
permeability_coefficient = 0.50
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 50, ACID = 65)
/obj/item/clothing/under/rank/scientist_new
desc = "Made of a special fiber that gives special protection against biohazards and small explosions."
@@ -211,7 +211,7 @@
item_state = "w_suit"
item_color = "scientist_new"
permeability_coefficient = 0.50
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
/obj/item/clothing/under/rank/virologist_new
desc = "Made of a special fiber that gives increased protection against biohazards."
@@ -220,4 +220,4 @@
item_state = "w_suit"
item_color = "virologist_new"
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, BIO = 10, 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 05cb5a1fb71..8090cabfbbd 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" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
body_parts_covered = 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.dm b/code/modules/clothing/under/jobs/plasmamen/engineering.dm
index 62c46f050a5..f822333a90f 100644
--- a/code/modules/clothing/under/jobs/plasmamen/engineering.dm
+++ b/code/modules/clothing/under/jobs/plasmamen/engineering.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" = 100, "rad" = 10, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95)
/obj/item/clothing/under/plasmaman/engineering/ce
name = "chief engineer's plasma envirosuit"
diff --git a/code/modules/clothing/under/jobs/plasmamen/security.dm b/code/modules/clothing/under/jobs/plasmamen/security.dm
index 427969307f4..8912d1218b6 100644
--- a/code/modules/clothing/under/jobs/plasmamen/security.dm
+++ b/code/modules/clothing/under/jobs/plasmamen/security.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" = 100, "rad" = 0, "fire" = 95, "acid" = 95)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95)
/obj/item/clothing/under/plasmaman/security/warden
name = "warden plasma envirosuit"
diff --git a/code/modules/clothing/under/jobs/security.dm b/code/modules/clothing/under/jobs/security.dm
index 44c069b1bfd..7d8116ef14e 100644
--- a/code/modules/clothing/under/jobs/security.dm
+++ b/code/modules/clothing/under/jobs/security.dm
@@ -15,7 +15,7 @@
icon_state = "warden"
item_state = "r_suit"
item_color = "warden"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
strip_delay = 50
/obj/item/clothing/under/rank/warden/skirt
@@ -31,7 +31,7 @@
icon_state = "security"
item_state = "r_suit"
item_color = "secred"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
strip_delay = 50
/obj/item/clothing/under/rank/security/sensor
@@ -51,7 +51,7 @@
icon_state = "dispatch"
item_state = "dispatch"
item_color = "dispatch"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
/obj/item/clothing/under/rank/security2
name = "security officer's uniform"
@@ -59,7 +59,7 @@
icon_state = "redshirt2"
item_state = "r_suit"
item_color = "redshirt2"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
/obj/item/clothing/under/rank/security/corp
name = "corporate security jumpsuit"
@@ -81,7 +81,7 @@
icon_state = "detective"
item_state = "det"
item_color = "detective"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
strip_delay = 50
sprite_sheets = list(
@@ -97,7 +97,7 @@
icon_state = "hos"
item_state = "r_suit"
item_color = "hosred"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50)
strip_delay = 60
/obj/item/clothing/under/rank/head_of_security/skirt
diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm
index 71bd1e165d0..0a211ab698c 100644
--- a/code/modules/clothing/under/miscellaneous.dm
+++ b/code/modules/clothing/under/miscellaneous.dm
@@ -66,7 +66,7 @@
icon_state = "solgov"
item_state = "ro_suit"
item_color = "solgov"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
displays_id = 0
/obj/item/clothing/under/solgov/elite
name = "\improper Trans-Solar Federation Specops marine uniform"
@@ -79,7 +79,7 @@
desc = "A comfortable and durable combat uniform worn by Trans-Solar Federation Marine Forces. This one has additional insignia on its shoulders and cuffs."
icon_state = "solgovc"
item_color = "solgovc"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
/obj/item/clothing/under/solgov/command/elite
name = "\improper Trans-Solar Federation Specops Lieutenant's uniform"
@@ -117,7 +117,7 @@
icon_state = "navy_gold"
item_state = "navy_gold"
item_color = "navy_gold"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
displays_id = 0
/obj/item/clothing/under/rank/centcom/captain
@@ -126,7 +126,7 @@
icon_state = "navy_gold"
item_state = "navy_gold"
item_color = "navy_gold"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
displays_id = 0
/obj/item/clothing/under/rank/centcom/captain/solgov
@@ -139,7 +139,7 @@
icon_state = "officer"
item_state = "g_suit"
item_color = "officer"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
displays_id = 0
/obj/item/clothing/under/rank/centcom/representative
@@ -180,7 +180,7 @@
icon_state = "ert_uniform"
item_state = "bl_suit"
item_color = "ert_uniform"
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30)
/obj/item/clothing/under/rank/blueshield/skirt
name = "blueshield's skirt"
@@ -214,7 +214,7 @@
gas_transfer_coefficient = 0.01
permeability_coefficient = 0.01
body_parts_covered = UPPER_TORSO|LOWER_TORSO|LEGS|FEET|ARMS|HANDS|HEAD
- armor = list("melee" = 100, "bullet" = 100, "laser" = 100,"energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
cold_protection = 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/syndicate.dm b/code/modules/clothing/under/syndicate.dm
index 441cf8d9420..8641d0d3d69 100644
