From 189716314f610de2113eb2ade1cf92a917d6c4cd Mon Sep 17 00:00:00 2001 From: SandPoot Date: Wed, 23 Mar 2022 12:10:02 -0300 Subject: [PATCH] Would you like some defines in these trying times? --- code/__DEFINES/traits.dm | 2 +- code/_onclick/hud/alert.dm | 4 +- code/_onclick/item_attack.dm | 2 +- code/_onclick/other_mobs.dm | 2 +- code/controllers/subsystem/fire_burning.dm | 2 +- code/datums/armor.dm | 2 +- code/datums/components/acid.dm | 2 +- code/datums/components/armor_plate.dm | 2 +- code/datums/components/embedded.dm | 2 +- code/datums/diseases/_MobProcs.dm | 2 +- code/datums/elements/embed.dm | 2 +- code/datums/martial/boxing.dm | 2 +- code/datums/martial/krav_maga.dm | 8 +- code/datums/materials/_material.dm | 2 +- code/datums/materials/basemats.dm | 44 +++++----- code/datums/materials/meat.dm | 2 +- code/datums/materials/pizza.dm | 2 +- .../datums/weather/weather_types/acid_rain.dm | 2 +- .../weather/weather_types/radiation_storm.dm | 2 +- code/game/atoms.dm | 2 +- .../game/gamemodes/clown_ops/clown_weapons.dm | 6 +- code/game/machinery/_machinery.dm | 8 +- code/game/machinery/ai_slipper.dm | 2 +- code/game/machinery/buttons.dm | 2 +- code/game/machinery/camera/camera.dm | 4 +- code/game/machinery/computer/_computer.dm | 6 +- code/game/machinery/computer/atmos_control.dm | 2 +- code/game/machinery/deployable.dm | 2 +- 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/passworddoor.dm | 2 +- code/game/machinery/doors/poddoor.dm | 2 +- code/game/machinery/doors/shutters.dm | 4 +- code/game/machinery/doors/windowdoor.dm | 2 +- code/game/machinery/firealarm.dm | 2 +- code/game/machinery/flasher.dm | 2 +- code/game/machinery/hologram.dm | 2 +- code/game/machinery/igniter.dm | 2 +- code/game/machinery/navbeacon.dm | 2 +- .../machinery/porta_turret/portable_turret.dm | 6 +- code/game/machinery/requests_console.dm | 2 +- code/game/machinery/shieldgen.dm | 2 +- code/game/machinery/shuttle/shuttle_heater.dm | 2 +- code/game/machinery/spaceheater.dm | 2 +- .../telecomms/machines/message_server.dm | 2 +- code/game/objects/effects/arachnid_web.dm | 2 +- code/game/objects/effects/spiders.dm | 2 +- .../effects/temporary_visuals/clockcult.dm | 2 +- code/game/objects/items/RCD.dm | 2 +- code/game/objects/items/RPD.dm | 2 +- code/game/objects/items/RSF.dm | 2 +- code/game/objects/items/armor_kits.dm | 20 ++--- code/game/objects/items/cards_ids.dm | 2 +- code/game/objects/items/crab17.dm | 2 +- code/game/objects/items/defib.dm | 2 +- code/game/objects/items/devices/PDA/PDA.dm | 2 +- .../items/devices/forcefieldprojector.dm | 2 +- code/game/objects/items/dualsaber.dm | 2 +- code/game/objects/items/fireaxe.dm | 6 +- code/game/objects/items/grenades/smokebomb.dm | 2 +- code/game/objects/items/handcuffs.dm | 2 +- code/game/objects/items/holy_weapons.dm | 2 +- code/game/objects/items/kitchen.dm | 8 +- code/game/objects/items/melee/energy.dm | 2 +- code/game/objects/items/pitchfork.dm | 2 +- code/game/objects/items/pneumaticCannon.dm | 2 +- code/game/objects/items/powerfist.dm | 2 +- code/game/objects/items/puzzle_pieces.dm | 2 +- code/game/objects/items/religion.dm | 8 +- code/game/objects/items/shields.dm | 12 +-- code/game/objects/items/singularityhammer.dm | 2 +- code/game/objects/items/spear.dm | 2 +- .../game/objects/items/stacks/sheets/glass.dm | 14 +-- .../items/stacks/sheets/sheet_types.dm | 6 +- .../objects/items/stacks/tiles/tile_types.dm | 2 +- code/game/objects/items/storage/backpack.dm | 2 +- code/game/objects/items/stunbaton.dm | 4 +- code/game/objects/items/tanks/tanks.dm | 2 +- code/game/objects/items/tanks/watertank.dm | 2 +- code/game/objects/items/teleportation.dm | 2 +- code/game/objects/items/tools/crowbar.dm | 2 +- code/game/objects/items/tools/screwdriver.dm | 2 +- code/game/objects/items/tools/weldingtool.dm | 2 +- code/game/objects/items/tools/wirecutters.dm | 2 +- code/game/objects/items/tools/wrench.dm | 2 +- code/game/objects/items/vending_items.dm | 2 +- code/game/objects/items/weaponry.dm | 6 +- code/game/objects/obj_defense.dm | 30 +++---- code/game/objects/objs.dm | 18 ++-- code/game/objects/structures.dm | 4 +- code/game/objects/structures/barsigns.dm | 2 +- .../structures/crates_lockers/closets.dm | 2 +- .../closets/secure/secure_closets.dm | 4 +- .../crates_lockers/crates/secure.dm | 4 +- code/game/objects/structures/displaycase.dm | 2 +- code/game/objects/structures/fireaxe.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/plasticflaps.dm | 2 +- code/game/objects/structures/signs/_signs.dm | 2 +- code/game/objects/structures/tables_racks.dm | 8 +- code/game/objects/structures/window.dm | 18 ++-- code/game/shuttle_engines.dm | 2 +- code/game/turfs/turf.dm | 2 +- .../abductor/equipment/abduction_gear.dm | 6 +- .../antagonists/blob/blob/blobs/core.dm | 4 +- .../antagonists/blob/blob/blobs/factory.dm | 2 +- .../antagonists/blob/blob/blobs/node.dm | 2 +- .../antagonists/blob/blob/blobs/resource.dm | 2 +- .../antagonists/blob/blob/blobs/shield.dm | 6 +- .../blob/blob/blobstrains/blazing_oil.dm | 6 +- .../blob/blobstrains/electromagnetic_web.dm | 2 +- .../blob/blob/blobstrains/energized_jelly.dm | 4 +- .../blob/blobstrains/explosive_lattice.dm | 4 +- .../blob/blobstrains/pressurized_slime.dm | 4 +- .../blob/blob/blobstrains/reactive_spines.dm | 2 +- .../blob/blobstrains/shifting_fragments.dm | 2 +- .../blob/blob/blobstrains/synchronous_mesh.dm | 2 +- .../blob/blob/blobstrains/zombifying_pods.dm | 2 +- code/modules/antagonists/blob/blob/theblob.dm | 6 +- .../bloodsucker/objects/bloodsucker_coffin.dm | 6 +- .../changeling/powers/mutations.dm | 12 +-- .../clock_weapons/ratvarian_shield.dm | 2 +- .../clockcult/clock_items/clockwork_armor.dm | 6 +- .../ark_of_the_clockwork_justicar.dm | 4 +- .../clock_structures/ocular_warden.dm | 2 +- .../clock_structures/traps/brass_skewer.dm | 2 +- code/modules/antagonists/cult/cult_items.dm | 20 ++--- .../eldritch_cult/eldritch_items.dm | 6 +- .../eldritch_cult/eldritch_magic.dm | 2 +- .../nukeop/equipment/nuclearbomb.dm | 2 +- .../atmospherics/machinery/airalarm.dm | 2 +- .../atmospherics/machinery/atmosmachinery.dm | 2 +- .../components/unary_devices/cryo.dm | 2 +- .../components/unary_devices/thermomachine.dm | 2 +- .../atmospherics/machinery/other/meter.dm | 2 +- .../atmospherics/machinery/pipes/pipes.dm | 2 +- .../machinery/portable/canister.dm | 2 +- .../portable/portable_atmospherics.dm | 2 +- .../awaymissions/mission_code/jungleresort.dm | 2 +- .../awaymissions/mission_code/snowdin.dm | 2 +- code/modules/cargo/supplypod.dm | 2 +- code/modules/clothing/chameleon.dm | 20 ++--- code/modules/clothing/clothing.dm | 6 +- code/modules/clothing/glasses/_glasses.dm | 2 +- code/modules/clothing/gloves/color.dm | 2 +- code/modules/clothing/gloves/miscellaneous.dm | 12 +-- code/modules/clothing/head/beanie.dm | 2 +- code/modules/clothing/head/hardhat.dm | 2 +- code/modules/clothing/head/helmet.dm | 34 ++++---- code/modules/clothing/head/jobs.dm | 14 +-- code/modules/clothing/head/misc.dm | 6 +- code/modules/clothing/head/misc_special.dm | 14 +-- code/modules/clothing/head/soft_caps.dm | 4 +- code/modules/clothing/masks/boxing.dm | 2 +- code/modules/clothing/masks/gasmask.dm | 4 +- code/modules/clothing/masks/miscellaneous.dm | 4 +- code/modules/clothing/shoes/miscellaneous.dm | 6 +- .../clothing/spacesuits/_spacesuits.dm | 4 +- .../modules/clothing/spacesuits/chronosuit.dm | 4 +- code/modules/clothing/spacesuits/hardsuit.dm | 86 +++++++++---------- .../clothing/spacesuits/miscellaneous.dm | 52 +++++------ code/modules/clothing/spacesuits/plasmamen.dm | 12 +-- code/modules/clothing/spacesuits/syndi.dm | 4 +- code/modules/clothing/suits/_suits.dm | 2 +- code/modules/clothing/suits/armor.dm | 36 ++++---- code/modules/clothing/suits/bio.dm | 8 +- code/modules/clothing/suits/cloaks.dm | 8 +- code/modules/clothing/suits/jobs.dm | 6 +- code/modules/clothing/suits/labcoat.dm | 10 +-- code/modules/clothing/suits/miscellaneous.dm | 58 ++++++------- .../modules/clothing/suits/reactive_armour.dm | 2 +- code/modules/clothing/suits/utility.dm | 10 +-- code/modules/clothing/suits/wiz_robe.dm | 16 ++-- code/modules/clothing/under/_under.dm | 2 +- code/modules/clothing/under/accessories.dm | 16 ++-- .../under/jobs/Plasmaman/civilian_service.dm | 2 +- .../under/jobs/Plasmaman/engineering.dm | 2 +- .../clothing/under/jobs/Plasmaman/medsci.dm | 2 +- .../clothing/under/jobs/Plasmaman/security.dm | 2 +- code/modules/clothing/under/jobs/cargo.dm | 2 +- .../clothing/under/jobs/civilian/civilian.dm | 2 +- code/modules/clothing/under/jobs/command.dm | 2 +- .../clothing/under/jobs/engineering.dm | 4 +- code/modules/clothing/under/jobs/medical.dm | 14 +-- code/modules/clothing/under/jobs/rnd.dm | 8 +- code/modules/clothing/under/jobs/security.dm | 8 +- code/modules/clothing/under/miscellaneous.dm | 6 +- code/modules/clothing/under/syndicate.dm | 22 ++--- code/modules/clothing/under/trek.dm | 4 +- code/modules/events/holiday/xmas.dm | 2 +- code/modules/events/spacevine.dm | 2 +- .../food_and_drinks/drinks/drinks/bottle.dm | 2 +- code/modules/hydroponics/grown/misc.dm | 2 +- .../integrated_electronics/core/assemblies.dm | 2 +- code/modules/library/lib_items.dm | 2 +- .../modules/mining/equipment/explorer_gear.dm | 18 ++-- .../mining/equipment/kinetic_crusher.dm | 4 +- .../mining/equipment/marker_beacons.dm | 2 +- .../modules/mob/living/carbon/damage_procs.dm | 2 +- .../mob/living/carbon/human/human_defense.dm | 22 ++--- .../mob/living/carbon/human/species.dm | 6 +- .../carbon/human/species_types/golems.dm | 8 +- .../human/species_types/shadowpeople.dm | 2 +- code/modules/mob/living/carbon/monkey/life.dm | 2 +- .../living/carbon/monkey/monkey_defense.dm | 4 +- code/modules/mob/living/living.dm | 4 +- code/modules/mob/living/living_defense.dm | 4 +- .../living/simple_animal/animal_defense.dm | 4 +- .../mob/living/simple_animal/bot/mulebot.dm | 12 +-- .../simple_animal/hostile/dark_wizard.dm | 2 +- .../simple_animal/hostile/jungle/seedling.dm | 2 +- .../hostile/megafauna/bubblegum.dm | 2 +- .../simple_animal/hostile/megafauna/drake.dm | 8 +- .../hostile/megafauna/hierophant.dm | 2 +- .../simple_animal/hostile/megafauna/legion.dm | 2 +- .../hostile/mining_mobs/basilisk.dm | 2 +- .../hostile/mining_mobs/elites/elite.dm | 2 +- .../simple_animal/hostile/space_dragon.dm | 4 +- .../computers/item/computer.dm | 2 +- .../computers/item/computer_damage.dm | 4 +- code/modules/newscaster/newscaster_machine.dm | 4 +- code/modules/ninja/suit/head.dm | 2 +- code/modules/ninja/suit/shoes.dm | 2 +- code/modules/ninja/suit/suit.dm | 2 +- code/modules/pool/pool_main.dm | 2 +- code/modules/power/antimatter/control.dm | 2 +- code/modules/power/antimatter/shielding.dm | 2 +- code/modules/power/apc.dm | 4 +- code/modules/power/lighting.dm | 2 +- .../power/singularity/field_generator.dm | 4 +- .../particle_accelerator.dm | 2 +- code/modules/power/supermatter/supermatter.dm | 2 +- .../projectiles/ammunition/caseless/misc.dm | 2 +- .../projectiles/ammunition/energy/_energy.dm | 2 +- .../boxes_magazines/external/rechargable.dm | 2 +- .../guns/energy/kinetic_accelerator.dm | 4 +- .../projectiles/guns/misc/beam_rifle.dm | 8 +- code/modules/projectiles/projectile.dm | 6 +- code/modules/projectiles/projectile/beams.dm | 8 +- .../modules/projectiles/projectile/bullets.dm | 2 +- .../projectiles/projectile/bullets/sniper.dm | 2 +- .../projectiles/projectile/energy/_energy.dm | 2 +- code/modules/projectiles/projectile/magic.dm | 10 +-- .../projectiles/projectile/magic/spellcard.dm | 4 +- code/modules/projectiles/projectile/plasma.dm | 2 +- .../projectiles/projectile/special/floral.dm | 6 +- .../projectiles/projectile/special/ion.dm | 2 +- .../projectiles/projectile/special/meteor.dm | 2 +- .../projectile/special/temperature.dm | 2 +- .../reagents/reagent_containers/glass.dm | 2 +- .../reagents/reagent_containers/rags.dm | 2 +- code/modules/reagents/reagent_dispenser.dm | 2 +- code/modules/recycling/disposal/bin.dm | 2 +- code/modules/recycling/disposal/pipe.dm | 4 +- .../xenobiology/crossbreeding/_clothing.dm | 2 +- .../xenobiology/crossbreeding/_misc.dm | 2 +- .../xenobiology/crossbreeding/burning.dm | 2 +- .../modules/ruins/lavalandruin_code/puzzle.dm | 18 ++-- .../shuttle_creation/shuttle_creator.dm | 2 +- .../spells/spell_types/construct_spells.dm | 2 +- code/modules/surgery/bodyparts/_bodyparts.dm | 4 +- code/modules/vehicles/_vehicle.dm | 2 +- code/modules/vehicles/cars/clowncar.dm | 2 +- .../vehicles/mecha/combat/five_stars.dm | 2 +- code/modules/vehicles/mecha/combat/neovgre.dm | 2 +- .../vehicles/mecha/mech_melee_attack.dm | 2 +- code/modules/vehicles/wheelchair.dm | 2 +- code/modules/vending/_vending.dm | 2 +- code/modules/vending/cartridge.dm | 2 +- code/modules/vending/dinnerware.dm | 2 +- code/modules/vending/liberation_toy.dm | 2 +- code/modules/vending/magivend.dm | 2 +- code/modules/zombie/items.dm | 2 +- modular_citadel/code/modules/clothing/trek.dm | 10 +-- .../modules/custom_loadout/custom_items.dm | 2 +- .../code/modules/festive/wheelchair.dm | 2 +- .../code/modules/reagents/objects/clothes.dm | 2 +- 281 files changed, 725 insertions(+), 725 deletions(-) diff --git a/code/__DEFINES/traits.dm b/code/__DEFINES/traits.dm index e1154b305f..bff1bd4bf3 100644 --- a/code/__DEFINES/traits.dm +++ b/code/__DEFINES/traits.dm @@ -226,7 +226,7 @@ #define TRAIT_HUMAN_NO_RENDER "human_no_render" #define TRAIT_TRASHCAN "trashcan" ///Used for fireman carry to have mobe not be dropped when passing by a prone individual. -#define TRAIT_BEING_CARRIED "being_carried" +#define TRAIT_BEING_CARRIED "being_carried" // mobility flag traits // IN THE FUTURE, IT WOULD BE NICE TO DO SOMETHING SIMILAR TO https://github.com/tgstation/tgstation/pull/48923/files (ofcourse not nearly the same because I have my.. thoughts on it) diff --git a/code/_onclick/hud/alert.dm b/code/_onclick/hud/alert.dm index f74d380b8a..39ef32c27a 100644 --- a/code/_onclick/hud/alert.dm +++ b/code/_onclick/hud/alert.dm @@ -349,7 +349,7 @@ or shoot a gun to move around via Newton's 3rd Law of Motion." /// Simply checks if the other person is still in range /atom/movable/screen/alert/give/proc/check_in_range(atom/taker) SIGNAL_HANDLER - + if(!offerer.CanReach(taker)) to_chat(owner, span_warning("You moved out of range of [offerer]!")) owner.clear_alert("[offerer]") @@ -820,7 +820,7 @@ so as to remain in compliance with the most up-to-date laws." return FALSE if(master && click_master) return usr.client.Click(master, location, control, params) - + return TRUE /atom/movable/screen/alert/Destroy() diff --git a/code/_onclick/item_attack.dm b/code/_onclick/item_attack.dm index 8f3a7ef02c..cdc561e4b3 100644 --- a/code/_onclick/item_attack.dm +++ b/code/_onclick/item_attack.dm @@ -146,7 +146,7 @@ visible_message("[user] has hit [src] with [I]!", null, null, COMBAT_MESSAGE_RANGE) //only witnesses close by and the victim see a hit message. log_combat(user, src, "attacked", I) - take_damage(totitemdamage, I.damtype, "melee", 1) + take_damage(totitemdamage, I.damtype, MELEE, 1) /mob/living/attacked_by(obj/item/I, mob/living/user, attackchain_flags = NONE, damage_multiplier = 1) var/list/block_return = list() diff --git a/code/_onclick/other_mobs.dm b/code/_onclick/other_mobs.dm index 073f50d8c5..b4b3582c73 100644 --- a/code/_onclick/other_mobs.dm +++ b/code/_onclick/other_mobs.dm @@ -171,7 +171,7 @@ if(ishuman(ML)) var/mob/living/carbon/human/H = ML affecting = H.get_bodypart(ran_zone(dam_zone)) - var/armor = ML.run_armor_check(affecting, "melee") + var/armor = ML.run_armor_check(affecting, MELEE) if(prob(75)) ML.apply_damage(rand(1,3), BRUTE, affecting, armor) ML.visible_message("[name] bites [ML]!", \ diff --git a/code/controllers/subsystem/fire_burning.dm b/code/controllers/subsystem/fire_burning.dm index f81c23d186..a5e903221a 100644 --- a/code/controllers/subsystem/fire_burning.dm +++ b/code/controllers/subsystem/fire_burning.dm @@ -32,7 +32,7 @@ SUBSYSTEM_DEF(fire_burning) 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(10 * delta_time, BURN, "fire", 0) + O.take_damage(10 * delta_time, BURN, FIRE, 0) else O.extinguish() diff --git a/code/datums/armor.dm b/code/datums/armor.dm index b01b5ba238..6814706e1e 100644 --- a/code/datums/armor.dm +++ b/code/datums/armor.dm @@ -69,7 +69,7 @@ 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, "wound" = wound) + return list(MELEE = melee, BULLET = bullet, LASER = laser, ENERGY = energy, BOMB = bomb, BIO = bio, RAD = rad, FIRE = fire, ACID = acid, MAGIC = magic, WOUND = wound) /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, wound+AA.wound) diff --git a/code/datums/components/acid.dm b/code/datums/components/acid.dm index 39e9b2cb63..686d47cb1e 100644 --- a/code/datums/components/acid.dm +++ b/code/datums/components/acid.dm @@ -53,7 +53,7 @@ if(!(O.resistance_flags & ACID_PROOF)) if(prob(33)) playsound(O.loc, 'sound/items/welder.ogg', 150, 1) - O.take_damage(min(1 + round(sqrt(level)*0.3), 300), BURN, "acid", 0) + O.take_damage(min(1 + round(sqrt(level)*0.3), 300), BURN, ACID, 0) level = max(level - (5 + 3*round(sqrt(level))), 0) if(level <= 0) diff --git a/code/datums/components/armor_plate.dm b/code/datums/components/armor_plate.dm index 80c35c1ecb..db22e2277b 100644 --- a/code/datums/components/armor_plate.dm +++ b/code/datums/components/armor_plate.dm @@ -2,7 +2,7 @@ var/amount = 0 var/maxamount = 3 var/upgrade_item = /obj/item/stack/sheet/animalhide/goliath_hide - var/datum/armor/added_armor = list("melee" = 10) + var/datum/armor/added_armor = list(MELEE = 10) var/upgrade_name /datum/component/armor_plate/Initialize(_maxamount,obj/item/_upgrade_item,datum/armor/_added_armor) diff --git a/code/datums/components/embedded.dm b/code/datums/components/embedded.dm index dcbf40a16b..1535c3f142 100644 --- a/code/datums/components/embedded.dm +++ b/code/datums/components/embedded.dm @@ -152,7 +152,7 @@ to_chat(victim, "[weapon] sticks itself to your [limb.name]!") if(damage > 0) - var/armor = victim.run_armor_check(limb.body_zone, "melee", "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration) + var/armor = victim.run_armor_check(limb.body_zone, MELEE, "Your armor has protected your [limb.name].", "Your armor has softened a hit to your [limb.name].",weapon.armour_penetration) limb.receive_damage(brute=(1-pain_stam_pct) * damage, stamina=pain_stam_pct * damage, blocked=armor, sharpness = weapon.get_sharpness()) /// Called every time a carbon with a harmful embed moves, rolling a chance for the item to cause pain. The chance is halved if the carbon is crawling or walking. diff --git a/code/datums/diseases/_MobProcs.dm b/code/datums/diseases/_MobProcs.dm index d6c11ab452..c00a0fdb5d 100644 --- a/code/datums/diseases/_MobProcs.dm +++ b/code/datums/diseases/_MobProcs.dm @@ -145,7 +145,7 @@ return !is_mouth_covered() /mob/living/carbon/CanSpreadAirborneDisease() - return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating("bio") >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating("bio") >= 25))) + return !