From 559fa37756781369743c851fc05b7be9b4c443b6 Mon Sep 17 00:00:00 2001 From: Mieszko Jedrzejczak Date: Fri, 20 Aug 2021 21:08:33 +0200 Subject: [PATCH 1/4] add defines for damage flags --- code/__DEFINES/combat.dm | 11 ++++ code/_onclick/item_attack.dm | 2 +- code/controllers/subsystem/fires.dm | 2 +- code/datums/armor.dm | 2 +- code/datums/datumvars.dm | 6 +- .../weather/weather_types/radiation_storm.dm | 4 +- code/game/dna/dna_modifier.dm | 2 +- code/game/gamemodes/blob/blobs/blob_mobs.dm | 4 +- code/game/gamemodes/blob/blobs/core.dm | 4 +- code/game/gamemodes/blob/blobs/node.dm | 2 +- code/game/gamemodes/blob/blobs/shield.dm | 2 +- code/game/gamemodes/blob/theblob.dm | 4 +- .../gamemodes/changeling/powers/mutations.dm | 8 +-- code/game/gamemodes/cult/cult_items.dm | 14 ++--- .../miniantags/abduction/abduction_gear.dm | 6 +- code/game/gamemodes/nuclear/nuclearbomb.dm | 2 +- code/game/machinery/camera/camera.dm | 2 +- code/game/machinery/computer/computer.dm | 6 +- code/game/machinery/doors/airlock_types.dm | 2 +- code/game/machinery/doors/door.dm | 2 +- code/game/machinery/doors/firedoor.dm | 2 +- code/game/machinery/doors/poddoor.dm | 2 +- code/game/machinery/doors/windowdoor.dm | 2 +- code/game/machinery/machinery.dm | 2 +- code/game/machinery/requests_console.dm | 2 +- code/game/machinery/spaceheater.dm | 2 +- code/game/mecha/combat/honker.dm | 2 +- code/game/mecha/combat/marauder.dm | 2 +- code/game/mecha/combat/phazon.dm | 2 +- code/game/mecha/combat/reticence.dm | 2 +- .../mecha/equipment/tools/mining_tools.dm | 2 +- code/game/mecha/mecha.dm | 16 +++--- code/game/mecha/mecha_actions.dm | 4 +- code/game/mecha/working/ripley.dm | 6 +- code/game/objects/effects/spiders.dm | 2 +- .../game/objects/items/stacks/sheets/glass.dm | 12 ++-- .../objects/items/stacks/sheets/leather.dm | 10 ++-- .../items/stacks/sheets/sheet_types.dm | 4 +- .../objects/items/stacks/tiles/tile_types.dm | 2 +- code/game/objects/items/tools/crowbar.dm | 2 +- code/game/objects/items/tools/screwdriver.dm | 2 +- code/game/objects/items/tools/welder.dm | 2 +- code/game/objects/items/tools/wirecutters.dm | 2 +- code/game/objects/items/tools/wrench.dm | 2 +- code/game/objects/items/weapons/RCD.dm | 2 +- code/game/objects/items/weapons/RSF.dm | 2 +- code/game/objects/items/weapons/cards_ids.dm | 2 +- code/game/objects/items/weapons/defib.dm | 2 +- .../items/weapons/grenades/flashbang.dm | 2 +- .../objects/items/weapons/grenades/frag.dm | 2 +- .../items/weapons/grenades/smokebomb.dm | 2 +- code/game/objects/items/weapons/handcuffs.dm | 2 +- code/game/objects/items/weapons/kitchen.dm | 6 +- .../objects/items/weapons/melee/energy.dm | 2 +- .../objects/items/weapons/pneumaticCannon.dm | 2 +- code/game/objects/items/weapons/powerfist.dm | 2 +- code/game/objects/items/weapons/rpd.dm | 2 +- code/game/objects/items/weapons/shards.dm | 2 +- code/game/objects/items/weapons/shields.dm | 2 +- .../objects/items/weapons/storage/backpack.dm | 2 +- code/game/objects/items/weapons/stunbaton.dm | 2 +- .../game/objects/items/weapons/tanks/tanks.dm | 2 +- .../objects/items/weapons/tanks/watertank.dm | 2 +- .../objects/items/weapons/teleportation.dm | 4 +- code/game/objects/items/weapons/twohanded.dm | 8 +-- .../objects/items/weapons/vending_items.dm | 2 +- code/game/objects/items/weapons/weaponry.dm | 6 +- code/game/objects/obj_defense.dm | 32 +++++------ code/game/objects/structures.dm | 4 +- code/game/objects/structures/aliens.dm | 2 +- code/game/objects/structures/barsign.dm | 2 +- .../structures/crates_lockers/closets.dm | 2 +- .../crates_lockers/closets/fireaxe.dm | 2 +- .../closets/secure/secure_closets.dm | 2 +- .../crates_lockers/closets/utility_closets.dm | 4 -- .../structures/crates_lockers/crates.dm | 2 +- code/game/objects/structures/displaycase.dm | 2 +- code/game/objects/structures/grille.dm | 8 +-- code/game/objects/structures/holosign.dm | 12 ++-- code/game/objects/structures/lattice.dm | 2 +- code/game/objects/structures/mineral_doors.dm | 2 +- code/game/objects/structures/signs.dm | 2 +- code/game/objects/structures/tables_racks.dm | 6 +- code/game/objects/structures/window.dm | 20 +++---- code/game/turfs/simulated/floor/lava.dm | 2 +- .../atmospherics/machinery/airalarm.dm | 2 +- .../atmospherics/machinery/atmospherics.dm | 2 +- .../components/unary_devices/cryo.dm | 2 +- .../components/unary_devices/thermomachine.dm | 2 +- .../atmospherics/machinery/other/meter.dm | 2 +- .../machinery/portable/canister.dm | 2 +- .../portable/portable_atmospherics.dm | 2 +- .../mission_code/ruins/oldstation.dm | 4 +- code/modules/clothing/chameleon.dm | 14 ++--- code/modules/clothing/clothing.dm | 10 ++-- code/modules/clothing/glasses/glasses.dm | 2 +- code/modules/clothing/gloves/color.dm | 2 +- code/modules/clothing/gloves/miscellaneous.dm | 6 +- code/modules/clothing/head/beanie.dm | 2 +- code/modules/clothing/head/hardhat.dm | 2 +- code/modules/clothing/head/helmet.dm | 20 +++---- code/modules/clothing/head/jobs.dm | 22 ++++---- code/modules/clothing/head/misc.dm | 8 +-- code/modules/clothing/head/misc_special.dm | 8 +-- code/modules/clothing/head/soft_caps.dm | 10 ++-- code/modules/clothing/masks/gasmask.dm | 6 +- code/modules/clothing/masks/miscellaneous.dm | 2 +- code/modules/clothing/shoes/miscellaneous.dm | 8 +-- .../modules/clothing/spacesuits/chronosuit.dm | 4 +- code/modules/clothing/spacesuits/ert.dm | 4 +- code/modules/clothing/spacesuits/hardsuit.dm | 56 +++++++++---------- .../clothing/spacesuits/miscellaneous.dm | 18 +++--- code/modules/clothing/spacesuits/plasmamen.dm | 8 +-- code/modules/clothing/spacesuits/syndi.dm | 4 +- code/modules/clothing/spacesuits/void.dm | 4 +- code/modules/clothing/suits/armor.dm | 32 +++++------ code/modules/clothing/suits/bio.dm | 8 +-- code/modules/clothing/suits/jobs.dm | 2 +- code/modules/clothing/suits/labcoat.dm | 2 +- code/modules/clothing/suits/miscellaneous.dm | 12 ++-- code/modules/clothing/suits/utility.dm | 10 ++-- code/modules/clothing/suits/wiz_robe.dm | 12 ++-- .../clothing/under/accessories/accessory.dm | 4 +- code/modules/clothing/under/jobs/civilian.dm | 2 +- .../clothing/under/jobs/engineering.dm | 4 +- code/modules/clothing/under/jobs/medsci.dm | 30 +++++----- .../under/jobs/plasmamen/_plasmamen.dm | 2 +- .../under/jobs/plasmamen/engineering.dm | 2 +- .../clothing/under/jobs/plasmamen/security.dm | 2 +- code/modules/clothing/under/jobs/security.dm | 12 ++-- code/modules/clothing/under/miscellaneous.dm | 14 ++--- code/modules/clothing/under/syndicate.dm | 4 +- code/modules/events/mass_hallucination.dm | 2 +- code/modules/events/spacevine.dm | 4 +- .../food_and_drinks/drinks/drinks/bottle.dm | 8 +-- .../food_and_drinks/food/foods/bread.dm | 2 +- .../food_and_drinks/food/foods/meat.dm | 2 +- .../food_and_drinks/food/foods/sandwiches.dm | 2 +- code/modules/holiday/christmas.dm | 2 +- code/modules/library/lib_items.dm | 2 +- code/modules/martial_arts/brawling.dm | 4 +- .../combos/mimejutsu/mimechucks.dm | 2 +- code/modules/martial_arts/krav_maga.dm | 2 +- code/modules/martial_arts/martial.dm | 2 +- code/modules/martial_arts/wrestling.dm | 6 +- .../modules/mining/equipment/explorer_gear.dm | 8 +-- .../mining/equipment/kinetic_crusher.dm | 4 +- .../mining/equipment/marker_beacons.dm | 4 +- .../carbon/alien/humanoid/caste/hunter.dm | 2 +- code/modules/mob/living/carbon/human/human.dm | 6 +- .../mob/living/carbon/human/human_defense.dm | 14 ++--- .../living/carbon/human/species/_species.dm | 4 +- .../mob/living/carbon/human/species/golem.dm | 2 +- code/modules/mob/living/living.dm | 2 +- code/modules/mob/living/living_defense.dm | 4 +- .../living/simple_animal/animal_defense.dm | 4 +- .../mob/living/simple_animal/bot/mulebot.dm | 12 ++-- .../hostile/megafauna/bubblegum.dm | 2 +- .../simple_animal/hostile/megafauna/drake.dm | 6 +- .../hostile/megafauna/hierophant.dm | 2 +- .../simple_animal/hostile/mining/basilisk.dm | 2 +- .../hostile/terror_spiders/terror_ai.dm | 2 +- .../mob/living/simple_animal/parrot.dm | 2 +- code/modules/mob/mob_grab.dm | 2 +- code/modules/ninja/suit/head.dm | 2 +- code/modules/ninja/suit/shoes.dm | 2 +- code/modules/ninja/suit/suit.dm | 2 +- code/modules/pda/PDA.dm | 2 +- code/modules/power/apc.dm | 2 +- code/modules/power/lighting.dm | 2 +- .../power/singularity/field_generator.dm | 4 +- .../particle_accelerator.dm | 2 +- code/modules/power/supermatter/supermatter.dm | 2 +- code/modules/projectiles/guns/alien.dm | 2 +- .../guns/energy/kinetic_accelerator.dm | 2 +- code/modules/projectiles/projectile.dm | 2 +- .../reagent_containers/glass_containers.dm | 4 +- code/modules/reagents/reagent_dispenser.dm | 2 +- code/modules/recycling/disposal.dm | 4 +- .../modules/ruins/lavalandruin_code/puzzle.dm | 2 +- code/modules/vehicle/atv.dm | 2 +- code/modules/vehicle/secway.dm | 2 +- code/modules/vehicle/vehicle.dm | 2 +- 183 files changed, 456 insertions(+), 449 deletions(-) diff --git a/code/__DEFINES/combat.dm b/code/__DEFINES/combat.dm index 5bda7374fba..b192bfdd633 100644 --- a/code/__DEFINES/combat.dm +++ b/code/__DEFINES/combat.dm @@ -10,6 +10,17 @@ #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 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..4cc4147afbb 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 503389eb769..86ddbd05ea2 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..cb2344361f2 100644 --- a/code/datums/weather/weather_types/radiation_storm.dm +++ b/code/datums/weather/weather_types/radiation_storm.dm @@ -21,7 +21,7 @@ /area/turret_protected/ai, /area/storage/emergency, /area/storage/emergency2, /area/crew_quarters/sleep, /area/security/brig, /area/shuttle) target_trait = STATION_LEVEL - immunity_type = "rad" + immunity_type = RAD /datum/weather/rad_storm/telegraph() ..() @@ -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 7e9b6c34634..d5e2213c7d2 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 792665a52f3..22129d300aa 100644 --- a/code/game/gamemodes/changeling/powers/mutations.dm +++ b/code/game/gamemodes/changeling/powers/mutations.dm @@ -425,7 +425,7 @@ 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() ..() @@ -443,7 +443,7 @@ 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) /***************************************\ @@ -472,7 +472,7 @@ 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 @@ -488,5 +488,5 @@ 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 4b43c992347..a6b0cb161f6 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/species/vox/suit.dmi', "Drask" = 'icons/mob/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/species/vox/head.dmi', "Drask" = 'icons/mob/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 a0519fcbe56..3d452d9b1a7 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..602a5bec540 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/mecha_actions.dm b/code/game/mecha/mecha_actions.dm index 8ff3d4ebd5c..1e18dce0d75 100644 --- a/code/game/mecha/mecha_actions.dm +++ b/code/game/mecha/mecha_actions.dm @@ -217,9 +217,9 @@ new_damtype = "brute" chassis.occupant_message("Your exosuit's hands form into fists.") if("brute") - new_damtype = "fire" + new_damtype = FIRE chassis.occupant_message("A torch tip extends from your exosuit's hand, glowing red.") - if("fire") + if(FIRE) new_damtype = "tox" chassis.occupant_message("A bone-chillingly thick plasteel needle protracts from the exosuit's palm.") chassis.damtype = new_damtype 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 c9901c8b0fe..90d7d0530bb 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 @@ -98,7 +98,7 @@ 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 @@ -134,7 +134,7 @@ 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 @@ -177,7 +177,7 @@ 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 @@ -199,7 +199,7 @@ 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 @@ -219,7 +219,7 @@ 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 92e2c4115fe..fca2200ba02 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -152,7 +152,7 @@ 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 @@ -205,7 +205,7 @@ 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 ef0fd7b01c8..a88c64a4e19 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 6f2f6e1ff0f..6ca22b68e92 100644 --- a/code/game/objects/items/weapons/defib.dm +++ b/code/game/objects/items/weapons/defib.dm @@ -11,7 +11,7 @@ 