--- a/code/modules/clothing/under/syndicate.dm
+++ b/code/modules/clothing/under/syndicate.dm
@@ -5,7 +5,7 @@
item_state = "bl_suit"
item_color = "syndicate"
has_sensor = 0
- armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40)
+ armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
/obj/item/clothing/under/syndicate/combat
name = "combat turtleneck"
@@ -16,7 +16,7 @@
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" = 40)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40)
/obj/item/clothing/under/syndicate/sniper
name = "Tactical turtleneck suit"
diff --git a/code/modules/events/mass_hallucination.dm b/code/modules/events/mass_hallucination.dm
index 4fff53f1a8f..cb811c32035 100644
--- a/code/modules/events/mass_hallucination.dm
+++ b/code/modules/events/mass_hallucination.dm
@@ -9,7 +9,7 @@
var/turf/T = get_turf(H)
if(!is_station_level(T.z))
continue
- var/armor = H.getarmor(type = "rad")
+ var/armor = H.getarmor(type = RAD)
if(HAS_TRAIT(H, TRAIT_RADIMMUNE) || armor >= 75) // Leave radiation-immune species/rad armored players completely unaffected
continue
H.AdjustHallucinate(rand(50, 100))
diff --git a/code/modules/events/spacevine.dm b/code/modules/events/spacevine.dm
index 3ede42ef1e6..619a6a51977 100644
--- a/code/modules/events/spacevine.dm
+++ b/code/modules/events/spacevine.dm
@@ -487,7 +487,7 @@
damage_dealt *= 4
for(var/obj/structure/spacevine/B in range(1,src))
if(B.obj_integrity > damage_dealt) //this only is going to occur for woodening mutation vines (increased health) or if we nerf scythe damage/multiplier
- B.take_damage(damage_dealt, I.damtype, "melee", 1)
+ B.take_damage(damage_dealt, I.damtype, MELEE, 1)
else
B.wither()
return
@@ -498,7 +498,7 @@
for(var/datum/spacevine_mutation/SM in mutations)
damage_dealt = SM.on_hit(src, user, I, damage_dealt) //on_hit now takes override damage as arg and returns new value for other mutations to permutate further
- take_damage(damage_dealt, I.damtype, "melee", 1)
+ take_damage(damage_dealt, I.damtype, MELEE, 1)
/obj/structure/spacevine/play_attack_sound(damage_amount, damage_type = BRUTE, damage_flag = 0)
switch(damage_type)
diff --git a/code/modules/food_and_drinks/drinks/drinks/bottle.dm b/code/modules/food_and_drinks/drinks/drinks/bottle.dm
index d01e314c593..727cf7cd034 100644
--- a/code/modules/food_and_drinks/drinks/drinks/bottle.dm
+++ b/code/modules/food_and_drinks/drinks/drinks/bottle.dm
@@ -66,14 +66,14 @@
var/mob/living/carbon/human/H = target
var/headarmor = 0 // Target's head armor
- armor_block = H.run_armor_check(affecting, "melee","","",armour_penetration) // For normal attack damage
+ armor_block = H.run_armor_check(affecting, MELEE,"","",armour_penetration) // For normal attack damage
//If they have a hat/helmet and the user is targeting their head.
if(istype(H.head, /obj/item/clothing/head) && affecting == "head")
// If their head has an armor value, assign headarmor to it, else give it 0.
- if(H.head.armor.getRating("melee"))
- headarmor = H.head.armor.getRating("melee")
+ if(H.head.armor.getRating(MELEE))
+ headarmor = H.head.armor.getRating(MELEE)
else
headarmor = 0
else
@@ -84,7 +84,7 @@
else
//Only humans can have armor, right?
- armor_block = target.run_armor_check(affecting, "melee")
+ armor_block = target.run_armor_check(affecting, MELEE)
if(affecting == "head")
armor_duration = duration + force
armor_duration /= 10
diff --git a/code/modules/holiday/christmas.dm b/code/modules/holiday/christmas.dm
index 62195e7885e..b3e1421d751 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, BIO = 0, RAD = 0, FIRE = 0, ACID = 0)
diff --git a/code/modules/library/lib_items.dm b/code/modules/library/lib_items.dm
index 1f588c71ec7..e6aa29b0142 100644
--- a/code/modules/library/lib_items.dm
+++ b/code/modules/library/lib_items.dm
@@ -20,7 +20,7 @@
opacity = 1
resistance_flags = FLAMMABLE
max_integrity = 200
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0)
var/tmp/busy = 0
var/list/allowed_books = list(/obj/item/book, /obj/item/spellbook, /obj/item/storage/bible, /obj/item/tome) //Things allowed in the bookcase
diff --git a/code/modules/martial_arts/brawling.dm b/code/modules/martial_arts/brawling.dm
index 6d64cfdd994..dfb0fd4aec4 100644
--- a/code/modules/martial_arts/brawling.dm
+++ b/code/modules/martial_arts/brawling.dm
@@ -24,7 +24,7 @@
var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_selected))
- var/armor_block = D.run_armor_check(affecting, "melee")
+ var/armor_block = D.run_armor_check(affecting, MELEE)
playsound(D.loc, 'sound/weapons/punch1.ogg', 25, 1, -1)
@@ -82,7 +82,7 @@
return 1 //returns 1 so that they actually miss and don't switch to attackhand damage
var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_selected))
- var/armor_block = D.run_armor_check(affecting, "melee")
+ var/armor_block = D.run_armor_check(affecting, MELEE)
playsound(D.loc, 'sound/weapons/punch1.ogg', 25, 1, -1)
diff --git a/code/modules/martial_arts/combos/mimejutsu/mimechucks.dm b/code/modules/martial_arts/combos/mimejutsu/mimechucks.dm
index b7f2d247b4b..0352d1d72ac 100644
--- a/code/modules/martial_arts/combos/mimejutsu/mimechucks.dm
+++ b/code/modules/martial_arts/combos/mimejutsu/mimechucks.dm
@@ -13,7 +13,7 @@
var/obj/item/organ/external/affecting = target.get_organ(ran_zone(user.zone_selected))
- var/armor_block = target.run_armor_check(affecting, "melee")
+ var/armor_block = target.run_armor_check(affecting, MELEE)
target.visible_message("[user] has hit [target] with invisible nunchucks!", \
"[user] has hit [target] with a with invisible nunchuck!")