((head && (head.flags_cover & HEADCOVERSMOUTH) && (head.armor.getRating(BIO) >= 25)) || (wear_mask && (wear_mask.flags_cover & MASKCOVERSMOUTH) && (wear_mask.armor.getRating(BIO) >= 25))) /mob/living/proc/set_shocked() flags_1 |= SHOCKED_1 diff --git a/code/datums/elements/embed.dm b/code/datums/elements/embed.dm index 4a9044b6e1..66c11e3668 100644 --- a/code/datums/elements/embed.dm +++ b/code/datums/elements/embed.dm @@ -79,7 +79,7 @@ var/actual_chance = embed_chance if(!weapon.isEmbedHarmless()) // all the armor in the world won't save you from a kick me sign - var/armor = max(victim.run_armor_check(hit_zone, "bullet", silent=TRUE), victim.run_armor_check(hit_zone, "bomb", silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved + var/armor = max(victim.run_armor_check(hit_zone, BULLET, silent=TRUE), victim.run_armor_check(hit_zone, BOMB, silent=TRUE)) * 0.5 // we'll be nice and take the better of bullet and bomb armor, halved if(armor) // we only care about armor penetration if there's actually armor to penetrate var/pen_mod = -armor + weapon.armour_penetration // even a little bit of armor can make a big difference for shrapnel with large negative armor pen diff --git a/code/datums/martial/boxing.dm b/code/datums/martial/boxing.dm index 5b6c0e222d..32b916d724 100644 --- a/code/datums/martial/boxing.dm +++ b/code/datums/martial/boxing.dm @@ -26,7 +26,7 @@ return TRUE var/obj/item/bodypart/affecting = D.get_bodypart(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, A.dna.species.attack_sound, 25, 1, -1) diff --git a/code/datums/martial/krav_maga.dm b/code/datums/martial/krav_maga.dm index f8ed72eae8..d91e802a8a 100644 --- a/code/datums/martial/krav_maga.dm +++ b/code/datums/martial/krav_maga.dm @@ -98,7 +98,7 @@ /datum/martial_art/krav_maga/proc/leg_sweep(mob/living/carbon/human/A, mob/living/carbon/human/D) var/obj/item/bodypart/affecting = D.get_bodypart(BODY_ZONE_CHEST) - var/armor_block = D.run_armor_check(affecting, "melee") + var/armor_block = D.run_armor_check(affecting, MELEE) var/damage = (damage_roll(A,D)*2 + 25) if(!CHECK_MOBILITY(D, MOBILITY_STAND)) return FALSE @@ -140,7 +140,7 @@ /datum/martial_art/krav_maga/harm_act(var/mob/living/carbon/human/A, var/mob/living/carbon/human/D) var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected)) - var/armor_block = D.run_armor_check(affecting, "melee") + var/armor_block = D.run_armor_check(affecting, MELEE) if(check_streak(A,D)) return TRUE log_combat(A, D, "punched") @@ -165,7 +165,7 @@ if(check_streak(A,D)) return TRUE var/obj/item/bodypart/affecting = D.get_bodypart(ran_zone(A.zone_selected)) - var/armor_block = D.run_armor_check(affecting, "melee") + var/armor_block = D.run_armor_check(affecting, MELEE) var/damage = damage_roll(A,D) var/stunthreshold = A.dna.species.punchstunthreshold if(CHECK_MOBILITY(D, MOBILITY_STAND)) @@ -233,4 +233,4 @@ 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/datums/materials/_material.dm b/code/datums/materials/_material.dm index dbd976b2f7..c57b3bad8e 100644 --- a/code/datums/materials/_material.dm +++ b/code/datums/materials/_material.dm @@ -30,7 +30,7 @@ Simple datum which is instanced once per type and is used for every object of sa ///This is the amount of value per 1 unit of the material var/value_per_unit = 0 ///Armor modifiers, multiplies an items normal armor vars by these amounts. - var/armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1) + var/armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1, ACID = 1) ///How beautiful is this material per unit. var/beauty_modifier = 0 ///Can be used to override the sound items make, lets add some SLOSHing. diff --git a/code/datums/materials/basemats.dm b/code/datums/materials/basemats.dm index 5bf6b8642c..e423ccd1d6 100644 --- a/code/datums/materials/basemats.dm +++ b/code/datums/materials/basemats.dm @@ -18,7 +18,7 @@ sheet_type = /obj/item/stack/sheet/glass value_per_unit = 0.0025 beauty_modifier = 0.05 - armor_modifiers = list("melee" = 0.2, "bullet" = 0.2, "laser" = 0, "energy" = 1, "bomb" = 0, "bio" = 0.2, "rad" = 0.2, "fire" = 1, "acid" = 0.2) // yeah ok + armor_modifiers = list(MELEE = 0.2, BULLET = 0.2, LASER = 0, ENERGY = 1, BOMB = 0, BIO = 0.2, RAD = 0.2, FIRE = 1, ACID = 0.2) // yeah ok /* Color matrices are like regular colors but unlike with normal colors, you can go over 255 on a channel. @@ -45,7 +45,7 @@ Unless you know what you're doing, only use the first three numbers. They're in sheet_type = /obj/item/stack/sheet/mineral/gold value_per_unit = 0.0625 beauty_modifier = 0.15 - armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 1.15, "energy" = 1.15, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1.1) + armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 1.15, ENERGY = 1.15, BOMB = 1, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1.1) ///Small force increase, for diamond swords /datum/material/diamond @@ -58,7 +58,7 @@ Unless you know what you're doing, only use the first three numbers. They're in sheet_type = /obj/item/stack/sheet/mineral/diamond value_per_unit = 0.25 beauty_modifier = 0.3 - armor_modifiers = list("melee" = 1.3, "bullet" = 1.3, "laser" = 0.6, "energy" = 1, "bomb" = 1.2, "bio" = 1, "rad" = 1, "fire" = 1, "acid" = 1) + armor_modifiers = list(MELEE = 1.3, BULLET = 1.3, LASER = 0.6, ENERGY = 1, BOMB = 1.2, BIO = 1, RAD = 1, FIRE = 1, ACID = 1) ///Is slightly radioactive /datum/material/uranium @@ -69,7 +69,7 @@ Unless you know what you're doing, only use the first three numbers. They're in sheet_type = /obj/item/stack/sheet/mineral/uranium value_per_unit = 0.05 beauty_modifier = 0.3 //It shines so beautiful - armor_modifiers = list("melee" = 1.5, "bullet" = 1.4, "laser" = 0.5, "energy" = 0.5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 1, "acid" = 1) + armor_modifiers = list(MELEE = 1.5, BULLET = 1.4, LASER = 0.5, ENERGY = 0.5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 1, ACID = 1) /datum/material/uranium/on_applied(atom/source, amount, material_flags) . = ..() @@ -90,7 +90,7 @@ Unless you know what you're doing, only use the first three numbers. They're in sheet_type = /obj/item/stack/sheet/mineral/plasma value_per_unit = 0.1 beauty_modifier = 0.15 - armor_modifiers = list("melee" = 1.4, "bullet" = 0.7, "laser" = 0, "energy" = 1.2, "bomb" = 0, "bio" = 1.2, "rad" = 1, "fire" = 0, "acid" = 0.5) + armor_modifiers = list(MELEE = 1.4, BULLET = 0.7, LASER = 0, ENERGY = 1.2, BOMB = 0, BIO = 1.2, RAD = 1, FIRE = 0, ACID = 0.5) /datum/material/plasma/on_applied(atom/source, amount, material_flags) . = ..() @@ -124,7 +124,7 @@ Unless you know what you're doing, only use the first three numbers. They're in sheet_type = /obj/item/stack/sheet/mineral/bananium value_per_unit = 0.5 beauty_modifier = 0.5 - armor_modifiers = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 0) //Clowns cant be blown away + armor_modifiers = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 100, BIO = 0, RAD = 0, FIRE = 10, ACID = 0) //Clowns cant be blown away /datum/material/bananium/on_applied(atom/source, amount, material_flags) . = ..() @@ -147,7 +147,7 @@ Unless you know what you're doing, only use the first three numbers. They're in sheet_type = /obj/item/stack/sheet/mineral/titanium value_per_unit = 0.0625 beauty_modifier = 0.05 - armor_modifiers = list("melee" = 1.35, "bullet" = 1.3, "laser" = 1.3, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 0.7, "acid" = 1) + armor_modifiers = list(MELEE = 1.35, BULLET = 1.3, LASER = 1.3, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 0.7, ACID = 1) /datum/material/runite name = "runite" @@ -157,7 +157,7 @@ Unless you know what you're doing, only use the first three numbers. They're in categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/runite beauty_modifier = 0.5 - armor_modifiers = list("melee" = 1.35, "bullet" = 2, "laser" = 0.5, "energy" = 1.25, "bomb" = 1.25, "bio" = 1, "rad" = 1, "fire" = 1.4, "acid" = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle. + armor_modifiers = list(MELEE = 1.35, BULLET = 2, LASER = 0.5, ENERGY = 1.25, BOMB = 1.25, BIO = 1, RAD = 1, FIRE = 1.4, ACID = 1) //rune is weak against magic lasers but strong against bullets. This is the combat triangle. ///Force decrease /datum/material/plastic @@ -168,7 +168,7 @@ Unless you know what you're doing, only use the first three numbers. They're in sheet_type = /obj/item/stack/sheet/plastic value_per_unit = 0.0125 beauty_modifier = -0.01 - armor_modifiers = list("melee" = 1.5, "bullet" = 1.1, "laser" = 0.3, "energy" = 0.5, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 1.1, "acid" = 1) + armor_modifiers = list(MELEE = 1.5, BULLET = 1.1, LASER = 0.3, ENERGY = 0.5, BOMB = 1, BIO = 1, RAD = 1, FIRE = 1.1, ACID = 1) ///Force decrease and mushy sound effect. (Not yet implemented) /datum/material/biomass @@ -187,7 +187,7 @@ Unless you know what you're doing, only use the first three numbers. They're in categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) value_per_unit = 0.06 beauty_modifier = 0.1 - armor_modifiers = list("melee" = 1.1, "bullet" = 1.1, "laser" = 0.4, "energy" = 0.4, "bomb" = 1, "bio" = 0.2, "rad" = 0, "fire" = 0, "acid" = 0.3) + armor_modifiers = list(MELEE = 1.1, BULLET = 1.1, LASER = 0.4, ENERGY = 0.4, BOMB = 1, BIO = 0.2, RAD = 0, FIRE = 0, ACID = 0.3) /datum/material/wood/on_applied_obj(obj/source, amount, material_flags) . = ..() @@ -211,7 +211,7 @@ Unless you know what you're doing, only use the first three numbers. They're in sheet_type = /obj/item/stack/sheet/mineral/adamantine value_per_unit = 0.25 beauty_modifier = 0.4 - armor_modifiers = list("melee" = 1.5, "bullet" = 1.5, "laser" = 1.3, "energy" = 1.3, "bomb" = 1, "bio" = 1, "rad" = 1, "fire" = 2.5, "acid" = 1) + armor_modifiers = list(MELEE = 1.5, BULLET = 1.5, LASER = 1.3, ENERGY = 1.3, BOMB = 1, BIO = 1, RAD = 1, FIRE = 2.5, ACID = 1) ///RPG Magic. (Admin only) /datum/material/mythril @@ -222,7 +222,7 @@ Unless you know what you're doing, only use the first three numbers. They're in sheet_type = /obj/item/stack/sheet/mineral/mythril value_per_unit = 0.75 beauty_modifier = 0.5 - armor_modifiers = list("melee" = 2, "bullet" = 2, "laser" = 2, "energy" = 2, "bomb" = 2, "bio" = 2, "rad" = 2, "fire" = 2, "acid" = 2) + armor_modifiers = list(MELEE = 2, BULLET = 2, LASER = 2, ENERGY = 2, BOMB = 2, BIO = 2, RAD = 2, FIRE = 2, ACID = 2) /datum/material/mythril/on_applied_obj(atom/source, amount, material_flags) . = ..() @@ -244,7 +244,7 @@ Unless you know what you're doing, only use the first three numbers. They're in value_per_unit = 0.001 strength_modifier = 0.5 integrity_modifier = 0.1 - armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 1.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) + armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 1.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5) beauty_modifier = 0.25 turf_sound_override = FOOTSTEP_SAND texture_layer_icon_state = "sand" @@ -257,7 +257,7 @@ Unless you know what you're doing, only use the first three numbers. They're in categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/sandstone value_per_unit = 0.0025 - armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 1.25, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.25, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) + armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 1.25, ENERGY = 0.5, BOMB = 0.5, BIO = 0.25, RAD = 1.5, FIRE = 1.5, ACID = 1.5) beauty_modifier = 0.3 turf_sound_override = FOOTSTEP_WOOD texture_layer_icon_state = "brick" @@ -269,7 +269,7 @@ Unless you know what you're doing, only use the first three numbers. They're in categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/snow value_per_unit = 0.0025 - armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0.25, "acid" = 1.5) + armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0.25, ACID = 1.5) beauty_modifier = 0.3 turf_sound_override = FOOTSTEP_SAND texture_layer_icon_state = "sand" @@ -282,7 +282,7 @@ Unless you know what you're doing, only use the first three numbers. They're in strength_modifier = 1.2 sheet_type = /obj/item/stack/sheet/runed_metal value_per_unit = 0.75 - armor_modifiers = list("melee" = 1.2, "bullet" = 1.2, "laser" = 1, "energy" = 1, "bomb" = 1.2, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) + armor_modifiers = list(MELEE = 1.2, BULLET = 1.2, LASER = 1, ENERGY = 1, BOMB = 1.2, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5) beauty_modifier = -0.15 texture_layer_icon_state = "runed" @@ -294,7 +294,7 @@ Unless you know what you're doing, only use the first three numbers. They're in strength_modifier = 1.3 // Replicant Alloy is very good for skull beatings.. sheet_type = /obj/item/stack/tile/brass value_per_unit = 0.75 - armor_modifiers = list("melee" = 1.4, "bullet" = 1.4, "laser" = 0, "energy" = 0, "bomb" = 1.4, "bio" = 1.2, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) //But it has.. a few problems that can't easily be compensated for. + armor_modifiers = list(MELEE = 1.4, BULLET = 1.4, LASER = 0, ENERGY = 0, BOMB = 1.4, BIO = 1.2, RAD = 1.5, FIRE = 1.5, ACID = 1.5) //But it has.. a few problems that can't easily be compensated for. beauty_modifier = 0.3 //It really beats the cold plain plating of the station, doesn't it? /datum/material/bronze @@ -305,7 +305,7 @@ Unless you know what you're doing, only use the first three numbers. They're in categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/bronze value_per_unit = 0.025 - armor_modifiers = list("melee" = 1, "bullet" = 1, "laser" = 1, "energy" = 1, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) + armor_modifiers = list(MELEE = 1, BULLET = 1, LASER = 1, ENERGY = 1, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5) beauty_modifier = 0.2 /datum/material/paper @@ -315,7 +315,7 @@ Unless you know what you're doing, only use the first three numbers. They're in categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/paperframes value_per_unit = 0.0025 - armor_modifiers = list("melee" = 0.1, "bullet" = 0.1, "laser" = 0.1, "energy" = 0.1, "bomb" = 0.1, "bio" = 0.1, "rad" = 1.5, "fire" = 0, "acid" = 1.5) + armor_modifiers = list(MELEE = 0.1, BULLET = 0.1, LASER = 0.1, ENERGY = 0.1, BOMB = 0.1, BIO = 0.1, RAD = 1.5, FIRE = 0, ACID = 1.5) beauty_modifier = 0.3 turf_sound_override = FOOTSTEP_SAND texture_layer_icon_state = "paper" @@ -340,7 +340,7 @@ Unless you know what you're doing, only use the first three numbers. They're in categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/cardboard value_per_unit = 0.003 - armor_modifiers = list("melee" = 0.25, "bullet" = 0.25, "laser" = 0.25, "energy" = 0.25, "bomb" = 0.25, "bio" = 0.25, "rad" = 1.5, "fire" = 0, "acid" = 1.5) + armor_modifiers = list(MELEE = 0.25, BULLET = 0.25, LASER = 0.25, ENERGY = 0.25, BOMB = 0.25, BIO = 0.25, RAD = 1.5, FIRE = 0, ACID = 1.5) beauty_modifier = -0.1 /datum/material/cardboard/on_applied_obj(obj/source, amount, material_flags) @@ -364,7 +364,7 @@ Unless you know what you're doing, only use the first three numbers. They're in sheet_type = /obj/item/stack/sheet/bone strength_modifier = 1.05 value_per_unit = 0.05 - armor_modifiers = list("melee" = 1.2, "bullet" = 0.75, "laser" = 0.75, "energy" = 1.2, "bomb" = 1, "bio" = 1, "rad" = 1.5, "fire" = 1.5, "acid" = 1.5) + armor_modifiers = list(MELEE = 1.2, BULLET = 0.75, LASER = 0.75, ENERGY = 1.2, BOMB = 1, BIO = 1, RAD = 1.5, FIRE = 1.5, ACID = 1.5) beauty_modifier = -0.2 /datum/material/bamboo @@ -374,7 +374,7 @@ Unless you know what you're doing, only use the first three numbers. They're in categories = list(MAT_CATEGORY_RIGID = TRUE, MAT_CATEGORY_BASE_RECIPES = TRUE) sheet_type = /obj/item/stack/sheet/mineral/bamboo value_per_unit = 0.0025 - armor_modifiers = list("melee" = 0.5, "bullet" = 0.5, "laser" = 0.5, "energy" = 0.5, "bomb" = 0.5, "bio" = 0.51, "rad" = 1.5, "fire" = 0.5, "acid" = 1.5) + armor_modifiers = list(MELEE = 0.5, BULLET = 0.5, LASER = 0.5, ENERGY = 0.5, BOMB = 0.5, BIO = 0.51, RAD = 1.5, FIRE = 0.5, ACID = 1.5) beauty_modifier = 0.2 turf_sound_override = FOOTSTEP_WOOD texture_layer_icon_state = "bamboo" diff --git a/code/datums/materials/meat.dm b/code/datums/materials/meat.dm index 14a373f2d2..c902aa078e 100644 --- a/code/datums/materials/meat.dm +++ b/code/datums/materials/meat.dm @@ -8,7 +8,7 @@ value_per_unit = 0.05 beauty_modifier = -0.3 strength_modifier = 0.7 - armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1) + armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1) item_sound_override = 'sound/effects/meatslap.ogg' turf_sound_override = FOOTSTEP_MEAT texture_layer_icon_state = "meat" diff --git a/code/datums/materials/pizza.dm b/code/datums/materials/pizza.dm index 2a9542234f..013538614f 100644 --- a/code/datums/materials/pizza.dm +++ b/code/datums/materials/pizza.dm @@ -7,7 +7,7 @@ value_per_unit = 0.05 beauty_modifier = 0.1 strength_modifier = 0.7 - armor_modifiers = list("melee" = 0.3, "bullet" = 0.3, "laser" = 1.2, "energy" = 1.2, "bomb" = 0.3, "bio" = 0, "rad" = 0.7, "fire" = 1, "acid" = 1) + armor_modifiers = list(MELEE = 0.3, BULLET = 0.3, LASER = 1.2, ENERGY = 1.2, BOMB = 0.3, BIO = 0, RAD = 0.7, FIRE = 1, ACID = 1) item_sound_override = 'sound/effects/meatslap.ogg' turf_sound_override = FOOTSTEP_MEAT texture_layer_icon_state = "pizza" diff --git a/code/datums/weather/weather_types/acid_rain.dm b/code/datums/weather/weather_types/acid_rain.dm index a1ec4871d5..9fa12a0938 100644 --- a/code/datums/weather/weather_types/acid_rain.dm +++ b/code/datums/weather/weather_types/acid_rain.dm @@ -27,6 +27,6 @@ /datum/weather/acid_rain/weather_act(mob/living/L) - var/resist = L.getarmor(null, "acid") + var/resist = L.getarmor(null, ACID) if(prob(max(0,100-resist))) L.acid_act(20,20) diff --git a/code/datums/weather/weather_types/radiation_storm.dm b/code/datums/weather/weather_types/radiation_storm.dm index 5c14968be4..acc0232c21 100644 --- a/code/datums/weather/weather_types/radiation_storm.dm +++ b/code/datums/weather/weather_types/radiation_storm.dm @@ -30,7 +30,7 @@ status_alarm(TRUE) /datum/weather/rad_storm/weather_act(mob/living/L) - var/resist = L.getarmor(null, "rad") + var/resist = L.getarmor(null, RAD) var/ratio = 1 - (min(resist, 100) / 100) L.rad_act(radiation_intensity * ratio) diff --git a/code/game/atoms.dm b/code/game/atoms.dm index 01402b1518..4ffd4af6d7 100644 --- a/code/game/atoms.dm +++ b/code/game/atoms.dm @@ -267,7 +267,7 @@ var/a_incidence_s = abs(incidence_s) if(a_incidence_s > 90 && a_incidence_s < 270) return FALSE - if((P.flag in list("bullet", "bomb")) && P.ricochet_incidence_leeway) + if((P.flag in list(BULLET, BOMB)) && P.ricochet_incidence_leeway) if((a_incidence_s < 90 && a_incidence_s < 90 - P.ricochet_incidence_leeway) || (a_incidence_s > 270 && a_incidence_s -270 > P.ricochet_incidence_leeway)) return var/new_angle_s = SIMPLIFY_DEGREES(face_angle + incidence_s) diff --git a/code/game/gamemodes/clown_ops/clown_weapons.dm b/code/game/gamemodes/clown_ops/clown_weapons.dm index c75fe42884..92a3d84c79 100644 --- a/code/game/gamemodes/clown_ops/clown_weapons.dm +++ b/code/game/gamemodes/clown_ops/clown_weapons.dm @@ -17,7 +17,7 @@ desc = "advanced clown shoes that protect the wearer and render them nearly immune to slipping on their own peels. They also squeak at 100% capacity." clothing_flags = NOSLIP slowdown = SHOES_SLOWDOWN - armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50) + armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50) strip_delay = 70 resistance_flags = NONE permeability_coefficient = 0.05 @@ -28,7 +28,7 @@ name = "mk-honk combat shoes" desc = "The culmination of years of clown combat research, these shoes leave a trail of chaos in their wake. They will slowly recharge themselves over time, or can be manually charged with bananium." slowdown = SHOES_SLOWDOWN - armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50) + armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50) strip_delay = 70 resistance_flags = NONE permeability_coefficient = 0.05 @@ -273,7 +273,7 @@ icon_state = "darkhonker" max_integrity = 300 deflect_chance = 15 - armor = list("melee" = 40, "bullet" = 40, "laser" = 50, "energy" = 35, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) + armor = list(MELEE = 40, BULLET = 40, LASER = 50, ENERGY = 35, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 100) max_temperature = 35000 operation_req_access = list(ACCESS_SYNDICATE) internals_req_access = list(ACCESS_SYNDICATE) diff --git a/code/game/machinery/_machinery.dm b/code/game/machinery/_machinery.dm index f40adcd00b..0fecfcd4be 100644 --- a/code/game/machinery/_machinery.dm +++ b/code/game/machinery/_machinery.dm @@ -136,7 +136,7 @@ Class Procs: /obj/machinery/Initialize() if(!armor) - armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70) + armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70) . = ..() GLOB.machines += src @@ -370,7 +370,7 @@ Class Procs: user.DelayNextAction(CLICK_CD_MELEE) user.do_attack_animation(src, ATTACK_EFFECT_PUNCH) user.visible_message("[user.name] smashes against \the [src.name] with its paws.", null, null, COMBAT_MESSAGE_RANGE) - take_damage(4, BRUTE, "melee", 1) + take_damage(4, BRUTE, MELEE, 1) /obj/machinery/attack_robot(mob/user) if(!