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/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 f5a47c31b0a..f0212a9480a 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 4d76f796c7e..60748198d20 100644 --- a/code/game/objects/items/weapons/twohanded.dm +++ b/code/game/objects/items/weapons/twohanded.dm @@ -192,7 +192,7 @@ 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. @@ -278,7 +278,7 @@ 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 @@ -394,7 +394,7 @@ 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" @@ -647,7 +647,7 @@ 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 c4d4d5090e5..4d715cf80e8 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 b796740a60b..cc97f6ba55f 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) //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 4d58c90a095..b5c65d2ec3f 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() @@ -170,6 +170,6 @@ /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 63db6501f74..5d41f246278 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) @@ -526,7 +526,7 @@ 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) @@ -704,7 +704,7 @@ 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 a2d13ad8afb..121d52a30bc 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 @@ -474,7 +474,7 @@ 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 @@ -550,7 +550,7 @@ 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() @@ -566,7 +566,7 @@ 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 @@ -604,7 +604,7 @@ smooth = SMOOTH_TRUE canSmoothWith = list(/obj/structure/window/full/basic, /obj/structure/window/full/reinforced, /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 @@ -620,7 +620,7 @@ 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) @@ -636,7 +636,7 @@ 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 @@ -662,7 +662,7 @@ 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 @@ -681,7 +681,7 @@ 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 @@ -696,7 +696,7 @@ 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 bb255692633..244a9e05eda 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 3943bde9a1d..5e31c064929 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 5e872075da7..68672651855 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/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/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/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 e42c616f12e..8d4404bbd01 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 af979eb1045..046deacb2d3 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/species/vox/eyes.dmi', "Grey" = 'icons/mob/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 5e6ce69f252..c7771aad6f7 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 95c4e04b3ac..24aee26c69b 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 e8ce88dba1e..b123a029ebd 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 728884e263f..6ab7f191920 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" @@ -206,13 +206,13 @@ 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 388fa0374ed..4af380914b4 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 28dd6f4cb55..4363911ecb1 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/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 f55be1d578e..bda45d661d7 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 d8cba5290b7..eff82185a45 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 e663856e3c5..f38ba0cf555 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 b8c4c7e86f0..9923bc885e0 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 e4a5b029328..ecc5bbe82e6 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 226196fbc32..5073a62996d 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 e672852858d..547e6078549 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 52a230fa60b..554c18b88e4 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/species/grey/helmet.dmi', "Tajaran" = 'icons/mob/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/species/tajaran/suit.dmi', "Unathi" = 'icons/mob/species/unathi/suit.dmi', diff --git