diff --git a/code/modules/martial_arts/krav_maga.dm b/code/modules/martial_arts/krav_maga.dm
index 6705503f8fe..1c7182decdb 100644
--- a/code/modules/martial_arts/krav_maga.dm
+++ b/code/modules/martial_arts/krav_maga.dm
@@ -158,4 +158,4 @@
heat_protection = HANDS
max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT
resistance_flags = NONE
- armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50)
+ armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50)
diff --git a/code/modules/martial_arts/martial.dm b/code/modules/martial_arts/martial.dm
index ca46831f8ca..2f7d6c04bc5 100644
--- a/code/modules/martial_arts/martial.dm
+++ b/code/modules/martial_arts/martial.dm
@@ -115,7 +115,7 @@
return FALSE
var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_selected))
- var/armor_block = D.run_armor_check(affecting, "melee")
+ var/armor_block = D.run_armor_check(affecting, MELEE)
playsound(D.loc, attack.attack_sound, 25, 1, -1)
D.visible_message("[A] has [atk_verb]ed [D]!", \
diff --git a/code/modules/martial_arts/wrestling.dm b/code/modules/martial_arts/wrestling.dm
index 5fd75d102ec..d7f5a0a1666 100644
--- a/code/modules/martial_arts/wrestling.dm
+++ b/code/modules/martial_arts/wrestling.dm
@@ -25,7 +25,7 @@
D.visible_message("[A] suplexes [D]!", \
"[A] suplexes [D]!")
D.forceMove(A.loc)
- var/armor_block = D.run_armor_check(null, "melee")
+ var/armor_block = D.run_armor_check(null, MELEE)
D.apply_damage(30, BRUTE, null, armor_block)
D.apply_effect(6, WEAKEN, armor_block)
add_attack_logs(A, D, "Melee attacked with [src] (SUPLEX)")
@@ -34,7 +34,7 @@
D.SpinAnimation(10,1)
spawn(3)
- armor_block = A.run_armor_check(null, "melee")
+ armor_block = A.run_armor_check(null, MELEE)
A.apply_effect(4, WEAKEN, armor_block)
return
@@ -52,7 +52,7 @@
D.visible_message("[A] holds [D] down!", \
"[A] holds [D] down!")
var/obj/item/organ/external/affecting = D.get_organ(ran_zone(A.zone_selected))
- var/armor_block = D.run_armor_check(affecting, "melee")
+ var/armor_block = D.run_armor_check(affecting, MELEE)
D.apply_damage(10, STAMINA, affecting, armor_block)
return 1
diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm
index b76c036390b..f94a4e2eeba 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" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
resistance_flags = FIRE_PROOF
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" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50)
+ armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50)
resistance_flags = FIRE_PROOF
sprite_sheets = list(
@@ -52,7 +52,7 @@
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
resistance_flags = FIRE_PROOF | LAVA_PROOF
slowdown = 0
- armor = list("melee" = 70, "bullet" = 40, "laser" = 10, "energy" = 10, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 10, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe)
/obj/item/clothing/suit/space/hostile_environment/New()
@@ -80,7 +80,7 @@
w_class = WEIGHT_CLASS_NORMAL
max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT
flags = THICKMATERIAL // no space protection
- armor = list("melee" = 70, "bullet" = 40, "laser" = 10, "energy" = 10, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 70, BULLET = 40, LASER = 10, ENERGY = 10, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | LAVA_PROOF
/obj/item/clothing/head/helmet/space/hostile_environment/New()
diff --git a/code/modules/mining/equipment/kinetic_crusher.dm b/code/modules/mining/equipment/kinetic_crusher.dm
index 4af48e7050a..5bcb3fcadd1 100644
--- a/code/modules/mining/equipment/kinetic_crusher.dm
+++ b/code/modules/mining/equipment/kinetic_crusher.dm
@@ -114,7 +114,7 @@
C.total_damage += target_health - L.health //we did some damage, but let's not assume how much we did
new /obj/effect/temp_visual/kinetic_blast(get_turf(L))
var/backstab_dir = get_dir(user, L)
- var/def_check = L.getarmor(type = "bomb")
+ var/def_check = L.getarmor(type = BOMB)
if((user.dir & backstab_dir) && (L.dir & backstab_dir))
if(!QDELETED(C))
C.total_damage += detonation_damage + backstab_bonus //cheat a little and add the total before killing it, so certain mobs don't have much lower chances of giving an item
@@ -163,7 +163,7 @@
nodamage = TRUE
damage = 0 //We're just here to mark people. This is still a melee weapon.
damage_type = BRUTE
- flag = "bomb"
+ flag = BOMB
range = 6
log_override = TRUE
var/obj/item/twohanded/kinetic_crusher/hammer_synced
diff --git a/code/modules/mining/equipment/marker_beacons.dm b/code/modules/mining/equipment/marker_beacons.dm
index c6d0ba0fb37..d44db114b0f 100644
--- a/code/modules/mining/equipment/marker_beacons.dm
+++ b/code/modules/mining/equipment/marker_beacons.dm
@@ -20,7 +20,7 @@ GLOBAL_LIST_INIT(marker_beacon_colors, list(
desc = "Prism-brand path illumination devices. Used by miners to mark paths and warn of danger."