(interaction_flags_machine & INTERACT_MACHINE_ALLOW_SILICON) && !IsAdminGhost(user)) @@ -590,7 +590,7 @@ Class Procs: if(prob(85) && (zap_flags & ZAP_MACHINE_EXPLOSIVE)) explosion(src, 1, 2, 4, flame_range = 2, adminlog = FALSE, smoke = FALSE) else if(zap_flags & ZAP_OBJ_DAMAGE) - take_damage(power/2000, BURN, "energy") + take_damage(power/2000, BURN, ENERGY) if(prob(40)) emp_act(50) @@ -614,7 +614,7 @@ Class Procs: AM.pixel_y = -8 + (round( . / 3)*8) /obj/machinery/rust_heretic_act() - take_damage(500, BRUTE, "melee", 1) + take_damage(500, BRUTE, MELEE, 1) /** * Alerts the AI that a hack is in progress. diff --git a/code/game/machinery/ai_slipper.dm b/code/game/machinery/ai_slipper.dm index 4935c9d4d3..80621e2bcd 100644 --- a/code/game/machinery/ai_slipper.dm +++ b/code/game/machinery/ai_slipper.dm @@ -6,7 +6,7 @@ layer = PROJECTILE_HIT_THRESHHOLD_LAYER plane = FLOOR_PLANE max_integrity = 200 - armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) + armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30) var/uses = 20 var/cooldown = 0 diff --git a/code/game/machinery/buttons.dm b/code/game/machinery/buttons.dm index 0de76694c0..d3e79d38c5 100644 --- a/code/game/machinery/buttons.dm +++ b/code/game/machinery/buttons.dm @@ -10,7 +10,7 @@ var/device_type = null var/id = null var/initialized_button = 0 - armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 70) + armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 90, ACID = 70) use_power = IDLE_POWER_USE idle_power_usage = 2 resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | UNACIDABLE | ACID_PROOF diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm index b680377d0a..9a23cc86fb 100644 --- a/code/game/machinery/camera/camera.dm +++ b/code/game/machinery/camera/camera.dm @@ -15,7 +15,7 @@ resistance_flags = FIRE_PROOF - 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) max_integrity = 100 integrity_failure = 0.5 var/list/network = list("ss13") @@ -273,7 +273,7 @@ return ..() /obj/machinery/camera/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) - if(damage_flag == "melee" && damage_amount < 12 && !(stat & BROKEN)) + if(damage_flag == MELEE && damage_amount < 12 && !(stat & BROKEN)) return 0 . = ..() diff --git a/code/game/machinery/computer/_computer.dm b/code/game/machinery/computer/_computer.dm index abca9db109..6b1d28fcba 100644 --- a/code/game/machinery/computer/_computer.dm +++ b/code/game/machinery/computer/_computer.dm @@ -8,7 +8,7 @@ active_power_usage = 300 max_integrity = 200 integrity_failure = 0.5 - 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/brightness_on = 1 var/icon_keyboard = "generic_key" var/icon_screen = "generic" @@ -101,10 +101,10 @@ 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/computer/atmos_control.dm b/code/game/machinery/computer/atmos_control.dm index fa552a4e66..63ebdc3f92 100644 --- a/code/game/machinery/computer/atmos_control.dm +++ b/code/game/machinery/computer/atmos_control.dm @@ -6,7 +6,7 @@ name = "gas sensor" icon = 'icons/obj/stationobjs.dmi' icon_state = "gsensor1" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 0) var/on = TRUE diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm index ca4b392efa..9bb6a35ce1 100644 --- a/code/game/machinery/deployable.dm +++ b/code/game/machinery/deployable.dm @@ -120,7 +120,7 @@ anchored = FALSE max_integrity = 180 proj_pass_rate = 20 - armor = list("melee" = 10, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 10, "acid" = 0) + armor = list(MELEE = 10, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 10, BIO = 100, RAD = 100, FIRE = 10, ACID = 0) var/deploy_time = 40 var/deploy_message = TRUE diff --git a/code/game/machinery/doors/airlock_types.dm b/code/game/machinery/doors/airlock_types.dm index 5215baf87f..5453d26334 100644 --- a/code/game/machinery/doors/airlock_types.dm +++ b/code/game/machinery/doors/airlock_types.dm @@ -576,7 +576,7 @@ 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) //Pinion airlocks: Clockwork doors that only let servants of Ratvar through. /obj/machinery/door/airlock/clockwork diff --git a/code/game/machinery/doors/door.dm b/code/game/machinery/doors/door.dm index 24e3215d82..f812bdd5a2 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -10,7 +10,7 @@ power_channel = ENVIRON max_integrity = 350 damage_deflection = 10 - 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) CanAtmosPass = ATMOS_PASS_DENSITY flags_1 = PREVENT_CLICK_UNDER_1|DEFAULT_RICOCHET_1 ricochet_chance_mod = 0.8 diff --git a/code/game/machinery/doors/firedoor.dm b/code/game/machinery/doors/firedoor.dm index d84b994b92..bcb7bf22b9 100644 --- a/code/game/machinery/doors/firedoor.dm +++ b/code/game/machinery/doors/firedoor.dm @@ -21,7 +21,7 @@ layer = BELOW_OPEN_DOOR_LAYER closingLayer = CLOSED_FIREDOOR_LAYER 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) interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON | INTERACT_MACHINE_REQUIRES_SILICON | INTERACT_MACHINE_OPEN air_tight = TRUE attack_hand_is_action = TRUE diff --git a/code/game/machinery/doors/passworddoor.dm b/code/game/machinery/doors/passworddoor.dm index c4f01e58b5..64afc07ae3 100644 --- a/code/game/machinery/doors/passworddoor.dm +++ b/code/game/machinery/doors/passworddoor.dm @@ -6,7 +6,7 @@ explosion_block = 3 heat_proof = TRUE max_integrity = 600 - armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF damage_deflection = 70 var/password = "Swordfish" diff --git a/code/game/machinery/doors/poddoor.dm b/code/game/machinery/doors/poddoor.dm index e1c0843f55..654dc13e1c 100644 --- a/code/game/machinery/doors/poddoor.dm +++ b/code/game/machinery/doors/poddoor.dm @@ -13,7 +13,7 @@ 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 poddoor = TRUE diff --git a/code/game/machinery/doors/shutters.dm b/code/game/machinery/doors/shutters.dm index 362dde1157..323fab4cf2 100644 --- a/code/game/machinery/doors/shutters.dm +++ b/code/game/machinery/doors/shutters.dm @@ -5,7 +5,7 @@ icon = 'icons/obj/doors/shutters.dmi' layer = SHUTTER_LAYER closingLayer = SHUTTER_LAYER - armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 75, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70) + armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 75, BOMB = 25, BIO = 100, RAD = 100, FIRE = 100, ACID = 70) damage_deflection = 20 max_integrity = 100 @@ -24,7 +24,7 @@ desc = "These shutters have an armoured frame; it looks like plasteel. These shutters look robust enough to survive explosions." icon = 'icons/obj/doors/shutters_old.dmi' icon_state = "closed" - armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 75, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70) + armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 75, BOMB = 30, BIO = 100, RAD = 100, FIRE = 100, ACID = 70) max_integrity = 300 /obj/machinery/door/poddoor/shutters/old/preopen diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index 4c5aa6528f..e95faeb39b 100644 --- a/code/game/machinery/doors/windowdoor.dm +++ b/code/game/machinery/doors/windowdoor.dm @@ -9,7 +9,7 @@ var/base_state = "left" 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) visible = FALSE flags_1 = ON_BORDER_1|DEFAULT_RICOCHET_1 opacity = 0 diff --git a/code/game/machinery/firealarm.dm b/code/game/machinery/firealarm.dm index 229a2d98d8..cca67030ed 100644 --- a/code/game/machinery/firealarm.dm +++ b/code/game/machinery/firealarm.dm @@ -20,7 +20,7 @@ plane = ABOVE_WALL_PLANE max_integrity = 250 integrity_failure = 0.4 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30) use_power = IDLE_POWER_USE idle_power_usage = 2 active_power_usage = 6 diff --git a/code/game/machinery/flasher.dm b/code/game/machinery/flasher.dm index 20aac89743..6d82f4ca67 100644 --- a/code/game/machinery/flasher.dm +++ b/code/game/machinery/flasher.dm @@ -93,7 +93,7 @@ return flash() /obj/machinery/flasher/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) - if(damage_flag == "melee" && damage_amount < 10) //any melee attack below 10 dmg does nothing + if(damage_flag == MELEE && damage_amount < 10) //any melee attack below 10 dmg does nothing return 0 . = ..() diff --git a/code/game/machinery/hologram.dm b/code/game/machinery/hologram.dm index d83819a1b3..02c89b26fc 100644 --- a/code/game/machinery/hologram.dm +++ b/code/game/machinery/hologram.dm @@ -40,7 +40,7 @@ Possible to do for anyone motivated enough: idle_power_usage = 5 active_power_usage = 100 max_integrity = 300 - armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0) + armor = list(MELEE = 50, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0) circuit = /obj/item/circuitboard/machine/holopad /// List of living mobs that use the holopad var/list/masters diff --git a/code/game/machinery/igniter.dm b/code/game/machinery/igniter.dm index bb047a6a5e..93302bed30 100644 --- a/code/game/machinery/igniter.dm +++ b/code/game/machinery/igniter.dm @@ -8,7 +8,7 @@ idle_power_usage = 2 active_power_usage = 4 max_integrity = 300 - armor = list("melee" = 50, "bullet" = 30, "laser" = 70, "energy" = 50, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70) + armor = list(MELEE = 50, BULLET = 30, LASER = 70, ENERGY = 50, BOMB = 20, BIO = 0, RAD = 0, FIRE = 100, ACID = 70) resistance_flags = FIRE_PROOF var/id = null var/on = FALSE diff --git a/code/game/machinery/navbeacon.dm b/code/game/machinery/navbeacon.dm index 752ba1b732..6a30e98e4c 100644 --- a/code/game/machinery/navbeacon.dm +++ b/code/game/machinery/navbeacon.dm @@ -10,7 +10,7 @@ level = 1 // underfloor layer = LOW_OBJ_LAYER max_integrity = 500 - armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 70, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80) + armor = list(MELEE = 70, BULLET = 70, LASER = 70, ENERGY = 70, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80) var/open = FALSE // true if cover is open var/locked = TRUE // true if controls are locked diff --git a/code/game/machinery/porta_turret/portable_turret.dm b/code/game/machinery/porta_turret/portable_turret.dm index cac7edf8c9..b885942c28 100644 --- a/code/game/machinery/porta_turret/portable_turret.dm +++ b/code/game/machinery/porta_turret/portable_turret.dm @@ -28,7 +28,7 @@ power_channel = EQUIP //drains power from the EQUIPMENT channel max_integrity = 160 //the turret's health integrity_failure = 0.5 - armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) + armor = list(MELEE = 50, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 30, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) /// Base turret icon state base_icon_state = "standard" /// Scan range of the turret for locating targets @@ -776,7 +776,7 @@ /obj/machinery/porta_turret/syndicate/energy/pirate max_integrity = 260 integrity_failure = 0.08 - armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) + armor = list(MELEE = 50, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 50, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) /obj/machinery/porta_turret/syndicate/energy/raven stun_projectile = /obj/item/projectile/beam/laser @@ -796,7 +796,7 @@ lethal_projectile = /obj/item/projectile/bullet/p50/penetrator/shuttle lethal_projectile_sound = 'sound/weapons/gunshot_smg.ogg' stun_projectile_sound = 'sound/weapons/gunshot_smg.ogg' - armor = list("melee" = 50, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 80, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) + armor = list(MELEE = 50, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 80, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) /obj/machinery/porta_turret/syndicate/pod/toolbox max_integrity = 100 diff --git a/code/game/machinery/requests_console.dm b/code/game/machinery/requests_console.dm index a273aad0dd..d3929175c4 100644 --- a/code/game/machinery/requests_console.dm +++ b/code/game/machinery/requests_console.dm @@ -55,7 +55,7 @@ GLOBAL_LIST_EMPTY(allConsoles) var/emergency //If an emergency has been called by this device. Acts as both a cooldown and lets the responder know where it the emergency was triggered from var/receive_ore_updates = FALSE //If ore redemption machines will send an update when it receives new ores. 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) /obj/machinery/requests_console/power_change() ..() diff --git a/code/game/machinery/shieldgen.dm b/code/game/machinery/shieldgen.dm index 2ebb137839..cde64ffe26 100644 --- a/code/game/machinery/shieldgen.dm +++ b/code/game/machinery/shieldgen.dm @@ -28,7 +28,7 @@ if(severity >= 70) qdel(src) else - take_damage(severity/1.3, BRUTE, "energy", 0) + take_damage(severity/1.3, BRUTE, ENERGY, 0) /obj/structure/emergency_shield/play_attack_sound(damage, damage_type = BRUTE, damage_flag = 0) switch(damage_type) diff --git a/code/game/machinery/shuttle/shuttle_heater.dm b/code/game/machinery/shuttle/shuttle_heater.dm index 8f7b772072..31fcabffda 100644 --- a/code/game/machinery/shuttle/shuttle_heater.dm +++ b/code/game/machinery/shuttle/shuttle_heater.dm @@ -22,7 +22,7 @@ density = TRUE max_integrity = 400 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 100, ACID = 30) layer = OBJ_LAYER showpipe = TRUE diff --git a/code/game/machinery/spaceheater.dm b/code/game/machinery/spaceheater.dm index 17e58f2a49..2daeda7b07 100644 --- a/code/game/machinery/spaceheater.dm +++ b/code/game/machinery/spaceheater.dm @@ -12,7 +12,7 @@ name = "space heater" desc = "Made by Space Amish using traditional space techniques, this heater/cooler is guaranteed not to set the station on fire. Warranty void if used in engines." 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) circuit = /obj/item/circuitboard/machine/space_heater var/obj/item/stock_parts/cell/cell var/on = FALSE diff --git a/code/game/machinery/telecomms/machines/message_server.dm b/code/game/machinery/telecomms/machines/message_server.dm index a0440001c3..817a331f1a 100644 --- a/code/game/machinery/telecomms/machines/message_server.dm +++ b/code/game/machinery/telecomms/machines/message_server.dm @@ -14,7 +14,7 @@ use_power = IDLE_POWER_USE idle_power_usage = 10 active_power_usage = 100 - armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70) + armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70) var/obj/item/stored /obj/machinery/blackbox_recorder/Initialize() diff --git a/code/game/objects/effects/arachnid_web.dm b/code/game/objects/effects/arachnid_web.dm index 2adaa12dc9..ef82e8226d 100644 --- a/code/game/objects/effects/arachnid_web.dm +++ b/code/game/objects/effects/arachnid_web.dm @@ -16,7 +16,7 @@ playsound(loc, 'sound/items/welder.ogg', 100, TRUE) /obj/structure/arachnid/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/effects/spiders.dm b/code/game/objects/effects/spiders.dm index 4b04606401..6d75b5d6c9 100644 --- a/code/game/objects/effects/spiders.dm +++ b/code/game/objects/effects/spiders.dm @@ -15,7 +15,7 @@ /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/effects/temporary_visuals/clockcult.dm b/code/game/objects/effects/temporary_visuals/clockcult.dm index 4d79d50301..e097ed61ea 100644 --- a/code/game/objects/effects/temporary_visuals/clockcult.dm +++ b/code/game/objects/effects/temporary_visuals/clockcult.dm @@ -129,7 +129,7 @@ "Your [I.name] shields you from [src]!") continue L.visible_message("[L] is struck by a [name]!", "You're struck by a [name]!") - L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", "laser", "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!")) + L.apply_damage(damage, BURN, "chest", L.run_armor_check("chest", LASER, "Your armor absorbs [src]!", "Your armor blocks part of [src]!", 0, "Your armor was penetrated by [src]!")) log_combat(user, L, "struck with a volt blast") hit_amount++ for(var/obj/vehicle/sealed/mecha/M in T) diff --git a/code/game/objects/items/RCD.dm b/code/game/objects/items/RCD.dm index 07ffe8896e..2a82ff406a 100644 --- a/code/game/objects/items/RCD.dm +++ b/code/game/objects/items/RCD.dm @@ -24,7 +24,7 @@ RLD w_class = WEIGHT_CLASS_NORMAL custom_materials = list(/datum/material/iron=100000) req_access_txt = "11" - 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 var/datum/effect_system/spark_spread/spark_system var/matter = 0 diff --git a/code/game/objects/items/RPD.dm b/code/game/objects/items/RPD.dm index 635ea97902..2c8a2194cd 100644 --- a/code/game/objects/items/RPD.dm +++ b/code/game/objects/items/RPD.dm @@ -206,7 +206,7 @@ GLOBAL_LIST_INIT(fluid_duct_recipes, list( throw_range = 5 w_class = WEIGHT_CLASS_NORMAL custom_materials = list(/datum/material/iron=75000, /datum/material/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 var/datum/effect_system/spark_spread/spark_system var/effectcooldown diff --git a/code/game/objects/items/RSF.dm b/code/game/objects/items/RSF.dm index da5ab1a5a5..4e9470141c 100644 --- a/code/game/objects/items/RSF.dm +++ b/code/game/objects/items/RSF.dm @@ -14,7 +14,7 @@ RSF density = FALSE anchored = FALSE item_flags = NOBLUDGEON - 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/matter = 0 var/mode = 1 w_class = WEIGHT_CLASS_NORMAL diff --git a/code/game/objects/items/armor_kits.dm b/code/game/objects/items/armor_kits.dm index 906d7c5f81..5bed4f01a4 100644 --- a/code/game/objects/items/armor_kits.dm +++ b/code/game/objects/items/armor_kits.dm @@ -20,20 +20,20 @@ if(C.attached_accessory) to_chat(user,"Kind of hard to sew around [C.attached_accessory].") return - if(C.armor.getRating("melee") < 10) - C.armor = C.armor.setRating("melee" = 10) + if(C.armor.getRating(MELEE) < 10) + C.armor = C.armor.setRating(MELEE = 10) used = TRUE - if(C.armor.getRating("laser") < 10) - C.armor = C.armor.setRating("laser" = 10) + if(C.armor.getRating(LASER) < 10) + C.armor = C.armor.setRating(LASER = 10) used = TRUE - if(C.armor.getRating("fire") < 40) - C.armor = C.armor.setRating("fire" = 40) + if(C.armor.getRating(FIRE) < 40) + C.armor = C.armor.setRating(FIRE = 40) used = TRUE - if(C.armor.getRating("acid") < 10) - C.armor = C.armor.setRating("acid" = 10) + if(C.armor.getRating(ACID) < 10) + C.armor = C.armor.setRating(ACID = 10) used = TRUE - if(C.armor.getRating("bomb") < 5) - C.armor = C.armor.setRating("bomb" = 5) + if(C.armor.getRating(BOMB) < 5) + C.armor = C.armor.setRating(BOMB = 5) used = TRUE if(used) diff --git a/code/game/objects/items/cards_ids.dm b/code/game/objects/items/cards_ids.dm index df7d6467f0..4f68132df6 100644 --- a/code/game/objects/items/cards_ids.dm +++ b/code/game/objects/items/cards_ids.dm @@ -184,7 +184,7 @@ lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' slot_flags = ITEM_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/id_type_name = "identification card" var/mining_points = 0 //For redeeming at mining equipment vendors diff --git a/code/game/objects/items/crab17.dm b/code/game/objects/items/crab17.dm index 8d55d3d5a2..b71b520517 100644 --- a/code/game/objects/items/crab17.dm +++ b/code/game/objects/items/crab17.dm @@ -29,7 +29,7 @@ icon = 'icons/obj/money_machine.dmi' icon_state = "bogdanoff" layer = LARGE_MOB_LAYER - armor = list("melee" = 80, "bullet" = 30, "laser" = 30, "energy" = 60, "bomb" = 90, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80) + armor = list(MELEE = 80, BULLET = 30, LASER = 30, ENERGY = 60, BOMB = 90, BIO = 0, RAD = 0, FIRE = 100, ACID = 80) density = TRUE pixel_z = -8 max_integrity = 5000 diff --git a/code/game/objects/items/defib.dm b/code/game/objects/items/defib.dm index 36f68cfdf3..e46474d6fa 100644 --- a/code/game/objects/items/defib.dm +++ b/code/game/objects/items/defib.dm @@ -14,7 +14,7 @@ throwforce = 6 w_class = WEIGHT_CLASS_BULKY 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) var/on = FALSE //if the paddles are equipped (1) or on the defib (0) var/safety = TRUE //if you can zap people with the defibs on harm mode diff --git a/code/game/objects/items/devices/PDA/PDA.dm b/code/game/objects/items/devices/PDA/PDA.dm index 1a130998b6..565da49e20 100644 --- a/code/game/objects/items/devices/PDA/PDA.dm +++ b/code/game/objects/items/devices/PDA/PDA.dm @@ -29,7 +29,7 @@ GLOBAL_LIST_EMPTY(PDAs) item_flags = NOBLUDGEON w_class = WEIGHT_CLASS_TINY slot_flags = ITEM_SLOT_ID | ITEM_SLOT_BELT - 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 //Main variables diff --git a/code/game/objects/items/devices/forcefieldprojector.dm b/code/game/objects/items/devices/forcefieldprojector.dm index 9ef9d73705..a82d206eca 100644 --- a/code/game/objects/items/devices/forcefieldprojector.dm +++ b/code/game/objects/items/devices/forcefieldprojector.dm @@ -87,7 +87,7 @@ mouse_opacity = MOUSE_OPACITY_OPAQUE resistance_flags = INDESTRUCTIBLE CanAtmosPass = ATMOS_PASS_DENSITY - armor = list("melee" = 0, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list(MELEE = 0, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 25, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) var/obj/item/forcefield_projector/generator /obj/structure/projected_forcefield/Initialize(mapload, obj/item/forcefield_projector/origin) diff --git a/code/game/objects/items/dualsaber.dm b/code/game/objects/items/dualsaber.dm index 9a6a87bb51..86a08fc1c3 100644 --- a/code/game/objects/items/dualsaber.dm +++ b/code/game/objects/items/dualsaber.dm @@ -21,7 +21,7 @@ light_color = "#00ff00"//green attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") max_integrity = 200 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 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 wound_bonus = -40 bare_wound_bonus = 20 diff --git a/code/game/objects/items/fireaxe.dm b/code/game/objects/items/fireaxe.dm index 6fb7b89262..e0d11cb4e2 100644 --- a/code/game/objects/items/fireaxe.dm +++ b/code/game/objects/items/fireaxe.dm @@ -15,7 +15,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' sharpness = SHARP_EDGED max_integrity = 200 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30) resistance_flags = FIRE_PROOF wound_bonus = -15 bare_wound_bonus = 20 @@ -52,10 +52,10 @@ return if(istype(A, /obj/structure/window)) //destroys windows and grilles in one hit (or more if it has a ton of health like plasmaglass) var/obj/structure/window/W = A - W.take_damage(200, BRUTE, "melee", 0) + W.take_damage(200, BRUTE, MELEE, 0) else if(istype(A, /obj/structure/grille)) var/obj/structure/grille/G = A - G.take_damage(40, BRUTE, "melee", 0) + G.take_damage(40, BRUTE, MELEE, 0) /* * Bone Axe diff --git a/code/game/objects/items/grenades/smokebomb.dm b/code/game/objects/items/grenades/smokebomb.dm index 1b856fc013..501f019027 100644 --- a/code/game/objects/items/grenades/smokebomb.dm +++ b/code/game/objects/items/grenades/smokebomb.dm @@ -27,6 +27,6 @@ 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) diff --git a/code/game/objects/items/handcuffs.dm b/code/game/objects/items/handcuffs.dm index 60538b479b..61d83f8a99 100644 --- a/code/game/objects/items/handcuffs.dm +++ b/code/game/objects/items/handcuffs.dm @@ -40,7 +40,7 @@ throw_range = 5 custom_materials = list(/datum/material/iron=500) breakouttime = 600 //Deciseconds = 60s = 1 minute - 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 diff --git a/code/game/objects/items/holy_weapons.dm b/code/game/objects/items/holy_weapons.dm index 1360fb970e..a89780c807 100644 --- a/code/game/objects/items/holy_weapons.dm +++ b/code/game/objects/items/holy_weapons.dm @@ -5,7 +5,7 @@ desc = "Deus Vult." icon_state = "knight_templar" item_state = "knight_templar" - armor = list("melee" = 41, "bullet" = 15, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 2, "rad" = 0, "fire" = 0, "acid" = 50) + armor = list(MELEE = 41, BULLET = 15, LASER = 5,ENERGY = 5, BOMB = 5, BIO = 2, RAD = 0, FIRE = 0, ACID = 50) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH strip_delay = 80 diff --git a/code/game/objects/items/kitchen.dm b/code/game/objects/items/kitchen.dm index 5a16c24b8e..fe4ae7b9d6 100644 --- a/code/game/objects/items/kitchen.dm +++ b/code/game/objects/items/kitchen.dm @@ -27,7 +27,7 @@ flags_1 = CONDUCT_1 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) sharpness = SHARP_POINTY var/datum/reagent/forkload //used to eat omelette @@ -78,7 +78,7 @@ custom_materials = list(/datum/material/iron=12000) attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") sharpness = SHARP_POINTY - 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? wound_bonus = -5 bare_wound_bonus = 10 @@ -114,7 +114,7 @@ custom_materials = list(/datum/material/iron=12000) attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") sharpness = SHARP_POINTY - 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? wound_bonus = -5 bare_wound_bonus = 10 @@ -266,7 +266,7 @@ force = 8 throwforce = 12//fuck git 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) custom_materials = list(/datum/material/glass=400) /obj/item/kitchen/knife/shiv/carrot diff --git a/code/game/objects/items/melee/energy.dm b/code/game/objects/items/melee/energy.dm index dd176f6d54..81a0a2cb40 100644 --- a/code/game/objects/items/melee/energy.dm +++ b/code/game/objects/items/melee/energy.dm @@ -2,7 +2,7 @@ hitsound_on = 'sound/weapons/blade1.ogg' heat = 3500 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/brightness_on = 3 var/sword_color diff --git a/code/game/objects/items/pitchfork.dm b/code/game/objects/items/pitchfork.dm index b296e2d0cb..9f5768147e 100644 --- a/code/game/objects/items/pitchfork.dm +++ b/code/game/objects/items/pitchfork.dm @@ -11,7 +11,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' sharpness = SHARP_EDGED max_integrity = 200 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30) resistance_flags = FIRE_PROOF var/wielded = FALSE // track wielded status on item diff --git a/code/game/objects/items/pneumaticCannon.dm b/code/game/objects/items/pneumaticCannon.dm index 42e345b502..3dd6212fce 100644 --- a/code/game/objects/items/pneumaticCannon.dm +++ b/code/game/objects/items/pneumaticCannon.dm @@ -13,7 +13,7 @@ item_state = "bulldog" lefthand_file = 'icons/mob/inhands/weapons/guns_lefthand.dmi' righthand_file = 'icons/mob/inhands/weapons/guns_righthand.dmi' - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, 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/powerfist.dm b/code/game/objects/items/powerfist.dm index 569b11b8b0..713a14460b 100644 --- a/code/game/objects/items/powerfist.dm +++ b/code/game/objects/items/powerfist.dm @@ -12,7 +12,7 @@ throwforce = 10 throw_range = 7 w_class = WEIGHT_CLASS_NORMAL - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 40) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 40) resistance_flags = FIRE_PROOF attack_speed = CLICK_CD_MELEE * 1.5 var/fisto_setting = 1 diff --git a/code/game/objects/items/puzzle_pieces.dm b/code/game/objects/items/puzzle_pieces.dm index 3f3e81604e..325acc6ac6 100644 --- a/code/game/objects/items/puzzle_pieces.dm +++ b/code/game/objects/items/puzzle_pieces.dm @@ -39,7 +39,7 @@ explosion_block = 3 heat_proof = TRUE max_integrity = 600 - armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) resistance_flags = INDESTRUCTIBLE | FIRE_PROOF | ACID_PROOF | LAVA_PROOF damage_deflection = 70 /// Make sure that the key has the same puzzle_id as the keycard door! diff --git a/code/game/objects/items/religion.dm b/code/game/objects/items/religion.dm index b8f0d161dc..26f0b978d2 100644 --- a/code/game/objects/items/religion.dm +++ b/code/game/objects/items/religion.dm @@ -188,7 +188,7 @@ w_class = WEIGHT_CLASS_BULKY slowdown = 2.0 //gotta pretend we're balanced. body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS - armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) + armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 40, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/suit/armor/plate/crusader/red @@ -203,7 +203,7 @@ icon_state = "crusader" w_class = WEIGHT_CLASS_NORMAL flags_inv = HIDEHAIR|HIDEEARS|HIDEFACE - armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) + armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 40, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) /obj/item/clothing/head/helmet/plate/crusader/blue icon_state = "crusader-blue" @@ -218,7 +218,7 @@ icon_state = "prophet" mob_overlay_icon = 'icons/mob/large-worn-icons/64x64/head.dmi' flags_1 = NONE - armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 50, "bomb" = 70, "bio" = 50, "rad" = 50, "fire" = 60, "acid" = 60) //religion protects you from disease and radiation, honk. + armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 50, BOMB = 70, BIO = 50, RAD = 50, FIRE = 60, ACID = 60) //religion protects you from disease and radiation, honk. worn_x_dimension = 64 worn_y_dimension = 64 @@ -277,7 +277,7 @@ desc = "Metal boots, they look heavy." icon_state = "crusader" w_class = WEIGHT_CLASS_NORMAL - armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 40, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) //does this even do anything on boots? + armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 40, BOMB = 60, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) //does this even do anything on boots? clothing_flags = NOSLIP cold_protection = FEET min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT diff --git a/code/game/objects/items/shields.dm b/code/game/objects/items/shields.dm index 36559d14be..308822d609 100644 --- a/code/game/objects/items/shields.dm +++ b/code/game/objects/items/shields.dm @@ -3,7 +3,7 @@ icon = 'icons/obj/shields.dmi' item_flags = ITEM_CAN_BLOCK block_parry_data = /datum/block_parry_data/shield - armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70) + armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70) /// Shield flags var/shield_flags = SHIELD_FLAGS_DEFAULT /// Last shieldbash world.time @@ -304,7 +304,7 @@ /obj/item/shield/riot/energy_proof name = "energy resistant shield" desc = "An ablative shield designed to absorb and disperse energy attacks. This comes at significant cost to its ability to withstand ballistics and kinetics, breaking apart easily." - armor = list("melee" = 30, "bullet" = -10, "laser" = 80, "energy" = 80, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50) + armor = list(MELEE = 30, BULLET = -10, LASER = 80, ENERGY = 80, BOMB = -40, BIO = 0, RAD = 0, FIRE = 0, ACID = 50) icon_state = "riot_laser" item_state = "riot_laser" lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' @@ -315,7 +315,7 @@ /obj/item/shield/riot/kinetic_proof name = "kinetic resistant shield" desc = "A polymer and ceramic shield designed to absorb ballistic projectiles and kinetic force. It doesn't do very well into energy attacks, especially from weapons that inflict burns." - armor = list("melee" = 30, "bullet" = 80, "laser" = 0, "energy" = 0, "bomb" = -40, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50) + armor = list(MELEE = 30, BULLET = 80, LASER = 0, ENERGY = 0, BOMB = -40, BIO = 0, RAD = 0, FIRE = 0, ACID = 50) icon_state = "riot_bullet" item_state = "riot_bullet" shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_KINETIC_STRONG | SHIELD_ENERGY_WEAK @@ -334,7 +334,7 @@ /obj/item/shield/riot/roman/fake desc = "Bears an inscription on the inside: \"Romanes venio domus\". It appears to be a bit flimsy." - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) shield_flags = SHIELD_ENERGY_WEAK | SHIELD_KINETIC_WEAK | SHIELD_NO_RANGED max_integrity = 40 @@ -471,7 +471,7 @@ /obj/item/shield/makeshift name = "metal shield" desc = "A large shield made of wired and welded sheets of metal. The handle is made of cloth and leather, making it unwieldy." - armor = list("melee" = 25, "bullet" = 25, "laser" = 5, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 80) + armor = list(MELEE = 25, BULLET = 25, LASER = 5, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 70, ACID = 80) lefthand_file = 'icons/mob/inhands/equipment/shields_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/shields_righthand.dmi' item_state = "metal" @@ -485,7 +485,7 @@ /obj/item/shield/riot/tower name = "tower shield" desc = "An immense tower shield. Designed to ensure maximum protection to the user, at the expense of mobility." - armor = list("melee" = 95, "bullet" = 95, "laser" = 75, "energy" = 60, "bomb" = 90, "bio" = 90, "rad" = 0, "fire" = 90, "acid" = 10) //Armor for the item, dosnt transfer to user + armor = list(MELEE = 95, BULLET = 95, LASER = 75, ENERGY = 60, BOMB = 90, BIO = 90, RAD = 0, FIRE = 90, ACID = 10) //Armor for the item, dosnt transfer to user item_state = "metal" icon_state = "metal" force = 16 diff --git a/code/game/objects/items/singularityhammer.dm b/code/game/objects/items/singularityhammer.dm index e58dbc23ce..30b3526990 100644 --- a/code/game/objects/items/singularityhammer.dm +++ b/code/game/objects/items/singularityhammer.dm @@ -10,7 +10,7 @@ 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 force_string = "LORD SINGULOTH HIMSELF" total_mass = TOTAL_MASS_MEDIEVAL_WEAPON diff --git a/code/game/objects/items/spear.dm b/code/game/objects/items/spear.dm index f40c774551..29d089422c 100644 --- a/code/game/objects/items/spear.dm +++ b/code/game/objects/items/spear.dm @@ -17,7 +17,7 @@ attack_verb = list("attacked", "poked", "jabbed", "torn", "gored") sharpness = SHARP_EDGED 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) var/obj/item/grenade/explosive = null var/war_cry = "AAAAARGH!!!" var/icon_prefix = "spearglass" diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm index 1f19821df6..a2b992c395 100644 --- a/code/game/objects/items/stacks/sheets/glass.dm +++ b/code/game/objects/items/stacks/sheets/glass.dm @@ -34,7 +34,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \ icon_state = "sheet-glass" item_state = "sheet-glass" custom_materials = list(/datum/material/glass=MINERAL_MATERIAL_AMOUNT) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100) resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/glass grind_results = list(/datum/reagent/silicon = 20) @@ -106,7 +106,7 @@ GLOBAL_LIST_INIT(pglass_recipes, list ( \ icon_state = "sheet-pglass" item_state = "sheet-pglass" custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 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 merge_type = /obj/item/stack/sheet/plasmaglass grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10) @@ -161,7 +161,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \ icon_state = "sheet-rglass" item_state = "sheet-rglass" custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 100) resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/rglass grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/iron = 10) @@ -209,7 +209,7 @@ GLOBAL_LIST_INIT(prglass_recipes, list ( \ icon_state = "sheet-prglass" item_state = "sheet-prglass" custom_materials = list(/datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT, /datum/material/iron=MINERAL_MATERIAL_AMOUNT * 0.5,) - armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100) + armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100) resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/plasmarglass grind_results = list(/datum/reagent/silicon = 20, /datum/reagent/toxin/plasma = 10, /datum/reagent/iron = 10) @@ -236,7 +236,7 @@ GLOBAL_LIST_INIT(titaniumglass_recipes, list( icon_state = "sheet-titaniumglass" item_state = "sheet-titaniumglass" custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 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 shard_type = /obj/item/shard @@ -260,7 +260,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( icon_state = "sheet-plastitaniumglass" item_state = "sheet-plastitaniumglass" custom_materials = list(/datum/material/titanium=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT * 0.5, /datum/material/glass=MINERAL_MATERIAL_AMOUNT) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 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 shard_type = /obj/item/shard @@ -291,7 +291,7 @@ GLOBAL_LIST_INIT(plastitaniumglass_recipes, list( attack_verb = list("stabbed", "slashed", "sliced", "cut") hitsound = 'sound/weapons/bladeslice.ogg' resistance_flags = ACID_PROOF - armor = list("melee" = 100, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100) + armor = list(MELEE = 100, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 100) max_integrity = 40 sharpness = SHARP_EDGED var/icon_prefix diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index 1fbd0433be..5dbdddb540 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -212,7 +212,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \ custom_materials = list(/datum/material/iron=MINERAL_MATERIAL_AMOUNT, /datum/material/plasma=MINERAL_MATERIAL_AMOUNT) throwforce = 10 flags_1 = CONDUCT_1 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 80) resistance_flags = FIRE_PROOF merge_type = /obj/item/stack/sheet/plasteel grind_results = list(/datum/reagent/iron = 20, /datum/reagent/toxin/plasma = 20) @@ -291,7 +291,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \ icon = 'icons/obj/stack_objects.dmi' custom_materials = list(/datum/material/wood=MINERAL_MATERIAL_AMOUNT) sheettype = "wood" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0) resistance_flags = FLAMMABLE merge_type = /obj/item/stack/sheet/mineral/wood novariants = TRUE @@ -355,7 +355,7 @@ GLOBAL_LIST_INIT(bamboo_recipes, list ( \ icon = 'icons/obj/stack_objects.dmi' custom_materials = list(/datum/material/bamboo = MINERAL_MATERIAL_AMOUNT) throwforce = 15 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0) resistance_flags = FLAMMABLE merge_type = /obj/item/stack/sheet/mineral/bamboo grind_results = list(/datum/reagent/cellulose = 10) diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm index 6eac04b976..728e5fd726 100644 --- a/code/game/objects/items/stacks/tiles/tile_types.dm +++ b/code/game/objects/items/stacks/tiles/tile_types.dm @@ -530,7 +530,7 @@ flags_1 = CONDUCT_1 turf_type = /turf/open/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/storage/backpack.dm b/code/game/objects/items/storage/backpack.dm index b6520f6bb5..c1eb91bff8 100644 --- a/code/game/objects/items/storage/backpack.dm +++ b/code/game/objects/items/storage/backpack.dm @@ -44,7 +44,7 @@ item_state = "holdingpack" resistance_flags = FIRE_PROOF item_flags = NO_MAT_REDEMPTION - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 60, ACID = 50) component_type = /datum/component/storage/concrete/bluespace/bag_of_holding rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE diff --git a/code/game/objects/items/stunbaton.dm b/code/game/objects/items/stunbaton.dm index 6db1e4baae..bedf33c272 100644 --- a/code/game/objects/items/stunbaton.dm +++ b/code/game/objects/items/stunbaton.dm @@ -13,7 +13,7 @@ throwforce = 7 w_class = WEIGHT_CLASS_NORMAL 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) attack_speed = CLICK_CD_MELEE var/stamina_loss_amount = 35 @@ -190,7 +190,7 @@ var/final_stamina_loss_amount = stamina_loss_amount //Our stunning power for the baton var/shoved = FALSE //Did we succeed on knocking our target over? var/zap_penetration = armor_pen - var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, "melee", null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack + var/zap_block = L.run_armor_check(BODY_ZONE_CHEST, MELEE, null, null, zap_penetration) //armor check, including calculation for armor penetration, for our attack final_stamina_loss_amount = block_calculate_resultant_damage(final_stamina_loss_amount, return_list) var/obj/item/stock_parts/cell/our_cell = get_cell() diff --git a/code/game/objects/items/tanks/tanks.dm b/code/game/objects/items/tanks/tanks.dm index ef798ae631..b56199dfad 100644 --- a/code/game/objects/items/tanks/tanks.dm +++ b/code/game/objects/items/tanks/tanks.dm @@ -15,7 +15,7 @@ throw_range = 4 custom_materials = list(/datum/material/iron = 500) actions_types = list(/datum/action/item_action/set_internals) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 80, ACID = 30) var/datum/gas_mixture/air_contents = null var/distribute_pressure = ONE_ATMOSPHERE var/integrity = 3 diff --git a/code/game/objects/items/tanks/watertank.dm b/code/game/objects/items/tanks/watertank.dm index 88131fb197..2be62b4ac7 100644 --- a/code/game/objects/items/tanks/watertank.dm +++ b/code/game/objects/items/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/teleportation.dm b/code/game/objects/items/teleportation.dm index bc6a40f8c0..708151a399 100644 --- a/code/game/objects/items/teleportation.dm +++ b/code/game/objects/items/teleportation.dm @@ -107,7 +107,7 @@ throw_speed = 3 throw_range = 5 custom_materials = list(/datum/material/iron=10000) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 100, ACID = 100) resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF var/list/active_portal_pairs var/max_portal_pairs = 3 diff --git a/code/game/objects/items/tools/crowbar.dm b/code/game/objects/items/tools/crowbar.dm index 93f8915f95..8ddcda55e1 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") tool_behaviour = TOOL_CROWBAR toolspeed = 1 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30) wound_bonus = -10 bare_wound_bonus = 5 diff --git a/code/game/objects/items/tools/screwdriver.dm b/code/game/objects/items/tools/screwdriver.dm index 9f393a7fcb..4ef43b1177 100644 --- a/code/game/objects/items/tools/screwdriver.dm +++ b/code/game/objects/items/tools/screwdriver.dm @@ -20,7 +20,7 @@ usesound = list('sound/items/screwdriver.ogg', 'sound/items/screwdriver2.ogg') tool_behaviour = TOOL_SCREWDRIVER toolspeed = 1 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30) var/random_color = TRUE //if the screwdriver uses random coloring var/static/list/screwdriver_colors = list( "blue" = rgb(24, 97, 213), diff --git a/code/game/objects/items/tools/weldingtool.dm b/code/game/objects/items/tools/weldingtool.dm index 7688d2d342..209e104cbd 100644 --- a/code/game/objects/items/tools/weldingtool.dm +++ b/code/game/objects/items/tools/weldingtool.dm @@ -19,7 +19,7 @@ throw_speed = 3 throw_range = 5 w_class = WEIGHT_CLASS_SMALL - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 30) resistance_flags = FIRE_PROOF var/self_fueling = FALSE //Do we refill ourselves or not diff --git a/code/game/objects/items/tools/wirecutters.dm b/code/game/objects/items/tools/wirecutters.dm index cbca26e63c..9fa724e74a 100644 --- a/code/game/objects/items/tools/wirecutters.dm +++ b/code/game/objects/items/tools/wirecutters.dm @@ -20,7 +20,7 @@ tool_behaviour = TOOL_WIRECUTTER toolspeed = 1 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30) var/random_color = TRUE var/static/list/wirecutter_colors = list( "blue" = rgb(24, 97, 213), diff --git a/code/game/objects/items/tools/wrench.dm b/code/game/objects/items/tools/wrench.dm index 9a0db3b92b..8f60ab9d4a 100644 --- a/code/game/objects/items/tools/wrench.dm +++ b/code/game/objects/items/tools/wrench.dm @@ -17,7 +17,7 @@ attack_verb = list("bashed", "battered", "bludgeoned", "whacked") tool_behaviour = TOOL_WRENCH toolspeed = 1 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30) wound_bonus = -10 bare_wound_bonus = 5 diff --git a/code/game/objects/items/vending_items.dm b/code/game/objects/items/vending_items.dm index 2964d31259..325827c3d0 100755 --- a/code/game/objects/items/vending_items.dm +++ b/code/game/objects/items/vending_items.dm @@ -17,7 +17,7 @@ throw_speed = 1 throw_range = 7 w_class = WEIGHT_CLASS_BULKY - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, 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/weaponry.dm b/code/game/objects/items/weaponry.dm index b00d736282..9055dd073d 100644 --- a/code/game/objects/items/weaponry.dm +++ b/code/game/objects/items/weaponry.dm @@ -11,7 +11,7 @@ throw_range = 7 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) @@ -67,7 +67,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 block_chance = 50 sharpness = SHARP_EDGED max_integrity = 200 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50) resistance_flags = FIRE_PROOF total_mass = TOTAL_MASS_MEDIEVAL_WEAPON @@ -250,7 +250,7 @@ for further reading, please see: https://github.com/tgstation/tgstation/pull/301 block_chance = 50 sharpness = SHARP_EDGED max_integrity = 200 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50) resistance_flags = FIRE_PROOF total_mass = TOTAL_MASS_MEDIEVAL_WEAPON diff --git a/code/game/objects/obj_defense.dm b/code/game/objects/obj_defense.dm index 33c683a6cc..e7ab7214b7 100644 --- a/code/game/objects/obj_defense.dm +++ b/code/game/objects/obj_defense.dm @@ -22,7 +22,7 @@ //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) // TODO: Refactor armor datums and types entirely jfc + if(damage_flag == MELEE && damage_amount < damage_deflection) // TODO: Refactor armor datums and types entirely jfc return 0 switch(damage_type) if(BRUTE) @@ -54,7 +54,7 @@ var/obj/O = AM if(O.damtype == STAMINA) throwdamage = 0 - take_damage(throwdamage, BRUTE, "melee", 1, get_dir(src, AM)) + take_damage(throwdamage, BRUTE, MELEE, 1, get_dir(src, AM)) /obj/ex_act(severity, target, origin) if(resistance_flags & INDESTRUCTIBLE) @@ -69,9 +69,9 @@ obj_integrity = 0 qdel(src) 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/wave_ex_act(power, datum/wave_explosion/explosion, dir) if(resistance_flags & INDESTRUCTIBLE) @@ -81,7 +81,7 @@ obj_integrity = 0 qdel(src) return - take_damage(wave_explosion_damage(power, explosion), BRUTE, "bomb", 0) + take_damage(wave_explosion_damage(power, explosion), BRUTE, BOMB, 0) /obj/proc/wave_explosion_damage(power, datum/wave_explosion/explosion) return (explosion_flags & EXPLOSION_FLAG_HARD_OBSTACLE)? EXPLOSION_POWER_STANDARD_SCALE_HARD_OBSTACLE_DAMAGE(power, explosion.hard_obstacle_mod) : EXPLOSION_POWER_STANDARD_SCALE_OBJECT_DAMAGE(power, explosion.object_damage_mod) @@ -106,7 +106,7 @@ user.say(pick(";RAAAAAAAARGH!", ";HNNNNNNNNNGGGGGGH!", ";GWAAAAAAAARRRHHH!", "NNNNNNNNGGGGGGGGHH!", ";AAAAAAARRRGH!" ), forced="hulk") 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 1 return 0 @@ -115,7 +115,7 @@ 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 if(SEND_SIGNAL(src, COMSIG_OBJ_ATTACK_GENERIC, user, damage_amount, damage_type, damage_flag, sound_effect, armor_penetration) & COMPONENT_STOP_GENERIC_ATTACK) @@ -127,7 +127,7 @@ user.DelayNextAction(CLICK_CD_MELEE) /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(src.loc, 'sound/weapons/slash.ogg', 100, 1) /obj/attack_animal(mob/living/simple_animal/M) @@ -141,9 +141,9 @@ 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, 1) @@ -167,7 +167,7 @@ return if(istype(src, /obj/machinery/atmospherics)) return - attack_generic(user, rand(10, 15), BRUTE, "melee", 1) + attack_generic(user, rand(10, 15), BRUTE, MELEE, 1) #undef BLACKLISTED_OBJECTS @@ -181,7 +181,7 @@ ///// ACID -GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', "acid")) +GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/effects/effects.dmi', ACID)) //the obj's reaction when touched by acid /obj/acid_act(acidpwr, acid_volume) @@ -211,7 +211,7 @@ GLOBAL_DATUM_INIT(acid_overlay, /mutable_appearance, mutable_appearance('icons/e if(T.intact && level == 1) //fire can't damage things hidden below the floor. 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 |= ON_FIRE SSfire_burning.processing[src] = src @@ -260,9 +260,9 @@ 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/objs.dm b/code/game/objects/objs.dm index cf256dd6fc..5d16a44c00 100644 --- a/code/game/objects/objs.dm +++ b/code/game/objects/objs.dm @@ -280,15 +280,15 @@ if (islist(result)) if (result["button"] != 2) // If the user pressed the cancel button // text2num conveniently returns a null on invalid values - armor = armor.setRating(melee = text2num(result["values"]["melee"]),\ - bullet = text2num(result["values"]["bullet"]),\ - laser = text2num(result["values"]["laser"]),\ - energy = text2num(result["values"]["energy"]),\ - bomb = text2num(result["values"]["bomb"]),\ - bio = text2num(result["values"]["bio"]),\ - rad = text2num(result["values"]["rad"]),\ - fire = text2num(result["values"]["fire"]),\ - acid = text2num(result["values"]["acid"])) + armor = armor.setRating(melee = text2num(result["values"][MELEE]),\ + bullet = text2num(result["values"][BULLET]),\ + laser = text2num(result["values"][LASER]),\ + energy = text2num(result["values"][ENERGY]),\ + bomb = text2num(result["values"][BOMB]),\ + bio = text2num(result["values"][BIO]),\ + rad = text2num(result["values"][RAD]),\ + fire = text2num(result["values"][FIRE]),\ + acid = text2num(result["values"][ACID])) log_admin("[key_name(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]") message_admins("[key_name_admin(usr)] modified the armor on [src] ([type]) to melee: [armor.melee], bullet: [armor.bullet], laser: [armor.laser], energy: [armor.energy], bomb: [armor.bomb], bio: [armor.bio], rad: [armor.rad], fire: [armor.fire], acid: [armor.acid]") if(href_list[VV_HK_MASS_DEL_TYPE]) diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm index 52036427c8..f712c2e5f9 100644 --- a/code/game/objects/structures.dm +++ b/code/game/objects/structures.dm @@ -16,7 +16,7 @@ /obj/structure/Initialize() 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) . = ..() if(smooth) queue_smooth(src) @@ -114,4 +114,4 @@ return "It's falling apart!" /obj/structure/rust_heretic_act() - take_damage(500, BRUTE, "melee", 1) + take_damage(500, BRUTE, MELEE, 1) diff --git a/code/game/objects/structures/barsigns.dm b/code/game/objects/structures/barsigns.dm index a96d39316e..86c7031127 100644 --- a/code/game/objects/structures/barsigns.dm +++ b/code/game/objects/structures/barsigns.dm @@ -6,7 +6,7 @@ req_access = list(ACCESS_BAR) max_integrity = 500 integrity_failure = 0.5 - armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) buildable_sign = 0 var/list/barsigns=list() var/panel_open = FALSE diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm index af4d098157..e6516b04d2 100644 --- a/code/game/objects/structures/crates_lockers/closets.dm +++ b/code/game/objects/structures/crates_lockers/closets.dm @@ -6,7 +6,7 @@ density = TRUE max_integrity = 200 integrity_failure = 0.25 - armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60) + armor = list(MELEE = 20, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60) var/icon_door = null var/icon_door_override = FALSE //override to have open overlay use icon different to its base's 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 4266f006ec..22996339ef 100644 --- a/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm +++ b/code/game/objects/structures/crates_lockers/closets/secure/secure_closets.dm @@ -4,12 +4,12 @@ locked = TRUE icon_state = "secure" max_integrity = 250 - armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80) + armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80) secure = TRUE var/melee_min_damage = 20 /obj/structure/closet/secure_closet/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) - if(damage_flag == "melee" && damage_amount < melee_min_damage) + if(damage_flag == MELEE && damage_amount < melee_min_damage) return 0 . = ..() diff --git a/code/game/objects/structures/crates_lockers/crates/secure.dm b/code/game/objects/structures/crates_lockers/crates/secure.dm index f63f3afbd9..e60454a7ce 100644 --- a/code/game/objects/structures/crates_lockers/crates/secure.dm +++ b/code/game/objects/structures/crates_lockers/crates/secure.dm @@ -5,11 +5,11 @@ secure = TRUE locked = TRUE max_integrity = 500 - armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80) + armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80) var/tamperproof = 0 /obj/structure/closet/crate/secure/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) - if(damage_flag == "melee" && damage_amount < 25) + if(damage_flag == MELEE && damage_amount < 25) return 0 . = ..() diff --git a/code/game/objects/structures/displaycase.dm b/code/game/objects/structures/displaycase.dm index ce2acdbdf7..04b78f2145 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 = 0.25 attack_hand_speed = CLICK_CD_MELEE diff --git a/code/game/objects/structures/fireaxe.dm b/code/game/objects/structures/fireaxe.dm index a247908b3b..54be2755bc 100644 --- a/code/game/objects/structures/fireaxe.dm +++ b/code/game/objects/structures/fireaxe.dm @@ -6,7 +6,7 @@ plane = ABOVE_WALL_PLANE 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) max_integrity = 150 integrity_failure = 0.33 var/locked = TRUE diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index a09ce578e7..75b0ebc6a1 100644 --- a/code/game/objects/structures/grille.dm +++ b/code/game/objects/structures/grille.dm @@ -8,7 +8,7 @@ flags_1 = CONDUCT_1 pressure_resistance = 5*ONE_ATMOSPHERE layer = BELOW_OBJ_LAYER - 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 attack_hand_is_action = TRUE attack_hand_speed = 8 @@ -91,7 +91,7 @@ user.DelayNextAction(flush = TRUE) user.do_attack_animation(src) if(!shock(user, 70) && !QDELETED(src)) //Last hit still shocks but shouldn't deal damage to the grille) - take_damage(rand(5,10), BRUTE, "melee", 1) + take_damage(rand(5,10), BRUTE, MELEE, 1) /obj/structure/grille/attack_paw(mob/user) return attack_hand(user) @@ -113,7 +113,7 @@ user.visible_message("[user] hits [src].", null, null, COMBAT_MESSAGE_RANGE) log_combat(user, src, "hit") 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) if(!user.CheckActionCooldown(CLICK_CD_MELEE)) @@ -122,7 +122,7 @@ user.do_attack_animation(src) user.visible_message("[user] mangles [src].", null, null, COMBAT_MESSAGE_RANGE) 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) if(istype(mover) && (mover.pass_flags & PASSGRILLE)) diff --git a/code/game/objects/structures/holosign.dm b/code/game/objects/structures/holosign.dm index cb9309c4c4..7349865529 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 var/init_vis_overlay = TRUE rad_flags = RAD_NO_CONTAMINATE @@ -32,7 +32,7 @@ return user.do_attack_animation(src, ATTACK_EFFECT_PUNCH) user.DelayNextAction(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) @@ -130,11 +130,11 @@ allow_walk = 0 /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. return BULLET_ACT_HIT /obj/structure/holosign/barrier/medical @@ -181,7 +181,7 @@ 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. return BULLET_ACT_HIT /obj/structure/holosign/barrier/cyborg/hacked/proc/cooldown() diff --git a/code/game/objects/structures/lattice.dm b/code/game/objects/structures/lattice.dm index 13f86d13bd..e86123eb25 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 b2f1de8750..387872e448 100644 --- a/code/game/objects/structures/mineral_doors.dm +++ b/code/game/objects/structures/mineral_doors.dm @@ -16,7 +16,7 @@ var/isSwitchingStates = 0 var/close_delay = -1 //-1 if does not auto close. 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) var/sheetType = /obj/item/stack/sheet/metal var/sheetAmount = 7 var/openSound = 'sound/effects/stonedoor_openclose.ogg' diff --git a/code/game/objects/structures/plasticflaps.dm b/code/game/objects/structures/plasticflaps.dm index 46d5316458..d1e6849e87 100644 --- a/code/game/objects/structures/plasticflaps.dm +++ b/code/game/objects/structures/plasticflaps.dm @@ -3,7 +3,7 @@ desc = "Heavy duty, airtight, plastic flaps. Definitely can't get past those. No way." icon = 'icons/obj/stationobjs.dmi' icon_state = "plasticflaps" - armor = list("melee" = 100, "bullet" = 80, "laser" = 80, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 50, "acid" = 50) + armor = list(MELEE = 100, BULLET = 80, LASER = 80, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 50, ACID = 50) density = FALSE anchored = TRUE CanAtmosPass = ATMOS_PASS_NO diff --git a/code/game/objects/structures/signs/_signs.dm b/code/game/objects/structures/signs/_signs.dm index 8b82cdba5e..0e4f85572c 100644 --- a/code/game/objects/structures/signs/_signs.dm +++ b/code/game/objects/structures/signs/_signs.dm @@ -6,7 +6,7 @@ plane = ABOVE_WALL_PLANE layer = SIGN_LAYER 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) var/buildable_sign = 1 //unwrenchable and modifiable rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index 24342e44bd..24e987e979 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -317,7 +317,7 @@ 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/New() @@ -395,7 +395,7 @@ canSmoothWith = null max_integrity = 270 resistance_flags = ACID_PROOF - armor = list("melee" = 10, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100) + armor = list(MELEE = 10, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 80, ACID = 100) var/list/debris = list() /obj/structure/table/plasmaglass/New() @@ -558,7 +558,7 @@ buildstack = /obj/item/stack/sheet/plasteel max_integrity = 200 integrity_failure = 0.25 - armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70) + armor = list(MELEE = 10, BULLET = 30, LASER = 30, ENERGY = 100, BOMB = 20, BIO = 0, RAD = 0, FIRE = 80, ACID = 70) /obj/structure/table/reinforced/deconstruction_hints(mob/user) if(deconstruction_ready) @@ -736,7 +736,7 @@ return user.do_attack_animation(src, ATTACK_EFFECT_KICK) user.visible_message("[user] kicks [src].", null, null, COMBAT_MESSAGE_RANGE) - 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 1e7f4fd64b..124388997d 100644 --- a/code/game/objects/structures/window.dm +++ b/code/game/objects/structures/window.dm @@ -31,7 +31,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) var/glass_amount = 1 can_be_unanchored = TRUE resistance_flags = ACID_PROOF - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100) CanAtmosPass = ATMOS_PASS_PROC var/real_explosion_block //ignore this, just use explosion_block var/breaksound = "shatter" @@ -595,7 +595,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) 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) max_integrity = 50 explosion_block = 1 wave_explosion_block = EXPLOSION_BLOCK_REINFORCED_WINDOW @@ -622,7 +622,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) icon_state = "plasmawindow" reinf = FALSE heat_resistance = 25000 - 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) max_integrity = 150 explosion_block = 1 wave_explosion_block = EXPLOSION_BLOCK_BOROSILICATE_WINDOW @@ -650,7 +650,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) reinf = TRUE extra_reinforced = TRUE heat_resistance = 50000 - 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) max_integrity = 500 explosion_block = 2 wave_explosion_block = EXPLOSION_BLOCK_EXTREME @@ -769,7 +769,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) flags_1 = PREVENT_CLICK_UNDER_1 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) smooth = SMOOTH_TRUE canSmoothWith = null explosion_block = 3 @@ -800,7 +800,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) reinf = TRUE extra_reinforced = 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) smooth = SMOOTH_TRUE canSmoothWith = null explosion_block = 3 @@ -826,7 +826,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) 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. wave_explosion_block = EXPLOSION_BLOCK_BOROSILICATE_WINDOW wave_explosion_multiply = EXPLOSION_DAMPEN_BOROSILICATE_WINDOW @@ -912,7 +912,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) decon_speed = 10 CanAtmosPass = ATMOS_PASS_YES resistance_flags = FLAMMABLE - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) breaksound = 'sound/items/poster_ripped.ogg' hitsound = 'sound/weapons/slashmiss.ogg' var/static/mutable_appearance/torn = mutable_appearance('icons/obj/smooth_structures/paperframes.dmi',icon_state = "torn", layer = ABOVE_OBJ_LAYER - 0.1) @@ -933,7 +933,7 @@ GLOBAL_LIST_EMPTY(electrochromatic_window_lookup) user.visible_message("[user] knocks on [src].") playsound(src, "pageturn", 50, 1) else - take_damage(4,BRUTE,"melee", 0) + take_damage(4,BRUTE,MELEE, 0) playsound(src, hitsound, 50, 1) if(!QDELETED(src)) user.visible_message("[user] tears a hole in [src].") diff --git a/code/game/shuttle_engines.dm b/code/game/shuttle_engines.dm index e5d58c3e1b..b0f06a1495 100644 --- a/code/game/shuttle_engines.dm +++ b/code/game/shuttle_engines.dm @@ -8,7 +8,7 @@ icon = 'icons/turf/shuttle.dmi' resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF max_integrity = 500 - armor = list("melee" = 100, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70) //default + ignores melee + armor = list(MELEE = 100, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70) //default + ignores melee /obj/structure/shuttle/engine name = "engine" diff --git a/code/game/turfs/turf.dm b/code/game/turfs/turf.dm index aaf8364229..f6b2ace36c 100755 --- a/code/game/turfs/turf.dm +++ b/code/game/turfs/turf.dm @@ -380,7 +380,7 @@ GLOBAL_LIST_EMPTY(station_turfs) M.adjustBruteLoss(damage) M.Unconscious(damage * 4) for(var/obj/vehicle/sealed/mecha/M in src) - M.take_damage(damage*2, BRUTE, "melee", 1) + M.take_damage(damage*2, BRUTE, MELEE, 1) /turf/proc/Bless() new /obj/effect/blessing(src) diff --git a/code/modules/antagonists/abductor/equipment/abduction_gear.dm b/code/modules/antagonists/abductor/equipment/abduction_gear.dm index 011d175cfa..6df4fc52ec 100644 --- a/code/modules/antagonists/abductor/equipment/abduction_gear.dm +++ b/code/modules/antagonists/abductor/equipment/abduction_gear.dm @@ -13,7 +13,7 @@ icon_state = "vest_stealth" item_state = "armor" blood_overlay_type = "armor" - 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, @@ -27,8 +27,8 @@ 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) /obj/item/clothing/suit/armor/abductor/vest/Initialize() . = ..