a/code/modules/clothing/spacesuits/void.dm b/code/modules/clothing/spacesuits/void.dm index e279b4697d3..f29527be177 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 0a53e5c0abf..0d3c4344e52 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/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 996ce7e3ad9..5248250b9c3 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 b3fd2c5aa85..7e43ce266ad 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 ea0a76b4427..1d0d5d17d3e 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/species/vox/suit.dmi', diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm index 6b27515dd93..c1126408d1f 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/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 6cd8596d8b3..1ed97e331ed 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 d7c146e3602..47d4a03ac1e 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 53b53f54f48..c9e106ecd86 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..1a4c3aa5996 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..0746fbf4b74 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 ffd730d7a6d..355c3e7606e 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 b3d7ce83431..1842b97d74e 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 f022ab40d9d..25d50f6ed00 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 icon_state = "sec_corporate" @@ -80,7 +80,7 @@ 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( @@ -96,7 +96,7 @@ 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..f6f0ccd5e62 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..fda3acd4818 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/food_and_drinks/food/foods/bread.dm b/code/modules/food_and_drinks/food/foods/bread.dm index 63eb623b8f9..fd5d7bc137b 100644 --- a/code/modules/food_and_drinks/food/foods/bread.dm +++ b/code/modules/food_and_drinks/food/foods/bread.dm @@ -28,7 +28,7 @@ slices_num = 5 filling_color = "#8AFF75" list_reagents = list("protein" = 20, "nutriment" = 10, "vitamin" = 5) - tastes = list("bread" = 10, "acid" = 10) + tastes = list("bread" = 10, ACID = 10) /obj/item/reagent_containers/food/snacks/xenomeatbreadslice name = "xenomeatbread slice" diff --git a/code/modules/food_and_drinks/food/foods/meat.dm b/code/modules/food_and_drinks/food/foods/meat.dm index 31cdb6fd331..098053ced4c 100644 --- a/code/modules/food_and_drinks/food/foods/meat.dm +++ b/code/modules/food_and_drinks/food/foods/meat.dm @@ -108,7 +108,7 @@ filling_color = "#43DE18" bitesize = 6 list_reagents = list("protein" = 3, "vitamin" = 1) - tastes = list("meat" = 1, "acid" = 1) + tastes = list("meat" = 1, ACID = 1) /obj/item/reagent_containers/food/snacks/monstermeat/spidermeat name = "spider meat" diff --git a/code/modules/food_and_drinks/food/foods/sandwiches.dm b/code/modules/food_and_drinks/food/foods/sandwiches.dm index 216e56af9f9..1124d04f705 100644 --- a/code/modules/food_and_drinks/food/foods/sandwiches.dm +++ b/code/modules/food_and_drinks/food/foods/sandwiches.dm @@ -86,7 +86,7 @@ filling_color = "#43DE18" bitesize = 3 list_reagents = list("nutriment" = 6, "vitamin" = 1) - tastes = list("bun" = 4, "acid" = 4) + tastes = list("bun" = 4, ACID = 4) /obj/item/reagent_containers/food/snacks/clownburger name = "clown burger" diff --git a/code/modules/holiday/christmas.dm b/code/modules/holiday/christmas.dm index 62195e7885e..d4631987ecf 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 8315d0ef781..947a25712fb 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 9c8635afa9e..5e206851998 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 139a3868f1d..15144aab24f 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 7d1ae80a955..2796c7d3d53 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 bd0aad32dac..af69516fc06 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 c83cf6c3c18..d4cc845d6e2 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm @@ -675,7 +675,7 @@ 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..114c4b31478 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..e1615f7838b 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..08f6946362c 