icon = 'icons/obj/lighting.dmi'
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, BIO = 100, RAD = 100, FIRE = 25, ACID = 0)
max_integrity = 50
merge_type = /obj/item/stack/marker_beacon
max_amount = 100
@@ -73,7 +73,7 @@ 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, BIO = 100, RAD = 100, FIRE = 25, ACID = 0)
max_integrity = 50
anchored = TRUE
light_range = 2
diff --git a/code/modules/mob/living/carbon/alien/humanoid/caste/hunter.dm b/code/modules/mob/living/carbon/alien/humanoid/caste/hunter.dm
index f43010b951b..da0184b751a 100644
--- a/code/modules/mob/living/carbon/alien/humanoid/caste/hunter.dm
+++ b/code/modules/mob/living/carbon/alien/humanoid/caste/hunter.dm
@@ -82,7 +82,7 @@
L.visible_message("[src] pounces on [L]!", "[src] pounces on you!")
if(ishuman(L))
var/mob/living/carbon/human/H = L
- H.apply_effect(5, WEAKEN, H.run_armor_check(null, "melee"))
+ H.apply_effect(5, WEAKEN, H.run_armor_check(null, MELEE))
else
L.Weaken(5)
sleep(2)//Runtime prevention (infinite bump() calls on hulks)
diff --git a/code/modules/mob/living/carbon/human/human.dm b/code/modules/mob/living/carbon/human/human.dm
index f288590e443..0677ca0f1d3 100644
--- a/code/modules/mob/living/carbon/human/human.dm
+++ b/code/modules/mob/living/carbon/human/human.dm
@@ -222,7 +222,7 @@
var/brute_loss = 0
var/burn_loss = 0
- var/bomb_armor = getarmor(null, "bomb")
+ var/bomb_armor = getarmor(null, BOMB)
var/list/valid_limbs = list("l_arm", "l_leg", "r_arm", "r_leg")
var/limbs_amount = 1
var/limb_loss_chance = 50
@@ -264,7 +264,7 @@
var/obj/item/organ/external/BP = get_organ(X)
if(!BP) //limb already blown off, move to the next one without counting it
continue
- if(prob(limb_loss_chance) && !prob(getarmor(BP, "bomb")))
+ if(prob(limb_loss_chance) && !prob(getarmor(BP, BOMB)))
BP.droplimb(TRUE, DROPLIMB_SHARP, FALSE, TRUE)
limbs_amount--
if(!limbs_amount)
@@ -280,7 +280,7 @@
show_message("The blob attacks you!")
var/dam_zone = pick("head", "chest", "groin", "l_arm", "l_hand", "r_arm", "r_hand", "l_leg", "l_foot", "r_leg", "r_foot")
var/obj/item/organ/external/affecting = get_organ(ran_zone(dam_zone))
- apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee"))
+ apply_damage(5, BRUTE, affecting, run_armor_check(affecting, MELEE))
/mob/living/carbon/human/get_restraining_item()
. = ..()
diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm
index 0f8d3e2bb63..2737ca54228 100644
--- a/code/modules/mob/living/carbon/human/human_defense.dm
+++ b/code/modules/mob/living/carbon/human/human_defense.dm
@@ -445,9 +445,9 @@ emp_act
if(!I.force)
return 0 //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 = I.armour_penetration)
+ 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 = I.armour_penetration)
var/weapon_sharp = is_sharp(I)
- if(weapon_sharp && prob(getarmor(user.zone_selected, "melee")))
+ if(weapon_sharp && prob(getarmor(user.zone_selected, MELEE)))
weapon_sharp = 0
if(armor >= 100)
return 0
@@ -591,7 +591,7 @@ emp_act
if(stat != DEAD)
L.amount_grown = min(L.amount_grown + damage, L.max_grown)
var/obj/item/organ/external/affecting = get_organ(ran_zone(L.zone_selected))
- var/armor_block = run_armor_check(affecting, "melee")
+ var/armor_block = run_armor_check(affecting, MELEE)
apply_damage(damage, BRUTE, affecting, armor_block)
updatehealth("larva attack")
@@ -610,7 +610,7 @@ emp_act
visible_message("[M] has lunged at [src]!")
return 0
var/obj/item/organ/external/affecting = get_organ(ran_zone(M.zone_selected))
- var/armor_block = run_armor_check(affecting, "melee", armour_penetration = 10)
+ var/armor_block = run_armor_check(affecting, MELEE, armour_penetration = 10)
playsound(loc, 'sound/weapons/slice.ogg', 25, TRUE, -1)
visible_message("[M] has slashed at [src]!", \
@@ -629,7 +629,7 @@ emp_act
else
var/obj/item/organ/external/affecting = get_organ(ran_zone(M.zone_selected))
playsound(loc, 'sound/weapons/pierce.ogg', 25, 1, -1)
- apply_effect(5, WEAKEN, run_armor_check(affecting, "melee"))
+ apply_effect(5, WEAKEN, run_armor_check(affecting, MELEE))
add_attack_logs(M, src, "Alien tackled")
visible_message("[M] has tackled down [src]!")