() diff --git a/code/modules/antagonists/blob/blob/blobs/core.dm b/code/modules/antagonists/blob/blob/blobs/core.dm index ef7c01a781..317dcb2522 100644 --- a/code/modules/antagonists/blob/blob/blobs/core.dm +++ b/code/modules/antagonists/blob/blob/blobs/core.dm @@ -4,7 +4,7 @@ icon_state = "blank_blob" desc = "A huge, pulsating yellow mass." max_integrity = 400 - armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 5, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 90) // Last stand + armor = list(MELEE = 30, BULLET = 30, LASER = 20, ENERGY = 5, BOMB = 70, BIO = 0, RAD = 0, FIRE = 75, ACID = 90) // Last stand explosion_block = 6 point_return = -1 health_regen = 0 //we regen in Life() instead of when pulsed @@ -47,7 +47,7 @@ /obj/structure/blob/core/ex_act(severity, target, origin) 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/modules/antagonists/blob/blob/blobs/factory.dm b/code/modules/antagonists/blob/blob/blobs/factory.dm index dfb3c6d71b..ae2c7f53ef 100644 --- a/code/modules/antagonists/blob/blob/blobs/factory.dm +++ b/code/modules/antagonists/blob/blob/blobs/factory.dm @@ -6,7 +6,7 @@ max_integrity = 200 health_regen = 1 point_return = 25 - armor = list("melee" = 10, "bullet" = 20, "laser" = 15, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) + armor = list(MELEE = 10, BULLET = 20, LASER = 15, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) var/list/spores = list() var/mob/living/simple_animal/hostile/blob/blobbernaut/naut = null var/max_spores = 3 diff --git a/code/modules/antagonists/blob/blob/blobs/node.dm b/code/modules/antagonists/blob/blob/blobs/node.dm index 14fbc741c0..d88e5e794c 100644 --- a/code/modules/antagonists/blob/blob/blobs/node.dm +++ b/code/modules/antagonists/blob/blob/blobs/node.dm @@ -4,7 +4,7 @@ icon_state = "blank_blob" desc = "A large, pulsating yellow mass." 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) health_regen = 3 point_return = 25 diff --git a/code/modules/antagonists/blob/blob/blobs/resource.dm b/code/modules/antagonists/blob/blob/blobs/resource.dm index 2ed9744327..ea5c6b14a5 100644 --- a/code/modules/antagonists/blob/blob/blobs/resource.dm +++ b/code/modules/antagonists/blob/blob/blobs/resource.dm @@ -5,7 +5,7 @@ desc = "A thin spire of slightly swaying tendrils." max_integrity = 60 point_return = 15 - armor = list("melee" = 10, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) + armor = list(MELEE = 10, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 15, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) var/resource_delay = 0 /obj/structure/blob/resource/scannerreport() diff --git a/code/modules/antagonists/blob/blob/blobs/shield.dm b/code/modules/antagonists/blob/blob/blobs/shield.dm index 38e6edc6d4..4dbbeb4708 100644 --- a/code/modules/antagonists/blob/blob/blobs/shield.dm +++ b/code/modules/antagonists/blob/blob/blobs/shield.dm @@ -9,7 +9,7 @@ explosion_block = 3 point_return = 4 atmosblock = TRUE - armor = list("melee" = 25, "bullet" = 25, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) + armor = list(MELEE = 25, BULLET = 25, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) var/weakened /obj/structure/blob/shield/scannerreport() @@ -28,7 +28,7 @@ desc = "[damaged_desc]" atmosblock = FALSE if(!weakened) - armor = armor.setRating("melee" = 15, "bullet" = 15, "laser" = 5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) + armor = armor.setRating(MELEE = 15, BULLET = 15, LASER = 5, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) weakened = TRUE else icon_state = initial(icon_state) @@ -36,7 +36,7 @@ desc = initial(desc) atmosblock = TRUE if(weakened) - armor = armor.setRating("melee" = 25, "bullet" = 25, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) + armor = armor.setRating(MELEE = 25, BULLET = 25, LASER = 15, ENERGY = 10, BOMB = 20, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) weakened = FALSE air_update_turf(1) diff --git a/code/modules/antagonists/blob/blob/blobstrains/blazing_oil.dm b/code/modules/antagonists/blob/blob/blobstrains/blazing_oil.dm index f97e271e72..be08266687 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/blazing_oil.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/blazing_oil.dm @@ -14,15 +14,15 @@ reagent = /datum/reagent/blob/blazing_oil /datum/blobstrain/reagent/blazing_oil/extinguish_reaction(obj/structure/blob/B) - B.take_damage(1.5, BURN, "energy") + B.take_damage(1.5, BURN, ENERGY) /datum/blobstrain/reagent/blazing_oil/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag) - if(damage_type == BURN && damage_flag != "energy") + if(damage_type == BURN && damage_flag != ENERGY) for(var/turf/open/T in range(1, B)) var/obj/structure/blob/C = locate() in T if(!(C && C.overmind && C.overmind.blobstrain.type == B.overmind.blobstrain.type) && prob(80)) new /obj/effect/hotspot(T) - if(damage_flag == "fire") + if(damage_flag == FIRE) return 0 return ..() diff --git a/code/modules/antagonists/blob/blob/blobstrains/electromagnetic_web.dm b/code/modules/antagonists/blob/blob/blobstrains/electromagnetic_web.dm index 7a1715cb4a..f2b00a981e 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/electromagnetic_web.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/electromagnetic_web.dm @@ -17,7 +17,7 @@ return damage * 1.25 //a laser will do 25 damage, which will kill any normal blob /datum/blobstrain/reagent/electromagnetic_web/death_reaction(obj/structure/blob/B, damage_flag) - if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") + if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) empulse_using_range(B.loc, 5) //less than screen range, so you can stand out of range to avoid it /datum/reagent/blob/electromagnetic_web diff --git a/code/modules/antagonists/blob/blob/blobstrains/energized_jelly.dm b/code/modules/antagonists/blob/blob/blobstrains/energized_jelly.dm index 66ce3c303d..c22b429e1b 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/energized_jelly.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/energized_jelly.dm @@ -10,7 +10,7 @@ reagent = /datum/reagent/blob/energized_jelly /datum/blobstrain/reagent/energized_jelly/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag) - if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && B.obj_integrity - damage <= 0 && prob(10)) + if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && B.obj_integrity - damage <= 0 && prob(10)) do_sparks(rand(2, 4), FALSE, B) return ..() @@ -19,7 +19,7 @@ /datum/blobstrain/reagent/energized_jelly/emp_reaction(obj/structure/blob/B, severity) var/damage = rand(30, 50) - severity * rand(10, 15) - B.take_damage(damage, BURN, "energy") + B.take_damage(damage, BURN, ENERGY) /datum/reagent/blob/energized_jelly name = "Energized Jelly" diff --git a/code/modules/antagonists/blob/blob/blobstrains/explosive_lattice.dm b/code/modules/antagonists/blob/blob/blobstrains/explosive_lattice.dm index 3d005ba913..c805069a9c 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/explosive_lattice.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/explosive_lattice.dm @@ -12,9 +12,9 @@ reagent = /datum/reagent/blob/explosive_lattice /datum/blobstrain/reagent/explosive_lattice/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag) - if(damage_flag == "bomb") + if(damage_flag == BOMB) return 0 - else if(damage_flag != "melee" && damage_flag != "bullet" && damage_flag != "laser") + else if(damage_flag != MELEE && damage_flag != BULLET && damage_flag != LASER) return damage * 1.5 return ..() diff --git a/code/modules/antagonists/blob/blob/blobstrains/pressurized_slime.dm b/code/modules/antagonists/blob/blob/blobstrains/pressurized_slime.dm index 11477712e7..6b19ff2257 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/pressurized_slime.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/pressurized_slime.dm @@ -13,12 +13,12 @@ reagent = /datum/reagent/blob/pressurized_slime /datum/blobstrain/reagent/pressurized_slime/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag) - if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") || damage_type != BURN) + if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) || damage_type != BURN) extinguisharea(B, damage) return ..() /datum/blobstrain/reagent/pressurized_slime/death_reaction(obj/structure/blob/B, damage_flag) - if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") + if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) B.visible_message("The blob ruptures, spraying the area with liquid!") extinguisharea(B, 50) diff --git a/code/modules/antagonists/blob/blob/blobstrains/reactive_spines.dm b/code/modules/antagonists/blob/blob/blobstrains/reactive_spines.dm index fca56d1402..84ff383dd1 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/reactive_spines.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/reactive_spines.dm @@ -13,7 +13,7 @@ /datum/blobstrain/reagent/reactive_spines/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag) if(damage && damage_type == BRUTE && B.obj_integrity - damage > 0) //is there any damage, is it brute, and will we be alive - if(damage_flag == "melee") + if(damage_flag == MELEE) B.visible_message("The blob retaliates, lashing out!") for(var/atom/A in range(1, B)) A.blob_act(B) diff --git a/code/modules/antagonists/blob/blob/blobstrains/shifting_fragments.dm b/code/modules/antagonists/blob/blob/blobstrains/shifting_fragments.dm index 9265158e1b..d4930a9a61 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/shifting_fragments.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/shifting_fragments.dm @@ -14,7 +14,7 @@ B.forceMove(T) /datum/blobstrain/reagent/shifting_fragments/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag) - if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage > 0 && B.obj_integrity - damage > 0 && prob(60-damage)) + if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && damage > 0 && B.obj_integrity - damage > 0 && prob(60-damage)) var/list/blobstopick = list() for(var/obj/structure/blob/OB in orange(1, B)) if((istype(OB, /obj/structure/blob/normal) || (istype(OB, /obj/structure/blob/shield) && prob(25))) && OB.overmind && OB.overmind.blobstrain.type == B.overmind.blobstrain.type) diff --git a/code/modules/antagonists/blob/blob/blobstrains/synchronous_mesh.dm b/code/modules/antagonists/blob/blob/blobstrains/synchronous_mesh.dm index daad0068e2..ad6b36cf42 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/synchronous_mesh.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/synchronous_mesh.dm @@ -11,7 +11,7 @@ message = "The blobs strike you" /datum/blobstrain/reagent/synchronous_mesh/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag) - if(damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") //the cause isn't fire or bombs, so split the damage + if(damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) //the cause isn't fire or bombs, so split the damage var/damagesplit = 1 //maximum split is 9, reducing the damage each blob takes to 11% but doing that damage to 9 blobs for(var/obj/structure/blob/C in orange(1, B)) if(!istype(C, /obj/structure/blob/core) && !istype(C, /obj/structure/blob/node) && C.overmind && C.overmind.blobstrain.type == B.overmind.blobstrain.type) //if it doesn't have the same chemical or is a core or node, don't split damage to it diff --git a/code/modules/antagonists/blob/blob/blobstrains/zombifying_pods.dm b/code/modules/antagonists/blob/blob/blobstrains/zombifying_pods.dm index b2bb9d5115..6fba19b487 100644 --- a/code/modules/antagonists/blob/blob/blobstrains/zombifying_pods.dm +++ b/code/modules/antagonists/blob/blob/blobstrains/zombifying_pods.dm @@ -12,7 +12,7 @@ reagent = /datum/reagent/blob/zombifying_pods /datum/blobstrain/reagent/zombifying_pods/damage_reaction(obj/structure/blob/B, damage, damage_type, damage_flag) - if((damage_flag == "melee" || damage_flag == "bullet" || damage_flag == "laser") && damage <= 20 && B.obj_integrity - damage <= 0 && prob(30)) //if the cause isn't fire or a bomb, the damage is less than 21, we're going to die from that damage, 20% chance of a shitty spore. + if((damage_flag == MELEE || damage_flag == BULLET || damage_flag == LASER) && damage <= 20 && B.obj_integrity - damage <= 0 && prob(30)) //if the cause isn't fire or a bomb, the damage is less than 21, we're going to die from that damage, 20% chance of a shitty spore. B.visible_message("A spore floats free of the blob!") var/mob/living/simple_animal/hostile/blob/blobspore/weak/BS = new/mob/living/simple_animal/hostile/blob/blobspore/weak(B.loc) BS.overmind = B.overmind diff --git a/code/modules/antagonists/blob/blob/theblob.dm b/code/modules/antagonists/blob/blob/theblob.dm index 8ca7e65c3f..361ae58062 100644 --- a/code/modules/antagonists/blob/blob/theblob.dm +++ b/code/modules/antagonists/blob/blob/theblob.dm @@ -11,7 +11,7 @@ CanAtmosPass = ATMOS_PASS_PROC 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. 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/health_regen = 2 //how much health this blob regens when pulsed var/pulse_timestamp = 0 //we got pulsed when? var/heal_timestamp = 0 //we got healed when? @@ -210,9 +210,9 @@ . = ..() if(overmind) if(overmind.blobstrain.tesla_reaction(src, power)) - take_damage(power/400, BURN, "energy") + take_damage(power/400, BURN, ENERGY) else - take_damage(power/400, BURN, "energy") + take_damage(power/400, BURN, ENERGY) /obj/structure/blob/extinguish() ..() diff --git a/code/modules/antagonists/bloodsucker/objects/bloodsucker_coffin.dm b/code/modules/antagonists/bloodsucker/objects/bloodsucker_coffin.dm index 881da8f282..d58190cf66 100644 --- a/code/modules/antagonists/bloodsucker/objects/bloodsucker_coffin.dm +++ b/code/modules/antagonists/bloodsucker/objects/bloodsucker_coffin.dm @@ -54,7 +54,7 @@ resistance_flags = NONE max_integrity = 100 integrity_failure = 0.5 - armor = list("melee" = 50, "bullet" = 20, "laser" = 30, "energy" = 0, "bomb" = 50, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60) + armor = list(MELEE = 50, BULLET = 20, LASER = 30, ENERGY = 0, BOMB = 50, BIO = 0, RAD = 0, FIRE = 70, ACID = 60) /obj/structure/closet/crate/coffin/meatcoffin name = "meat coffin" @@ -69,7 +69,7 @@ material_drop = /obj/item/reagent_containers/food/snacks/meat/slab material_drop_amount = 3 integrity_failure = 0.57 - armor = list("melee" = 70, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100) + armor = list(MELEE = 70, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 70, BIO = 0, RAD = 0, FIRE = 70, ACID = 100) /obj/structure/closet/crate/coffin/metalcoffin name = "metal coffin" @@ -85,7 +85,7 @@ material_drop_amount = 5 max_integrity = 200 integrity_failure = 0.25 - armor = list("melee" = 40, "bullet" = 15, "laser" = 50, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60) + armor = list(MELEE = 40, BULLET = 15, LASER = 50, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 70, ACID = 60) ////////////////////////////////////////////// diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm index ec95ee4ef6..36653a1385 100644 --- a/code/modules/antagonists/changeling/powers/mutations.dm +++ b/code/modules/antagonists/changeling/powers/mutations.dm @@ -503,7 +503,7 @@ item_flags = DROPDEL clothing_flags = STOPSPRESSUREDAMAGE //Not THICKMATERIAL because it's organic tissue, so if somebody tries to inject something into it, it still ends up in your blood. (also balance but muh fluff) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/oxygen) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) //No armor at all. + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) //No armor at all. mutantrace_variation = NONE /obj/item/clothing/suit/space/changeling/Initialize() @@ -524,7 +524,7 @@ desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front." item_flags = DROPDEL clothing_flags = STOPSPRESSUREDAMAGE - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 90) flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH /obj/item/clothing/head/helmet/space/changeling/Initialize() @@ -558,7 +558,7 @@ icon_state = "lingarmor" item_flags = DROPDEL body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS - armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90) + armor = list(MELEE = 70, BULLET = 60, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 4, RAD = 0, FIRE = 50, ACID = 90) flags_inv = HIDEJUMPSUIT cold_protection = 0 heat_protection = 0 @@ -574,7 +574,7 @@ desc = "A tough, hard covering of black chitin with transparent chitin in front." icon_state = "lingarmorhelmet" item_flags = DROPDEL - armor = list("melee" = 70, "bullet" = 60, "laser" = 30, "energy" = 40, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 50, "acid" = 90) + armor = list(MELEE = 70, BULLET = 60, LASER = 30, ENERGY = 40, BOMB = 10, BIO = 4, RAD = 0, FIRE = 50, ACID = 90) flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE /obj/item/clothing/head/helmet/changeling/Initialize() @@ -653,7 +653,7 @@ cold_protection = HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT - armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0) + armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 35, BIO = 35, RAD = 35, FIRE = 0, ACID = 0) /obj/item/clothing/gloves/claws/Initialize() . = ..() @@ -697,7 +697,7 @@ cold_protection = ARMS|HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT - armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0) + armor = list(MELEE = 20, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 35, BIO = 35, RAD = 35, FIRE = 0, ACID = 0) enhancement = 6 // first, do harm. all of it. all of the harm. just fuck em up. wound_enhancement = 6 var/fast_enhancement = 6 diff --git a/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_shield.dm b/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_shield.dm index 1b6979300f..47105938e6 100644 --- a/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_shield.dm +++ b/code/modules/antagonists/clockcult/clock_items/clock_weapons/ratvarian_shield.dm @@ -7,7 +7,7 @@ item_state = "ratvarian_shield" desc = "A resilient shield made out of brass.. It feels warm to the touch." var/clockwork_desc = "A powerful shield of ratvarian making. It absorbs blocked attacks to charge devastating bashes." - armor = list("melee" = 80, "bullet" = 70, "laser" = -10, "energy" = -20, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) + armor = list(MELEE = 80, BULLET = 70, LASER = -10, ENERGY = -20, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100) shield_flags = SHIELD_FLAGS_DEFAULT | SHIELD_KINETIC_STRONG | SHIELD_ENERGY_WEAK max_integrity = 300 //High integrity, extremely strong against melee / bullets, but still quite easy to destroy with lasers and energy repair_material = /obj/item/stack/tile/brass diff --git a/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm b/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm index b5f2a358e6..bacf014e14 100644 --- a/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm +++ b/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm @@ -8,7 +8,7 @@ resistance_flags = FIRE_PROOF | ACID_PROOF flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE|HIDESNOUT mutantrace_variation = STYLE_MUZZLE - armor = list("melee" = 50, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100, "magic" = 60, "wound" = 65) + armor = list(MELEE = 50, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65) /obj/item/clothing/head/helmet/clockwork/Initialize() . = ..