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 49044665c08..067b58080bc 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 e275b747814..7352bba4373 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -23,7 +23,7 @@ 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 996817666ca..3d13e81ca0f 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 973e7da9596..f3e6f474bf4 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/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 b2afa9c06e3..3b655b7630e 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 layer = DISPOSAL_PIPE_LAYER // slightly lower than wires and other pipes 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/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 From 4d7349ee0826d29b61cde27801465b2a74e1d53d Mon Sep 17 00:00:00 2001 From: Mieszko Jedrzejczak Date: Fri, 20 Aug 2021 21:22:23 +0200 Subject: [PATCH 2/4] rename spacepod FIRE define --- code/modules/spacepods/spacepod.dm | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) 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 From 1465a7de14c5090c7dede80847f63e7f3dc8935e Mon Sep 17 00:00:00 2001 From: Mieszko Jedrzejczak Date: Fri, 20 Aug 2021 22:18:26 +0200 Subject: [PATCH 3/4] magic damage flag --- code/__DEFINES/combat.dm | 1 + code/datums/armor.dm | 2 +- code/datums/datumvars.dm | 6 +++--- code/modules/projectiles/projectile/magic.dm | 4 ++-- 4 files changed, 7 insertions(+), 6 deletions(-) diff --git a/code/__DEFINES/combat.dm b/code/__DEFINES/combat.dm index b192bfdd633..5b8074a4658 100644 --- a/code/__DEFINES/combat.dm +++ b/code/__DEFINES/combat.dm @@ -20,6 +20,7 @@ #define RAD "rad" #define FIRE "fire" #define ACID "acid" +#define MAGIC "magic" #define STUN "stun" #define WEAKEN "weaken" diff --git a/code/datums/armor.dm b/code/datums/armor.dm index 4cc4147afbb..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 86ddbd05ea2..0bcf63490d0 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/modules/projectiles/projectile/magic.dm b/code/modules/projectiles/projectile/magic.dm index 512f9188606..7d36937271a 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' From 00dedfe6a9b178ce18b0b1ab65326d3c19215a97 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Mieszko=20J=C4=99drzejczak?= Date: Sat, 21 Aug 2021 12:57:24 +0200 Subject: [PATCH 4/4] Swiftly sanction Sabre's systematic suggestions Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com> --- .../weather/weather_types/radiation_storm.dm | 2 +- .../gamemodes/changeling/powers/mutations.dm | 4 +-- code/game/gamemodes/cult/cult_items.dm | 8 ++--- code/game/machinery/doors/airlock_types.dm | 2 +- code/game/mecha/mecha_actions.dm | 4 +-- code/modules/clothing/clothing.dm | 4 +-- code/modules/clothing/head/helmet.dm | 8 ++--- code/modules/clothing/head/jobs.dm | 4 +-- code/modules/clothing/head/misc.dm | 6 ++-- code/modules/clothing/head/misc_special.dm | 8 ++--- code/modules/clothing/masks/gasmask.dm | 2 +- code/modules/clothing/masks/miscellaneous.dm | 2 +- code/modules/clothing/spacesuits/hardsuit.dm | 8 ++--- .../clothing/spacesuits/miscellaneous.dm | 6 ++-- code/modules/clothing/spacesuits/syndi.dm | 4 +-- code/modules/clothing/spacesuits/void.dm | 4 +-- code/modules/clothing/suits/bio.dm | 4 +-- code/modules/clothing/suits/labcoat.dm | 2 +- code/modules/clothing/suits/miscellaneous.dm | 4 +-- code/modules/clothing/suits/utility.dm | 8 ++--- code/modules/clothing/under/jobs/civilian.dm | 2 +- .../clothing/under/jobs/engineering.dm | 4 +-- code/modules/clothing/under/jobs/medsci.dm | 30 +++++++++---------- code/modules/clothing/under/jobs/security.dm | 12 ++++---- code/modules/clothing/under/miscellaneous.dm | 4 +-- code/modules/clothing/under/syndicate.dm | 4 +-- .../food_and_drinks/food/foods/bread.dm | 2 +- .../food_and_drinks/food/foods/meat.dm | 2 +- .../food_and_drinks/food/foods/sandwiches.dm | 2 +- code/modules/holiday/christmas.dm | 2 +- code/modules/ninja/suit/head.dm | 2 +- code/modules/ninja/suit/shoes.dm | 2 +- code/modules/ninja/suit/suit.dm | 2 +- 33 files changed, 82 insertions(+), 82 deletions(-) diff --git a/code/datums/weather/weather_types/radiation_storm.dm b/code/datums/weather/weather_types/radiation_storm.dm index cb2344361f2..eb46fe56bb2 100644 --- a/code/datums/weather/weather_types/radiation_storm.dm +++ b/code/datums/weather/weather_types/radiation_storm.dm @@ -21,7 +21,7 @@ /area/turret_protected/ai, /area/storage/emergency, /area/storage/emergency2, /area/crew_quarters/sleep, /area/security/brig, /area/shuttle) target_trait = STATION_LEVEL - immunity_type = RAD + immunity_type = "rad" /datum/weather/rad_storm/telegraph() ..