@@ -644,7 +644,7 @@ 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 = M.armour_penetration)
+ var/armor = run_armor_check(affecting, MELEE, armour_penetration = M.armour_penetration)
apply_damage(damage, M.melee_damage_type, affecting, armor)
updatehealth("animal attack")
@@ -662,7 +662,7 @@ emp_act
var/obj/item/organ/external/affecting = get_organ(ran_zone(dam_zone))
if(!affecting)
affecting = get_organ("chest")
- var/armor_block = run_armor_check(affecting, "melee")
+ var/armor_block = run_armor_check(affecting, MELEE)
apply_damage(damage, BRUTE, affecting, armor_block)
/mob/living/carbon/human/mech_melee_attack(obj/mecha/M)
diff --git a/code/modules/mob/living/carbon/human/species/_species.dm b/code/modules/mob/living/carbon/human/species/_species.dm
index f7cc37fbd8b..60e645faa5d 100644
--- a/code/modules/mob/living/carbon/human/species/_species.dm
+++ b/code/modules/mob/living/carbon/human/species/_species.dm
@@ -480,7 +480,7 @@
var/obj/item/organ/external/affecting = target.get_organ(ran_zone(user.zone_selected))
- var/armor_block = target.run_armor_check(affecting, "melee")
+ var/armor_block = target.run_armor_check(affecting, MELEE)
playsound(target.loc, attack.attack_sound, 25, 1, -1)
@@ -509,7 +509,7 @@
var/obj/item/organ/external/affecting = target.get_organ(ran_zone(user.zone_selected))
var/randn = rand(1, 100)
if(randn <= 25)
- target.apply_effect(2, WEAKEN, target.run_armor_check(affecting, "melee"))
+ target.apply_effect(2, WEAKEN, target.run_armor_check(affecting, MELEE))
playsound(target.loc, 'sound/weapons/thudswoosh.ogg', 50, 1, -1)
target.visible_message("[user] has pushed [target]!")
add_attack_logs(user, target, "Pushed over", ATKLOG_ALL)
diff --git a/code/modules/mob/living/carbon/human/species/golem.dm b/code/modules/mob/living/carbon/human/species/golem.dm
index a6e3bf4ef18..e48aa549c50 100644
--- a/code/modules/mob/living/carbon/human/species/golem.dm
+++ b/code/modules/mob/living/carbon/human/species/golem.dm
@@ -390,7 +390,7 @@
/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")
+ if(P.flag == BULLET || P.flag == BOMB)
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.dm b/code/modules/mob/living/living.dm
index 148e73e873f..ed5e9e1d38b 100644
--- a/code/modules/mob/living/living.dm
+++ b/code/modules/mob/living/living.dm
@@ -992,7 +992,7 @@
amount -= RAD_BACKGROUND_RADIATION // This will always be at least 1 because of how skin protection is calculated
- var/blocked = getarmor(null, "rad")
+ var/blocked = getarmor(null, RAD)
if(amount > RAD_BURN_THRESHOLD)
apply_damage(RAD_BURN_CURVE(amount), BURN, null, blocked)
diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm
index 26b940308ea..941df161049 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 = null, soften_text = null, armour_penetration, penetrated_text)
+/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = null, soften_text = null, armour_penetration, penetrated_text)
var/armor = getarmor(def_zone, attack_flag)
//the if "armor" check is because this is used for everything on /living, including humans
@@ -118,7 +118,7 @@
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)
+ var/armor = run_armor_check(zone, MELEE, "Your armor has protected your [parse_zone(zone)].", "Your armor has softened hit to your [parse_zone(zone)].", thrown_item.armour_penetration)
apply_damage(thrown_item.throwforce, thrown_item.damtype, zone, armor, is_sharp(thrown_item), thrown_item)
if(QDELETED(src)) //Damage can delete the mob.
return
diff --git a/code/modules/mob/living/simple_animal/animal_defense.dm b/code/modules/mob/living/simple_animal/animal_defense.dm
index 28fff50a124..5cba2950976 100644
--- a/code/modules/mob/living/simple_animal/animal_defense.dm
+++ b/code/modules/mob/living/simple_animal/animal_defense.dm
@@ -76,7 +76,7 @@
damage = rand(20, 35)
return attack_threshold_check(damage)
-/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = "melee")
+/mob/living/simple_animal/proc/attack_threshold_check(damage, damagetype = BRUTE, armorcheck = MELEE)
var/temp_damage = damage
if(!damage_coeff[damagetype])
temp_damage = 0
@@ -101,7 +101,7 @@
if(origin && istype(origin, /datum/spacevine_mutation) && isvineimmune(src))
return
..()
- var/bomb_armor = getarmor(null, "bomb")
+ var/bomb_armor = getarmor(null, BOMB)
switch(severity)
if(1)
if(prob(bomb_armor))
diff --git a/code/modules/mob/living/simple_animal/bot/mulebot.dm b/code/modules/mob/living/simple_animal/bot/mulebot.dm
index c17b911b0f2..c9f594f7b25 100644
--- a/code/modules/mob/living/simple_animal/bot/mulebot.dm
+++ b/code/modules/mob/living/simple_animal/bot/mulebot.dm
@@ -695,12 +695,12 @@
playsound(loc, 'sound/effects/splat.ogg', 50, 1)
var/damage = rand(5,15)
- H.apply_damage(2*damage, BRUTE, "head", run_armor_check("head", "melee"))
- H.apply_damage(2*damage, BRUTE, "chest", run_armor_check("chest", "melee"))
- H.apply_damage(0.5*damage, BRUTE, "l_leg", run_armor_check("l_leg", "melee"))
- H.apply_damage(0.5*damage, BRUTE, "r_leg", run_armor_check("r_leg", "melee"))