() @@ -68,7 +68,7 @@ cold_protection = CHEST|GROIN|LEGS heat_protection = CHEST|GROIN|LEGS resistance_flags = FIRE_PROOF | ACID_PROOF - armor = list("melee" = 60, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100, "magic" = 60, "wound" = 65) + armor = list(MELEE = 60, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 60, WOUND = 65) allowed = list(/obj/item/clockwork, /obj/item/clothing/glasses/wraith_spectacles, /obj/item/clothing/glasses/judicial_visor, /obj/item/mmi/posibrain/soul_vessel, /obj/item/reagent_containers/food/drinks/bottle/holyoil) mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC @@ -135,7 +135,7 @@ siemens_coefficient = 0 permeability_coefficient = 0.05 resistance_flags = FIRE_PROOF | ACID_PROOF - armor = list("melee" = 80, "bullet" = 70, "laser" = 0, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100, "magic" = 70, "wound" = 85) + armor = list(MELEE = 80, BULLET = 70, LASER = 0, ENERGY = 0, BOMB = 60, BIO = 0, RAD = 0, FIRE = 100, ACID = 100, MAGIC = 70, WOUND = 85) /obj/item/clothing/gloves/clockwork/Initialize() . = ..() diff --git a/code/modules/antagonists/clockcult/clock_structures/ark_of_the_clockwork_justicar.dm b/code/modules/antagonists/clockcult/clock_structures/ark_of_the_clockwork_justicar.dm index 44c57b77ad..496f6c0e6c 100644 --- a/code/modules/antagonists/clockcult/clock_structures/ark_of_the_clockwork_justicar.dm +++ b/code/modules/antagonists/clockcult/clock_structures/ark_of_the_clockwork_justicar.dm @@ -199,7 +199,7 @@ /obj/structure/destructible/clockwork/massive/celestial_gateway/ex_act(severity, target, origin) var/damage = max((obj_integrity * 0.7) / severity, 100) //requires multiple bombs to take down - take_damage(damage, BRUTE, "bomb", 0) + take_damage(damage, BRUTE, BOMB, 0) /obj/structure/destructible/clockwork/massive/celestial_gateway/proc/get_arrival_time(var/deciseconds = TRUE) if(seconds_until_activation) @@ -301,7 +301,7 @@ for(var/obj/O in orange(1, src)) if(!O.pulledby && !iseffect(O) && O.density) if(!step_away(O, src, 2) || get_dist(O, src) < 2) - O.take_damage(50, BURN, "bomb") + O.take_damage(50, BURN, BOMB) O.update_icon() conversion_pulse() //Converts the nearby area into clockcult-style diff --git a/code/modules/antagonists/clockcult/clock_structures/ocular_warden.dm b/code/modules/antagonists/clockcult/clock_structures/ocular_warden.dm index 44699b17ed..48b5876144 100644 --- a/code/modules/antagonists/clockcult/clock_structures/ocular_warden.dm +++ b/code/modules/antagonists/clockcult/clock_structures/ocular_warden.dm @@ -77,7 +77,7 @@ L.IgniteMob() else if(ismecha(target)) var/obj/vehicle/sealed/mecha/M = target - M.take_damage(damage_per_tick * get_efficiency_mod(), BURN, "melee", 1, get_dir(src, M)) + M.take_damage(damage_per_tick * get_efficiency_mod(), BURN, MELEE, 1, get_dir(src, M)) new /obj/effect/temp_visual/ratvar/ocular_warden(get_turf(target)) diff --git a/code/modules/antagonists/clockcult/clock_structures/traps/brass_skewer.dm b/code/modules/antagonists/clockcult/clock_structures/traps/brass_skewer.dm index ab4294df85..26000ef5f8 100644 --- a/code/modules/antagonists/clockcult/clock_structures/traps/brass_skewer.dm +++ b/code/modules/antagonists/clockcult/clock_structures/traps/brass_skewer.dm @@ -70,7 +70,7 @@ else var/obj/vehicle/sealed/mecha/M = locate() in get_turf(src) if(M) - M.take_damage(50,BRUTE,"melee") + M.take_damage(50,BRUTE,MELEE) M.visible_message("A massive brass spike erupts from the ground, penetrating \the [M] and shattering the trap into pieces!") addtimer(CALLBACK(src, .proc/take_damage, max_integrity), 1) else diff --git a/code/modules/antagonists/cult/cult_items.dm b/code/modules/antagonists/cult/cult_items.dm index 20e41828d4..2bfbe2be98 100644 --- a/code/modules/antagonists/cult/cult_items.dm +++ b/code/modules/antagonists/cult/cult_items.dm @@ -297,7 +297,7 @@ desc = "A torn, dust-caked hood. Strange letters line the inside." flags_inv = HIDEFACE|HIDEHAIR|HIDEEARS flags_cover = HEADCOVERSEYES - armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 65, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10) + armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 20, BOMB = 65, BIO = 10, RAD = 0, FIRE = 10, ACID = 10) cold_protection = HEAD min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT heat_protection = HEAD @@ -310,7 +310,7 @@ item_state = "cultrobes" body_parts_covered = CHEST|GROIN|LEGS|ARMS allowed = list(/obj/item/tome, /obj/item/melee/cultblade) - armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 65, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10) + armor = list(MELEE = 40, BULLET = 30, LASER = 40,ENERGY = 20, BOMB = 65, BIO = 10, RAD = 0, FIRE = 10, ACID = 10) flags_inv = HIDEJUMPSUIT cold_protection = CHEST|GROIN|LEGS|ARMS min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT @@ -350,7 +350,7 @@ item_state = "magus" desc = "A helm worn by the followers of Nar'Sie." flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEARS|HIDEEYES|HIDESNOUT - armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 20, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 10, "acid" = 10) + armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 20, BOMB = 0, BIO = 0, RAD = 0, FIRE = 10, ACID = 10) flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH mutantrace_variation = STYLE_MUZZLE @@ -361,7 +361,7 @@ item_state = "magusred" body_parts_covered = CHEST|GROIN|LEGS|ARMS allowed = list(/obj/item/tome, /obj/item/melee/cultblade) - armor = list("melee" = 50, "bullet" = 30, "laser" = 50,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10) + armor = list(MELEE = 50, BULLET = 30, LASER = 50,ENERGY = 20, BOMB = 25, BIO = 10, RAD = 0, FIRE = 10, ACID = 10) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT /obj/item/clothing/head/helmet/space/hardsuit/cult @@ -369,7 +369,7 @@ desc = "A heavily-armored helmet worn by warriors of the Nar'Sien cult. It can withstand hard vacuum." icon_state = "cult_helmet" item_state = "cult_helmet" - armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 40, "acid" = 75) + armor = list(MELEE = 60, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 40, ACID = 75) brightness_on = 0 actions_types = list() @@ -385,7 +385,7 @@ desc = "A heavily-armored exosuit worn by warriors of the Nar'Sien cult. It can withstand hard vacuum." w_class = WEIGHT_CLASS_BULKY allowed = list(/obj/item/tome, /obj/item/melee/cultblade, /obj/item/tank/internals/) - armor = list("melee" = 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) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/cult /obj/item/clothing/suit/space/hardsuit/cult/ComponentInitialize() @@ -413,7 +413,7 @@ icon_state = "cult_armor" item_state = "cult_armor" 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 = CHEST|GROIN|LEGS|ARMS allowed = list(/obj/item/tome, /obj/item/melee/cultblade) var/current_charges = 3 @@ -423,7 +423,7 @@ name = "empowered cultist armor" desc = "Empowered garb which creates a powerful shield around the user." icon_state = "cult_hoodalt" - armor = list("melee" = 50, "bullet" = 40, "laser" = 50,"energy" = 30, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 50, "acid" = 50) + armor = list(MELEE = 50, BULLET = 40, LASER = 50,ENERGY = 30, BOMB = 50, BIO = 30, RAD = 30, FIRE = 50, ACID = 50) body_parts_covered = HEAD flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS @@ -473,7 +473,7 @@ flags_inv = HIDEJUMPSUIT allowed = list(/obj/item/tome, /obj/item/melee/cultblade) body_parts_covered = CHEST|GROIN|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) slowdown = -1 hoodtype = /obj/item/clothing/head/hooded/berserkerhood @@ -483,7 +483,7 @@ icon_state = "culthood" body_parts_covered = HEAD flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS - 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) /obj/item/clothing/suit/hooded/cultrobes/berserker/equipped(mob/living/user, slot) ..() diff --git a/code/modules/antagonists/eldritch_cult/eldritch_items.dm b/code/modules/antagonists/eldritch_cult/eldritch_items.dm index c0f3e2be7c..7a304cfa14 100644 --- a/code/modules/antagonists/eldritch_cult/eldritch_items.dm +++ b/code/modules/antagonists/eldritch_cult/eldritch_items.dm @@ -177,7 +177,7 @@ allowed = list(/obj/item/melee/sickly_blade, /obj/item/forbidden_book, /obj/item/living_heart) hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/eldritch // slightly better than normal cult robes - armor = list("melee" = 50, "bullet" = 50, "laser" = 50,"energy" = 50, "bomb" = 35, "bio" = 20, "rad" = 0, "fire" = 20, "acid" = 20) + armor = list(MELEE = 50, BULLET = 50, LASER = 50,ENERGY = 50, BOMB = 35, BIO = 20, RAD = 0, FIRE = 20, ACID = 20) mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/reagent_containers/glass/beaker/eldritch @@ -193,7 +193,7 @@ flags_inv = NONE flags_cover = NONE desc = "Black like tar, doesn't reflect any light. Runic symbols line the outside, with each flash you lose comprehension of what you are seeing." - armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) obj_flags = NONE | EXAMINE_SKIP /obj/item/clothing/suit/hooded/cultrobes/void @@ -205,7 +205,7 @@ hoodtype = /obj/item/clothing/head/hooded/cult_hoodie/void flags_inv = NONE // slightly worse than normal cult robes - armor = list("melee" = 30, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 30, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) pocket_storage_component_path = /datum/component/storage/concrete/pockets/void_cloak mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON diff --git a/code/modules/antagonists/eldritch_cult/eldritch_magic.dm b/code/modules/antagonists/eldritch_cult/eldritch_magic.dm index bee2747626..18cec15a6d 100644 --- a/code/modules/antagonists/eldritch_cult/eldritch_magic.dm +++ b/code/modules/antagonists/eldritch_cult/eldritch_magic.dm @@ -406,7 +406,7 @@ if(M in hit_list) continue hit_list += M - M.take_damage(45, BURN, "melee", 1) + M.take_damage(45, BURN, MELEE, 1) sleep(1.5) /obj/effect/proc_holder/spell/targeted/shapeshift/eldritch diff --git a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm index eb98635e65..8c030d160c 100644 --- a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm +++ b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm @@ -612,7 +612,7 @@ This is here to make the tiles around the station mininuke change when it's arme icon_state = "nucleardisk" persistence_replacement = /obj/item/disk/nuclear/fake 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 var/fake = FALSE var/turf/lastlocation diff --git a/code/modules/atmospherics/machinery/airalarm.dm b/code/modules/atmospherics/machinery/airalarm.dm index 5ea4be80cb..de0135519c 100644 --- a/code/modules/atmospherics/machinery/airalarm.dm +++ b/code/modules/atmospherics/machinery/airalarm.dm @@ -75,7 +75,7 @@ req_access = list(ACCESS_ATMOSPHERICS) max_integrity = 250 integrity_failure = 0.33 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30) resistance_flags = FIRE_PROOF var/danger_level = 0 diff --git a/code/modules/atmospherics/machinery/atmosmachinery.dm b/code/modules/atmospherics/machinery/atmosmachinery.dm index 6f45599463..49fc0322df 100644 --- a/code/modules/atmospherics/machinery/atmosmachinery.dm +++ b/code/modules/atmospherics/machinery/atmosmachinery.dm @@ -55,7 +55,7 @@ normalize_cardinal_directions() nodes = new(device_type) if (!armor) - armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 70) + armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 100, ACID = 70) ..() if(process) if(interacts_with_air) diff --git a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm index c652a7f791..26086ce39c 100644 --- a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm +++ b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm @@ -4,7 +4,7 @@ icon_state = "pod-off" density = TRUE max_integrity = 350 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 30, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 30, ACID = 30) layer = ABOVE_WINDOW_LAYER plane = GAME_PLANE state_open = FALSE diff --git a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm index 80a8ee4bf3..98cb1bdf62 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 plane = GAME_PLANE circuit = /obj/item/circuitboard/machine/thermomachine diff --git a/code/modules/atmospherics/machinery/other/meter.dm b/code/modules/atmospherics/machinery/other/meter.dm index c17c93ab95..e7ea86851b 100644 --- a/code/modules/atmospherics/machinery/other/meter.dm +++ b/code/modules/atmospherics/machinery/other/meter.dm @@ -9,7 +9,7 @@ idle_power_usage = 2 active_power_usage = 4 max_integrity = 150 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 40, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 40, ACID = 0) var/frequency = 0 var/atom/target var/id_tag diff --git a/code/modules/atmospherics/machinery/pipes/pipes.dm b/code/modules/atmospherics/machinery/pipes/pipes.dm index e286cbbe7f..a514606e4d 100644 --- a/code/modules/atmospherics/machinery/pipes/pipes.dm +++ b/code/modules/atmospherics/machinery/pipes/pipes.dm @@ -109,7 +109,7 @@ . = list(parent) /obj/machinery/atmospherics/pipe/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) - if(damage_flag == "melee" && damage_amount < 12) + if(damage_flag == MELEE && damage_amount < 12) return 0 . = ..() diff --git a/code/modules/atmospherics/machinery/portable/canister.dm b/code/modules/atmospherics/machinery/portable/canister.dm index 868c5dafa3..f7bdc173f3 100644 --- a/code/modules/atmospherics/machinery/portable/canister.dm +++ b/code/modules/atmospherics/machinery/portable/canister.dm @@ -6,7 +6,7 @@ icon_state = "yellow" density = TRUE volume = 1000 - armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50) + armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 10, BIO = 100, RAD = 100, FIRE = 80, ACID = 50) max_integrity = 250 integrity_failure = 0.4 pressure_resistance = 7 * ONE_ATMOSPHERE diff --git a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm index 93dc414968..9f5dc87c30 100644 --- a/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm +++ b/code/modules/atmospherics/machinery/portable/portable_atmospherics.dm @@ -3,7 +3,7 @@ icon = 'icons/obj/atmos.dmi' use_power = NO_POWER_USE max_integrity = 250 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 60, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 60, ACID = 30) anchored = FALSE var/datum/gas_mixture/air_contents diff --git a/code/modules/awaymissions/mission_code/jungleresort.dm b/code/modules/awaymissions/mission_code/jungleresort.dm index f520cfdbee..89d178af21 100644 --- a/code/modules/awaymissions/mission_code/jungleresort.dm +++ b/code/modules/awaymissions/mission_code/jungleresort.dm @@ -19,7 +19,7 @@ icon_state = "whip" /obj/item/clothing/suit/hooded/wintercoat/captain/jungle - armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/head/rice_hat/cursed // this was a stupid idea lmao name = "cursed rice hat" diff --git a/code/modules/awaymissions/mission_code/snowdin.dm b/code/modules/awaymissions/mission_code/snowdin.dm index ba3f07bd7d..1362c7818a 100644 --- a/code/modules/awaymissions/mission_code/snowdin.dm +++ b/code/modules/awaymissions/mission_code/snowdin.dm @@ -532,7 +532,7 @@ /obj/item/clothing/under/syndicate/coldres name = "insulated tactical turtleneck" desc = "A nondescript and slightly suspicious-looking turtleneck with digital camouflage cargo pants. The interior has been padded with special insulation for both warmth and protection." - armor = list("melee" = 20, "bullet" = 10, "laser" = 0,"energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 25, "acid" = 25) + armor = list(MELEE = 20, BULLET = 10, LASER = 0,ENERGY = 5, BOMB = 0, BIO = 0, RAD = 0, FIRE = 25, ACID = 25) cold_protection = CHEST|GROIN|ARMS|LEGS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT diff --git a/code/modules/cargo/supplypod.dm b/code/modules/cargo/supplypod.dm index 2bdd84141c..404e9871d9 100644 --- a/code/modules/cargo/supplypod.dm +++ b/code/modules/cargo/supplypod.dm @@ -11,7 +11,7 @@ allow_dense = TRUE delivery_icon = null can_weld_shut = FALSE - armor = list("melee" = 30, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 100, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 80) + armor = list(MELEE = 30, BULLET = 50, LASER = 50, ENERGY = 100, BOMB = 100, BIO = 0, RAD = 0, FIRE = 100, ACID = 80) anchored = TRUE //So it cant slide around after landing anchorable = FALSE flags_1 = PREVENT_CONTENTS_EXPLOSION_1 diff --git a/code/modules/clothing/chameleon.dm b/code/modules/clothing/chameleon.dm index 697afd4885..742b58827f 100644 --- a/code/modules/clothing/chameleon.dm +++ b/code/modules/clothing/chameleon.dm @@ -279,7 +279,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/under/chameleon) sensor_flags = NONE resistance_flags = NONE can_adjust = FALSE - 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 @@ -314,7 +314,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/suit/chameleon) 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) var/datum/action/item_action/chameleon/change/chameleon_action @@ -342,7 +342,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/glasses/chameleon) icon_state = "meson" item_state = "meson" resistance_flags = NONE - armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + 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 @@ -371,7 +371,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/gloves/chameleon) 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 @@ -402,7 +402,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/head/chameleon) icon_state = "greysoft" 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) var/datum/action/item_action/chameleon/change/chameleon_action @@ -427,7 +427,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/head/chameleon) /obj/item/clothing/head/chameleon/drone // The camohat, I mean, holographic hat projection, is part of the // drone itself. - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) // which means it offers no protection, it's just air and light /obj/item/clothing/head/chameleon/drone/Initialize() @@ -445,7 +445,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/mask/chameleon) 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) clothing_flags = BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR gas_transfer_coefficient = 0.01 @@ -480,7 +480,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/mask/chameleon) /obj/item/clothing/mask/chameleon/drone //Same as the drone chameleon hat, undroppable and no protection - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) // Can drones use the voice changer part? Let's not find out. voice_change = 0 @@ -502,7 +502,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/shoes/chameleon) 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) pocket_storage_component_path = /datum/component/storage/concrete/pockets/shoes var/datum/action/item_action/chameleon/change/chameleon_action @@ -643,7 +643,7 @@ CHAMELEON_CLOTHING_DEFINE(/obj/item/clothing/neck/cloak/chameleon) icon = 'icons/obj/clothing/neck.dmi' icon_state = "blacktie" resistance_flags = NONE - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) /obj/item/clothing/neck/cloak/chameleon var/datum/action/item_action/chameleon/change/chameleon_action diff --git a/code/modules/clothing/clothing.dm b/code/modules/clothing/clothing.dm index 572cce28b2..d4bf92a59b 100644 --- a/code/modules/clothing/clothing.dm +++ b/code/modules/clothing/clothing.dm @@ -185,7 +185,7 @@ body_parts_covered &= ~i if(body_parts_covered == NONE) // if there are no more parts to break then the whole thing is kaput - obj_destruction((damage_type == BRUTE ? "melee" : "laser")) // melee/laser is good enough since this only procs from direct attacks anyway and not from fire/bombs + obj_destruction((damage_type == BRUTE ? MELEE : LASER)) // melee/laser is good enough since this only procs from direct attacks anyway and not from fire/bombs return damaged_clothes = CLOTHING_DAMAGED @@ -425,13 +425,13 @@ BLIND // can't see anything /obj/item/clothing/obj_destruction(damage_flag) - if(damage_flag == "bomb") + if(damage_flag == BOMB) 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) Shreds.desc = "The sad remains of what used to be [name]." deconstruct(FALSE) - else if(!(damage_flag in list("acid", "fire"))) + else if(!