() diff --git a/code/game/gamemodes/changeling/powers/mutations.dm b/code/game/gamemodes/changeling/powers/mutations.dm index 22129d300aa..eeab587b796 100644 --- a/code/game/gamemodes/changeling/powers/mutations.dm +++ b/code/game/gamemodes/changeling/powers/mutations.dm @@ -425,7 +425,7 @@ 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() ..() @@ -443,7 +443,7 @@ 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) /***************************************\ diff --git a/code/game/gamemodes/cult/cult_items.dm b/code/game/gamemodes/cult/cult_items.dm index a6b0cb161f6..b14384aa92c 100644 --- a/code/game/gamemodes/cult/cult_items.dm +++ b/code/game/gamemodes/cult/cult_items.dm @@ -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 @@ -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/species/vox/suit.dmi', "Drask" = 'icons/mob/species/drask/suit.dmi', diff --git a/code/game/machinery/doors/airlock_types.dm b/code/game/machinery/doors/airlock_types.dm index 602a5bec540..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/mecha/mecha_actions.dm b/code/game/mecha/mecha_actions.dm index 1e18dce0d75..8ff3d4ebd5c 100644 --- a/code/game/mecha/mecha_actions.dm +++ b/code/game/mecha/mecha_actions.dm @@ -217,9 +217,9 @@ new_damtype = "brute" chassis.occupant_message("Your exosuit's hands form into fists.") if("brute") - new_damtype = FIRE + new_damtype = "fire" chassis.occupant_message("A torch tip extends from your exosuit's hand, glowing red.") - if(FIRE) + if("fire") new_damtype = "tox" chassis.occupant_message("A bone-chillingly thick plasteel needle protracts from the exosuit's palm.") chassis.damtype = new_damtype diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index 8d4404bbd01..3a364d76410 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 @@ -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' diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm index b123a029ebd..e57c67dc2a7 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 @@ -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 @@ -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 diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm index 6ab7f191920..548dabbee98 100644 --- a/code/modules/clothing/head/jobs.dm +++ b/code/modules/clothing/head/jobs.dm @@ -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 diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index 4af380914b4..ffa33d55a85 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -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 4363911ecb1..c45ccdb1c6e 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/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/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index eff82185a45..c6fd986a69a 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 diff --git a/code/modules/clothing/masks/miscellaneous.dm b/code/modules/clothing/masks/miscellaneous.dm index f38ba0cf555..a03d1be86b9 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/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm index ecc5bbe82e6..791c8fc6497 100644 --- a/code/modules/clothing/spacesuits/hardsuit.dm +++ b/code/modules/clothing/spacesuits/hardsuit.dm @@ -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 @@ -559,7 +559,7 @@ 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" @@ -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 5073a62996d..9d77c863706 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -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") @@ -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/syndi.dm