- H.apply_damage(0.5*damage, BRUTE, "l_arm", run_armor_check("l_arm", "melee"))
- H.apply_damage(0.5*damage, BRUTE, "r_arm", run_armor_check("r_arm", "melee"))
+ H.apply_damage(2*damage, BRUTE, "head", run_armor_check("head", MELEE))
+ H.apply_damage(2*damage, BRUTE, "chest", run_armor_check("chest", MELEE))
+ H.apply_damage(0.5*damage, BRUTE, "l_leg", run_armor_check("l_leg", MELEE))
+ H.apply_damage(0.5*damage, BRUTE, "r_leg", run_armor_check("r_leg", MELEE))
+ H.apply_damage(0.5*damage, BRUTE, "l_arm", run_armor_check("l_arm", MELEE))
+ H.apply_damage(0.5*damage, BRUTE, "r_arm", run_armor_check("r_arm", MELEE))
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 bf5f45cfe69..92318dbe450 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm
@@ -253,7 +253,7 @@ 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(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, "melee", null, null, armour_penetration))
+ L.apply_damage(10, BRUTE, limb_to_hit, L.run_armor_check(limb_to_hit, MELEE, null, null, armour_penetration))
SLEEP_CHECK_DEATH(3)
/mob/living/simple_animal/hostile/megafauna/bubblegum/proc/bloodgrab(turf/T, handedness)
diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm
index 9bad9930c46..54e2efacf4a 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm
@@ -288,7 +288,7 @@ Difficulty: Medium
if(M in hit_list)
continue
hit_list += M
- M.take_damage(45, BRUTE, "melee", 1)
+ M.take_damage(45, BRUTE, MELEE, 1)
sleep(1.5)
/mob/living/simple_animal/hostile/megafauna/dragon/proc/swoop_attack(lava_arena = FALSE, atom/movable/manual_target, swoop_cooldown = 30)
@@ -372,7 +372,7 @@ Difficulty: Medium
L.throw_at(throwtarget, 3)
visible_message("[L] is thrown clear of [src]!")
for(var/obj/mecha/M in orange(1, src))
- M.take_damage(75, BRUTE, "melee", 1)
+ M.take_damage(75, BRUTE, MELEE, 1)
for(var/mob/M in range(7, src))
shake_camera(M, 15, 1)
@@ -447,7 +447,7 @@ Difficulty: Medium
// deals damage to mechs
for(var/obj/mecha/M in T.contents)
- M.take_damage(45, BRUTE, "melee", 1)
+ M.take_damage(45, BRUTE, MELEE, 1)
// changes turf to lava temporarily
if(!T.density && !istype(T, /turf/simulated/floor/plating/lava))
diff --git a/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm
index e7fe3f53632..a85bff9c834 100644
--- a/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm
+++ b/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm
@@ -674,7 +674,7 @@ Difficulty: Hard
playsound(L,'sound/weapons/sear.ogg', 50, TRUE, -4)
to_chat(L, "You're struck by a [name]!")
var/limb_to_hit = L.get_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(limb_to_hit, "melee", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 50, "Your armor was penetrated by [src]!")
+ var/armor = L.run_armor_check(limb_to_hit, MELEE, "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 50, "Your armor was penetrated by [src]!")
L.apply_damage(damage, BURN, limb_to_hit, armor)
if(ishostile(L))
var/mob/living/simple_animal/hostile/H = L //mobs find and damage you...
diff --git a/code/modules/mob/living/simple_animal/hostile/mining/basilisk.dm b/code/modules/mob/living/simple_animal/hostile/mining/basilisk.dm
index 9f3dc477218..581a1b3b02e 100644
--- a/code/modules/mob/living/simple_animal/hostile/mining/basilisk.dm
+++ b/code/modules/mob/living/simple_animal/hostile/mining/basilisk.dm
@@ -41,7 +41,7 @@
damage = 0
damage_type = BURN
nodamage = TRUE
- flag = "energy"
+ flag = ENERGY
temperature = 50
/mob/living/simple_animal/hostile/asteroid/basilisk/GiveTarget(new_target)
diff --git a/code/modules/mob/living/simple_animal/hostile/terror_spiders/terror_ai.dm b/code/modules/mob/living/simple_animal/hostile/terror_spiders/terror_ai.dm
index c3e0c9a0511..576179f3821 100644
--- a/code/modules/mob/living/simple_animal/hostile/terror_spiders/terror_ai.dm
+++ b/code/modules/mob/living/simple_animal/hostile/terror_spiders/terror_ai.dm
@@ -30,7 +30,7 @@
else
// Target prioritization by spider type. BRUTE spiders prioritize lower armor values, POISON spiders prioritize poisonable targets
if(ai_target_method == TS_DAMAGE_BRUTE)
- var/theirarmor = C.getarmor(type = "melee")
+ var/theirarmor = C.getarmor(type = MELEE)
// Example values: Civilian: 2, Engineer w/ Hardsuit: 10, Sec Officer with armor: 19, HoS: 48, Deathsquad: 80
if(theirarmor < 10)
targets1 += C
diff --git a/code/modules/mob/living/simple_animal/parrot.dm b/code/modules/mob/living/simple_animal/parrot.dm
index 002d3b9f41a..fd3b3227d0c 100644
--- a/code/modules/mob/living/simple_animal/parrot.dm
+++ b/code/modules/mob/living/simple_animal/parrot.dm
@@ -491,7 +491,7 @@
var/mob/living/carbon/human/H = parrot_interest
var/obj/item/organ/external/affecting = H.get_organ(ran_zone(pick(parrot_dam_zone)))
- H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, "melee"), sharp = TRUE)
+ H.apply_damage(damage, BRUTE, affecting, H.run_armor_check(affecting, MELEE), sharp = TRUE)
custom_emote(EMOTE_VISUAL, pick("pecks [H]'s [affecting].", "cuts [H]'s [affecting] with its talons."))
else
L.adjustBruteLoss(damage)
diff --git a/code/modules/mob/mob_grab.dm b/code/modules/mob/mob_grab.dm
index 61118a32cdb..72838011c17 100644
--- a/code/modules/mob/mob_grab.dm
+++ b/code/modules/mob/mob_grab.dm
@@ -342,7 +342,7 @@
var/obj/item/clothing/hat = attacker.head
if(istype(hat))
damage += hat.force * 3
- affecting.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", affected.run_armor_check(affecting, "melee"))
+ affecting.apply_damage(damage*rand(90, 110)/100, BRUTE, "head", affected.run_armor_check(affecting, MELEE))
playsound(assailant.loc, "swing_hit", 25, 1, -1)
add_attack_logs(assailant, affecting, "Headbutted")
return
diff --git a/code/modules/ninja/suit/head.dm b/code/modules/ninja/suit/head.dm
index 9d183f4f1a1..b7e6529609a 100644
--- a/code/modules/ninja/suit/head.dm
+++ b/code/modules/ninja/suit/head.dm
@@ -5,5 +5,5 @@
name = "ninja hood"
icon_state = "s-ninja"
item_state = "s-ninja_hood"
- armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 25, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 25, FIRE = 100, ACID = 100)
blockTracking = 1
diff --git a/code/modules/ninja/suit/shoes.dm b/code/modules/ninja/suit/shoes.dm
index 8d79cf6d9ae..c70af20b006 100644
--- a/code/modules/ninja/suit/shoes.dm
+++ b/code/modules/ninja/suit/shoes.dm
@@ -5,7 +5,7 @@
icon_state = "s-ninja"
permeability_coefficient = 0.01
flags = NOSLIP
- armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 100, ACID = 100)
cold_protection = FEET
min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT
heat_protection = FEET
diff --git a/code/modules/ninja/suit/suit.dm b/code/modules/ninja/suit/suit.dm
index 0d965f8b483..619d93da659 100644
--- a/code/modules/ninja/suit/suit.dm
+++ b/code/modules/ninja/suit/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" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 100, "acid" = 100)
+ armor = list(MELEE = 60, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 100, ACID = 100)
var/suitActive = 0
var/suitBusy = 0
diff --git a/code/modules/pda/PDA.dm b/code/modules/pda/PDA.dm
index d6aaaebf0f6..06aa4988d5d 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, BIO = 0, RAD = 0, FIRE = 100, ACID = 100)
resistance_flags = FIRE_PROOF | ACID_PROOF
origin_tech = "programming=2"
diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm
index ffb92c12cc4..7022852928f 100644
--- a/code/modules/power/apc.dm
+++ b/code/modules/power/apc.dm
@@ -155,7 +155,7 @@
/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, BIO = 100, RAD = 100, FIRE = 90, ACID = 50)
..()
GLOB.apcs += src
GLOB.apcs = sortAtom(GLOB.apcs)
diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm
index cb605bf2beb..0ec6651e95a 100644
--- a/code/modules/power/lighting.dm
+++ b/code/modules/power/lighting.dm
@@ -26,7 +26,7 @@
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, BIO = 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/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm
index d8d8ce5c0e1..83e509055e0 100644
--- a/code/modules/power/singularity/field_generator.dm
+++ b/code/modules/power/singularity/field_generator.dm
@@ -29,7 +29,7 @@ field_generator power level display
use_power = 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, BIO = 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
@@ -144,7 +144,7 @@ field_generator power level display
..()
/obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj)
- if(Proj.flag != "bullet" && !Proj.nodamage)
+ if(Proj.flag != BULLET && !Proj.nodamage)
power = min(power + Proj.damage, field_generator_max_power)
check_power_level()
return 0
diff --git a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm b/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
index 0e1e9176642..a4478b831d8 100644
--- a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm
+++ b/code/modules/power/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 = 0
density = 1
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, BIO = 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/supermatter/supermatter.dm b/code/modules/power/supermatter/supermatter.dm
index e2ac3506855..280e8da9f03 100644
--- a/code/modules/power/supermatter/supermatter.dm
+++ b/code/modules/power/supermatter/supermatter.dm
@@ -639,7 +639,7 @@
return FALSE
if(!istype(Proj.firer, /obj/machinery/power/emitter) && power_changes)
investigate_log("has been hit by [Proj] fired by [key_name(Proj.firer)]", "supermatter")
- if(Proj.flag != "bullet")
+ if(Proj.flag != BULLET)
if(power_changes) //This needs to be here I swear
power += Proj.damage * bullet_energy
if(!has_been_powered)
diff --git a/code/modules/projectiles/guns/alien.dm b/code/modules/projectiles/guns/alien.dm
index 135923c6ef6..c56db84d610 100644
--- a/code/modules/projectiles/guns/alien.dm
+++ b/code/modules/projectiles/guns/alien.dm
@@ -69,7 +69,7 @@
icon_state = "particle"
damage = 60
damage_type = BRUTE
- flag = "bullet"
+ flag = BULLET
pass_flags = PASSTABLE | PASSGLASS | PASSGRILLE
weaken = 5
diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm
index 8a30d27517a..4f38db8ad8c 100644
--- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm
+++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm
@@ -190,7 +190,7 @@
icon_state = null
damage = 40
damage_type = BRUTE
- flag = "bomb"
+ flag = BOMB
range = 3
var/pressure_decrease_active = FALSE
diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm
index d341330fb16..b3461ad20a9 100644
--- a/code/modules/projectiles/projectile.dm
+++ b/code/modules/projectiles/projectile.dm
@@ -35,7 +35,7 @@
var/tile_dropoff_s = 0 //same as above but for stamina
var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here
var/nodamage = FALSE //Determines if the projectile will skip any damage inflictions
- var/flag = "bullet" //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
+ var/flag = BULLET //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb //Cael - bio and rad are also valid
var/projectile_type = "/obj/item/projectile"
var/range = 50 //This will de-increment every step. When 0, it will delete the projectile.