b/code/modules/clothing/spacesuits/syndi.dm index 554c18b88e4..74a39ea88d8 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/species/grey/helmet.dmi', "Tajaran" = 'icons/mob/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/species/tajaran/suit.dmi', "Unathi" = 'icons/mob/species/unathi/suit.dmi', diff --git a/code/modules/clothing/spacesuits/void.dm b/code/modules/clothing/spacesuits/void.dm index f29527be177..46d658d08f0 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/bio.dm b/code/modules/clothing/suits/bio.dm index 5248250b9c3..0a7a1df67c4 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 diff --git a/code/modules/clothing/suits/labcoat.dm b/code/modules/clothing/suits/labcoat.dm index 1d0d5d17d3e..a3f5c47dc74 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/species/vox/suit.dmi', diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm index c1126408d1f..c56668227e7 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/species/vox/suit.dmi') @@ -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 diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm index 1ed97e331ed..97afde10887 100644 --- a/code/modules/clothing/suits/utility.dm +++ b/code/modules/clothing/suits/utility.dm @@ -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/under/jobs/civilian.dm b/code/modules/clothing/under/jobs/civilian.dm index 1a4c3aa5996..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 0746fbf4b74..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 355c3e7606e..568d8525588 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/security.dm b/code/modules/clothing/under/jobs/security.dm index 25d50f6ed00..1efdcd8e693 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 icon_state = "sec_corporate" @@ -80,7 +80,7 @@ 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( @@ -96,7 +96,7 @@ 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 f6f0ccd5e62..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" @@ -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 fda3acd4818..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/food_and_drinks/food/foods/bread.dm b/code/modules/food_and_drinks/food/foods/bread.dm index fd5d7bc137b..63eb623b8f9 100644 --- a/code/modules/food_and_drinks/food/foods/bread.dm +++ b/code/modules/food_and_drinks/food/foods/bread.dm @@ -28,7 +28,7 @@ slices_num = 5 filling_color = "#8AFF75" list_reagents = list("protein" = 20, "nutriment" = 10, "vitamin" = 5) - tastes = list("bread" = 10, ACID = 10) + tastes = list("bread" = 10, "acid" = 10) /obj/item/reagent_containers/food/snacks/xenomeatbreadslice name = "xenomeatbread slice" diff --git a/code/modules/food_and_drinks/food/foods/meat.dm b/code/modules/food_and_drinks/food/foods/meat.dm index 098053ced4c..31cdb6fd331 100644 --- a/code/modules/food_and_drinks/food/foods/meat.dm +++ b/code/modules/food_and_drinks/food/foods/meat.dm @@ -108,7 +108,7 @@ filling_color = "#43DE18" bitesize = 6 list_reagents = list("protein" = 3, "vitamin" = 1) - tastes = list("meat" = 1, ACID = 1) + tastes = list("meat" = 1, "acid" = 1) /obj/item/reagent_containers/food/snacks/monstermeat/spidermeat name = "spider meat" diff --git a/code/modules/food_and_drinks/food/foods/sandwiches.dm b/code/modules/food_and_drinks/food/foods/sandwiches.dm index 1124d04f705..216e56af9f9 100644 --- a/code/modules/food_and_drinks/food/foods/sandwiches.dm +++ b/code/modules/food_and_drinks/food/foods/sandwiches.dm @@ -86,7 +86,7 @@ filling_color = "#43DE18" bitesize = 3 list_reagents = list("nutriment" = 6, "vitamin" = 1) - tastes = list("bun" = 4, ACID = 4) + tastes = list("bun" = 4, "acid" = 4) /obj/item/reagent_containers/food/snacks/clownburger name = "clown burger" diff --git a/code/modules/holiday/christmas.dm b/code/modules/holiday/christmas.dm index d4631987ecf..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/ninja/suit/head.dm b/code/modules/ninja/suit/head.dm index 114c4b31478..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 e1615f7838b..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 08f6946362c..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