var/is_reflectable = FALSE // Can it be reflected or not?
diff --git a/code/modules/projectiles/projectile/magic.dm b/code/modules/projectiles/projectile/magic.dm
index 19efbbc35d5..260a7c17855 100644
--- a/code/modules/projectiles/projectile/magic.dm
+++ b/code/modules/projectiles/projectile/magic.dm
@@ -5,7 +5,7 @@
damage_type = OXY
nodamage = 1
armour_penetration = 100
- flag = "magic"
+ flag = MAGIC
/obj/item/projectile/magic/death
name = "bolt of death"
@@ -367,5 +367,5 @@
damage_type = BURN
nodamage = FALSE
armour_penetration = 0
- flag = "magic"
+ flag = MAGIC
hitsound = 'sound/weapons/barragespellhit.ogg'
diff --git a/code/modules/reagents/reagent_containers/glass_containers.dm b/code/modules/reagents/reagent_containers/glass_containers.dm
index bead1467de5..723a7cb591e 100644
--- a/code/modules/reagents/reagent_containers/glass_containers.dm
+++ b/code/modules/reagents/reagent_containers/glass_containers.dm
@@ -293,7 +293,7 @@
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, BIO = 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
container_type = OPENCONTAINER
@@ -304,7 +304,7 @@
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, BIO = 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/reagents/reagent_dispenser.dm b/code/modules/reagents/reagent_dispenser.dm
index 6e63baea033..962f9d6d443 100644
--- a/code/modules/reagents/reagent_dispenser.dm
+++ b/code/modules/reagents/reagent_dispenser.dm
@@ -22,7 +22,7 @@
/obj/structure/reagent_dispensers/take_damage(damage_amount, damage_type = BRUTE, damage_flag = 0, sound_effect = 1, attack_dir)
. = ..()
if(. && obj_integrity > 0)
- if(tank_volume && (damage_flag == "bullet" || damage_flag == "laser"))
+ if(tank_volume && (damage_flag == BULLET || damage_flag == LASER))
boom(FALSE, TRUE)
/obj/structure/reagent_dispensers/attackby(obj/item/I, mob/user, params)
diff --git a/code/modules/recycling/disposal.dm b/code/modules/recycling/disposal.dm
index cb875dce0cf..3e4a1d0c821 100644
--- a/code/modules/recycling/disposal.dm
+++ b/code/modules/recycling/disposal.dm
@@ -15,7 +15,7 @@
anchored = 1
density = 1
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, BIO = 100, RAD = 100, FIRE = 90, ACID = 30)
max_integrity = 200
flags_2 = RAD_PROTECT_CONTENTS_2 | RAD_NO_CONTAMINATE_2
resistance_flags = FIRE_PROOF
@@ -688,7 +688,7 @@
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, BIO = 100, 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 2a3ae55bd4b..4a726f2b993 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, BIO = 50, RAD = 50, FIRE = 50, ACID = 50)
/obj/structure/puzzle_element/prison/relaymove(mob/user)
return
diff --git a/code/modules/spacepods/spacepod.dm b/code/modules/spacepods/spacepod.dm
index 29112499926..09bcb8570ba 100644
--- a/code/modules/spacepods/spacepod.dm
+++ b/code/modules/spacepods/spacepod.dm
@@ -1,5 +1,5 @@
#define DAMAGE 1
-#define FIRE 2
+#define POD_FIRE 2
#define POD_LIGHT 1
#define WINDOW 2
#define RIM 3
@@ -96,7 +96,7 @@
if(!pod_overlays)
pod_overlays = new/list(2)
pod_overlays[DAMAGE] = image(icon, icon_state="pod_damage")
- pod_overlays[FIRE] = image(icon, icon_state="pod_fire")
+ pod_overlays[POD_FIRE] = image(icon, icon_state="pod_fire")
if(!pod_paint_effect)
pod_paint_effect = new/list(4)
@@ -178,7 +178,7 @@
if(!pod_overlays)
pod_overlays = new/list(2)
pod_overlays[DAMAGE] = image(icon, icon_state="pod_damage")
- pod_overlays[FIRE] = image(icon, icon_state="pod_fire")
+ pod_overlays[POD_FIRE] = image(icon, icon_state="pod_fire")
if(!pod_paint_effect)
pod_paint_effect = new/list(4)
@@ -209,7 +209,7 @@
if(health <= round(initial(health)/2))
overlays += pod_overlays[DAMAGE]
if(health <= round(initial(health)/4))
- overlays += pod_overlays[FIRE]
+ overlays += pod_overlays[POD_FIRE]
light_color = icon_light_color[src.icon_state]
@@ -1114,7 +1114,7 @@
next_move = world.time + move_delay
#undef DAMAGE
-#undef FIRE
+#undef POD_FIRE
#undef WINDOW
#undef POD_LIGHT
#undef RIM
diff --git a/code/modules/vehicle/atv.dm b/code/modules/vehicle/atv.dm
index a077c848f05..39f444d202c 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, BIO = 0, 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 b3f022c5fe8..90be31e826e 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, BIO = 0, 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 0d9d002496d..0b62c939a0c 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, BIO = 0, 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