(damage_flag in list(ACID, FIRE))) damaged_clothes = CLOTHING_SHREDDED body_parts_covered = NONE name = "shredded [initial(name)]" diff --git a/code/modules/clothing/glasses/_glasses.dm b/code/modules/clothing/glasses/_glasses.dm index 9726ab6b59..3466268ae2 100644 --- a/code/modules/clothing/glasses/_glasses.dm +++ b/code/modules/clothing/glasses/_glasses.dm @@ -112,7 +112,7 @@ actions_types = list(/datum/action/item_action/toggle_research_scanner) glass_colour_type = /datum/client_colour/glass_colour/purple resistance_flags = ACID_PROOF - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 100) /obj/item/clothing/glasses/science/item_action_slot_check(slot, mob/user, datum/action/A) if(slot == ITEM_SLOT_EYES) diff --git a/code/modules/clothing/gloves/color.dm b/code/modules/clothing/gloves/color.dm index 1e3f2c08cf..e1066940a4 100644 --- a/code/modules/clothing/gloves/color.dm +++ b/code/modules/clothing/gloves/color.dm @@ -211,7 +211,7 @@ heat_protection = HANDS max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT strip_delay = 60 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 70, ACID = 50) /obj/item/clothing/gloves/color/latex name = "latex gloves" diff --git a/code/modules/clothing/gloves/miscellaneous.dm b/code/modules/clothing/gloves/miscellaneous.dm index 381e70161b..401f6804c4 100644 --- a/code/modules/clothing/gloves/miscellaneous.dm +++ b/code/modules/clothing/gloves/miscellaneous.dm @@ -114,7 +114,7 @@ icon_state = "narsiearmwraps" item_state = "narsiearmwraps" resistance_flags = FIRE_PROOF | ACID_PROOF - armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 35, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 35, RAD = 0, FIRE = 50, ACID = 50) enhancement = 3 secondary_trait = TRAIT_KI_VAMPIRE @@ -124,7 +124,7 @@ icon_state = "ratvararmwraps" item_state = "ratvararmwraps" resistance_flags = FIRE_PROOF | ACID_PROOF - armor = list("melee" = 10, "bullet" = 0, "laser" = -10, "energy" = 0, "bomb" = 0, "bio" = 35, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 10, BULLET = 0, LASER = -10, ENERGY = 0, BOMB = 0, BIO = 35, RAD = 0, FIRE = 50, ACID = 50) enhancement = 4 //The artifice of Ratvar is unmatched except when it is. secondary_trait = TRAIT_STRONG_GRABBER @@ -252,7 +252,7 @@ cold_protection = ARMS|HANDS min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT - armor = list("melee" = 30, "bullet" = 30, "laser" = 10, "energy" = 10, "bomb" = 55, "bio" = 15, "rad" = 15, "fire" = 80, "acid" = 50) + armor = list(MELEE = 30, BULLET = 30, LASER = 10, ENERGY = 10, BOMB = 55, BIO = 15, RAD = 15, FIRE = 80, ACID = 50) siemens_coefficient = 0 permeability_coefficient = 0.05 strip_delay = 80 @@ -297,7 +297,7 @@ 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) strip_mod = 0.9 /obj/item/clothing/gloves/combat @@ -313,7 +313,7 @@ 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) strip_mod = 1.5 /obj/item/clothing/gloves/bracer @@ -329,7 +329,7 @@ min_cold_protection_temperature = GLOVES_MIN_TEMP_PROTECT max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT resistance_flags = NONE - armor = list("melee" = 15, "bullet" = 35, "laser" = 35, "energy" = 20, "bomb" = 35, "bio" = 35, "rad" = 35, "fire" = 0, "acid" = 0) + armor = list(MELEE = 15, BULLET = 35, LASER = 35, ENERGY = 20, BOMB = 35, BIO = 35, RAD = 35, FIRE = 0, ACID = 0) /obj/item/clothing/gloves/thief name = "black gloves" diff --git a/code/modules/clothing/head/beanie.dm b/code/modules/clothing/head/beanie.dm index 365624bc0d..3e53b3aaa5 100644 --- a/code/modules/clothing/head/beanie.dm +++ b/code/modules/clothing/head/beanie.dm @@ -72,7 +72,7 @@ name = "durathread beanie" desc = "A beanie made from durathread, its resilient fibres provide some protection to the wearer." icon_state = "beaniedurathread" - armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50) + armor = list(MELEE = 25, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 30, BIO = 15, RAD = 20, FIRE = 100, ACID = 50) /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 95ce887693..ae8b3a90f1 100644 --- a/code/modules/clothing/head/hardhat.dm +++ b/code/modules/clothing/head/hardhat.dm @@ -8,7 +8,7 @@ var/power_on = 0.8 var/on = FALSE var/hat_type = "yellow" //Determines used sprites: hardhat[on]_[hat_type] and hardhat[on]_[hat_type]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 126b1af40f..ff78b51909 100644 --- a/code/modules/clothing/head/helmet.dm +++ b/code/modules/clothing/head/helmet.dm @@ -3,7 +3,7 @@ desc = "Standard Security gear. Protects the head from impacts." icon_state = "helmet" item_state = "helmet" - armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) flags_inv = HIDEEARS cold_protection = HEAD min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT @@ -74,7 +74,7 @@ desc = "A bulletproof combat helmet that excels in protecting the wearer against traditional projectile weaponry and explosives to a minor extent." icon_state = "helmetalt" item_state = "helmetalt" - 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) can_flashlight = 1 dog_fashion = null @@ -98,7 +98,7 @@ toggle_message = "You pull the visor down on" alt_toggle_message = "You push the visor up on" can_toggle = 1 - armor = list("melee" = 45, "bullet" = 15, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 2, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 45, BULLET = 15, LASER = 5,ENERGY = 5, BOMB = 5, BIO = 2, RAD = 0, FIRE = 50, ACID = 50) flags_inv = HIDEEARS|HIDEFACE strip_delay = 80 actions_types = list(/datum/action/item_action/toggle) @@ -154,7 +154,7 @@ desc = "An extremely robust, space-worthy helmet in a nefarious red and black stripe pattern." icon_state = "swatsyndie" item_state = "swatsyndie" - 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) cold_protection = HEAD min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT heat_protection = HEAD @@ -175,7 +175,7 @@ flags_inv = HIDEEARS|HIDEHAIR icon_state = "thunderdome" item_state = "thunderdome" - armor = list("melee" = 40, "bullet" = 30, "laser" = 25,"energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 40, BULLET = 30, LASER = 25,ENERGY = 10, BOMB = 25, BIO = 10, RAD = 0, FIRE = 50, ACID = 50) cold_protection = HEAD min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT heat_protection = HEAD @@ -188,7 +188,7 @@ desc = "An ancient helmet made of bronze and leather." flags_inv = HIDEEARS|HIDEHAIR flags_cover = HEADCOVERSEYES - armor = list("melee" = 25, "bullet" = 0, "laser" = 25, "energy" = 10, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) + 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" @@ -197,7 +197,7 @@ /obj/item/clothing/head/helmet/roman/fake desc = "An ancient helmet made of plastic and leather." - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/head/helmet/roman/legionnaire name = "\improper Roman legionnaire helmet" @@ -207,7 +207,7 @@ /obj/item/clothing/head/helmet/roman/legionnaire/fake desc = "An ancient helmet made of plastic and leather. Has a red crest on top of it." - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/head/helmet/gladiator name = "gladiator helmet" @@ -224,7 +224,7 @@ icon_state = "redtaghelm" flags_cover = HEADCOVERSEYES 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. dog_fashion = null @@ -234,7 +234,7 @@ icon_state = "bluetaghelm" flags_cover = HEADCOVERSEYES 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. dog_fashion = null @@ -243,7 +243,7 @@ desc = "A classic metal helmet." icon_state = "knight_green" item_state = "knight_green" - armor = list("melee" = 41, "bullet" = 15, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 2, "rad" = 0, "fire" = 0, "acid" = 50) + armor = list(MELEE = 41, BULLET = 15, LASER = 5,ENERGY = 5, BOMB = 5, BIO = 2, RAD = 0, FIRE = 0, ACID = 50) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDESNOUT flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH strip_delay = 80 @@ -273,7 +273,7 @@ desc = "A classic medieval helmet, if you hold it upside down you could see that it's actually a bucket." icon_state = "knight_greyscale" item_state = "knight_greyscale" - armor = list("melee" = 35, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40) + armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 40, ACID = 40) material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix /obj/item/clothing/head/helmet/skull @@ -281,7 +281,7 @@ desc = "An intimidating tribal helmet, it doesn't look very comfortable." flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE flags_cover = HEADCOVERSEYES - armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 10, "bio" = 5, "rad" = 20, "fire" = 40, "acid" = 20) + armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 10, BIO = 5, RAD = 20, FIRE = 40, ACID = 20) icon_state = "skull" item_state = "skull" strip_delay = 100 @@ -292,7 +292,7 @@ desc = "An insidious armored combat helmet signed with Syndicate insignia. The visor is coated with a resistant paste guaranteed to withstand bright flashes perfectly." icon_state = "infiltrator" item_state = "infiltrator" - armor = list("melee" = 40, "bullet" = 40, "laser" = 30, "energy" = 40, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 40, BULLET = 40, LASER = 30, ENERGY = 40, BOMB = 70, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) resistance_flags = FIRE_PROOF | ACID_PROOF flash_protect = 2 flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT @@ -396,14 +396,14 @@ desc = "A hardhat with strips of leather and durathread for additional blunt protection." icon_state = "durathread" item_state = "durathread" - armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50) + armor = list(MELEE = 25, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 30, BIO = 15, RAD = 20, FIRE = 100, ACID = 50) /obj/item/clothing/head/helmet/rus_helmet name = "russian helmet" desc = "It can hold a bottle of vodka." icon_state = "rus_helmet" item_state = "rus_helmet" - armor = list("melee" = 30, "bullet" = 25, "laser" = 20,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 20, "fire" = 30, "acid" = 50) + armor = list(MELEE = 30, BULLET = 25, LASER = 20,ENERGY = 10, BOMB = 25, BIO = 0, RAD = 20, FIRE = 30, ACID = 50) pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/rushelmet /obj/item/clothing/head/helmet/rus_ushanka @@ -415,7 +415,7 @@ body_parts_covered = HEAD cold_protection = HEAD min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT - armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 5, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 0) + armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 5, BIO = 50, RAD = 20, FIRE = -10, ACID = 0) /obj/item/clothing/head/helmet/police name = "police officer's hat" diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm index 592614af61..979dc8ec5a 100644 --- a/code/modules/clothing/head/jobs.dm +++ b/code/modules/clothing/head/jobs.dm @@ -33,7 +33,7 @@ icon_state = "captain" item_state = "that" flags_inv = 0 - armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) strip_delay = 60 dog_fashion = /datum/dog_fashion/head/captain @@ -65,7 +65,7 @@ name = "head of personnel's cap" icon_state = "hopcap" desc = "The symbol of true bureaucratic micromanagement." - armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 30, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) dog_fashion = /datum/dog_fashion/head/hop /obj/item/clothing/head/hopcap/beret @@ -93,7 +93,7 @@ /obj/item/clothing/head/fedora/det_hat name = "detective's fedora" desc = "There's only one man who can sniff out the dirty stench of crime, and he's likely wearing this hat." - armor = list("melee" = 25, "bullet" = 5, "laser" = 25, "energy" = 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) icon_state = "detective" var/candy_cooldown = 0 pocket_storage_component_path = /datum/component/storage/concrete/pockets/small/detective @@ -157,7 +157,7 @@ name = "head of security cap" desc = "The robust standard-issue cap of the Head of Security. For showing the officers who's in charge." icon_state = "hoscap" - armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 60) + armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 10, RAD = 0, FIRE = 50, ACID = 60) strip_delay = 80 dynamic_hair_suffix = "" @@ -183,7 +183,7 @@ 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 @@ -258,7 +258,7 @@ name = "security beret" desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficient protection." icon_state = "beret_badge" - armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) strip_delay = 60 dog_fashion = null @@ -368,7 +368,7 @@ name = "durathread beret" desc = "A beret made from durathread, its resilient fibres provide some protection to the wearer." icon_state = "beretdurathread" - armor = list("melee" = 25, "bullet" = 10, "laser" = 20,"energy" = 10, "bomb" = 30, "bio" = 15, "rad" = 20, "fire" = 100, "acid" = 50) + armor = list(MELEE = 25, BULLET = 10, LASER = 20,ENERGY = 10, BOMB = 30, BIO = 15, RAD = 20, FIRE = 100, ACID = 50) #undef DRILL_DEFAULT #undef DRILL_SHOUTING diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index eb48048c00..b83cfdc66b 100644 --- a/code/modules/clothing/head/misc.dm +++ b/code/modules/clothing/head/misc.dm @@ -6,7 +6,7 @@ desc = "It's good to be emperor." item_state = "that" flags_inv = 0 - 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/spacepolice @@ -301,7 +301,7 @@ 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 dynamic_hair_suffix = "" @@ -458,7 +458,7 @@ desc = "Ain't nobody gonna cheat the hangman in my town." icon_state = "hunter" item_state = "hunter" - armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 5, BULLET = 5, LASER = 5, ENERGY = 15, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) resistance_flags = FIRE_PROOF | ACID_PROOF /obj/item/clothing/head/kepi diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index 21cec4f7d2..c0ff26342e 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -22,7 +22,7 @@ custom_materials = list(/datum/material/iron=1750, /datum/material/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 @@ -45,7 +45,7 @@ hat_type = "cakehat" hitsound = 'sound/weapons/tap.ogg' flags_inv = HIDEEARS|HIDEHAIR - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) brightness_on = 2 //luminosity when on flags_cover = HEADCOVERSEYES heat = 1000 @@ -131,7 +131,7 @@ item_state = "hardhat0_pumpkin" hat_type = "pumpkin" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) brightness_on = 2 //luminosity when on flags_cover = HEADCOVERSEYES @@ -169,7 +169,7 @@ item_state = "hardhat0_reindeer" hat_type = "reindeer" flags_inv = 0 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) brightness_on = 1 //luminosity when on dynamic_hair_suffix = "" @@ -245,14 +245,14 @@ icon = 'icons/obj/clothing/clockwork_garb.dmi' icon_state = "clockwork_helmet_old" flags_inv = HIDEEARS|HIDEHAIR - armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20) + armor = list(MELEE = 5, BULLET = 0, LASER = -5, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) /obj/item/clothing/head/foilhat name = "tinfoil hat" desc = "Thought control rays, psychotronic scanning. Don't mind that, I'm protected cause I made this hat." icon_state = "foilhat" item_state = "foilhat" - armor = list("melee" = 0, "bullet" = 0, "laser" = -5,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = -5, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = -5,ENERGY = 0, BOMB = 0, BIO = 0, RAD = -5, FIRE = 0, ACID = 0) equip_delay_other = 140 var/datum/brain_trauma/mild/phobia/conspiracies/paranoia var/warped = FALSE @@ -320,7 +320,7 @@ name = "flak helmet" icon_state = "m1helm" item_state = "helmet" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0.1, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = -15) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0.1, BIO = 0, RAD = 0, FIRE = -10, ACID = -15) desc = "A dilapidated helmet used in ancient wars. This one is brittle and essentially useless. An ace of spades is tucked into the band around the outer shell." pocket_storage_component_path = /datum/component/storage/concrete/pockets/tiny/spacenam //So you can stuff other things in the elastic band instead of it simply being a fluff thing. diff --git a/code/modules/clothing/head/soft_caps.dm b/code/modules/clothing/head/soft_caps.dm index 084d39a9b5..5569da96eb 100644 --- a/code/modules/clothing/head/soft_caps.dm +++ b/code/modules/clothing/head/soft_caps.dm @@ -119,7 +119,7 @@ desc = "It's a robust baseball hat in tasteful red colour." icon_state = "secsoft" soft_type = "sec" - armor = list("melee" = 30, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50) + armor = list(MELEE = 30, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 50) strip_delay = 60 dog_fashion = null @@ -137,6 +137,6 @@ soft_type = "baseball" item_state = "baseballsoft" flags_inv = HIDEEYES|HIDEFACE - armor = list("melee" = 35, "bullet" = 35, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 90) + armor = list(MELEE = 35, BULLET = 35, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 20, ACID = 90) strip_delay = 90 //You dont take a Major Leage cap dog_fashion = null diff --git a/code/modules/clothing/masks/boxing.dm b/code/modules/clothing/masks/boxing.dm index 6701b53c10..324562c1a5 100644 --- a/code/modules/clothing/masks/boxing.dm +++ b/code/modules/clothing/masks/boxing.dm @@ -26,7 +26,7 @@ flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR visor_flags_inv = HIDEFACE|HIDEFACIALHAIR w_class = WEIGHT_CLASS_SMALL - armor = list("melee" = 10, "bullet" = 5, "laser" = 5,"energy" = 5, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 30, "acid" = 30) + armor = list(MELEE = 10, BULLET = 5, LASER = 5,ENERGY = 5, BOMB = 0, BIO = 0, RAD = 10, FIRE = 30, ACID = 30) resistance_flags = FIRE_PROOF | ACID_PROOF mutantrace_variation = STYLE_MUZZLE var/voice_unknown = TRUE ///This makes it so that your name shows up as unknown when wearing the mask. diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index d78488ec0b..2519b9b89e 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -41,7 +41,7 @@ custom_materials = list(/datum/material/iron=4000, /datum/material/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) actions_types = list(/datum/action/item_action/toggle) flags_inv = HIDEEARS|HIDEEYES|HIDEFACE flags_cover = MASKCOVERSEYES @@ -68,7 +68,7 @@ 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/syndicate name = "syndicate mask" diff --git a/code/modules/clothing/masks/miscellaneous.dm b/code/modules/clothing/masks/miscellaneous.dm index 45da6a9a75..cb0e490849 100644 --- a/code/modules/clothing/masks/miscellaneous.dm +++ b/code/modules/clothing/masks/miscellaneous.dm @@ -29,7 +29,7 @@ visor_flags_cover = MASKCOVERSMOUTH gas_transfer_coefficient = 0.9 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) mutantrace_variation = STYLE_MUZZLE @@ -41,7 +41,7 @@ visor_flags_inv = null visor_flags_cover = null 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) /obj/item/clothing/mask/surgical/attack_self(mob/user) adjustmask(user) diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm index 7a67308760..1a3f6446ff 100644 --- a/code/modules/clothing/shoes/miscellaneous.dm +++ b/code/modules/clothing/shoes/miscellaneous.dm @@ -12,7 +12,7 @@ item_state = "jackboots" lefthand_file = 'icons/mob/inhands/equipment/security_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/security_righthand.dmi' - armor = list("melee" = 25, "bullet" = 25, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 10, "rad" = 0, "fire" = 70, "acid" = 50) + armor = list(MELEE = 25, BULLET = 25, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 10, RAD = 0, FIRE = 70, ACID = 50) strip_delay = 70 resistance_flags = NONE permeability_coefficient = 0.05 //Thick soles, and covers the ankle @@ -40,7 +40,7 @@ desc = "High speed, no drag combat boots." permeability_coefficient = 0.01 clothing_flags = NOSLIP - armor = list("melee" = 40, "bullet" = 30, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 30, "rad" = 30, "fire" = 90, "acid" = 50) + armor = list(MELEE = 40, BULLET = 30, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 30, RAD = 30, FIRE = 90, ACID = 50) /obj/item/clothing/shoes/sandal desc = "A pair of rather plain wooden sandals." @@ -73,7 +73,7 @@ strip_delay = 50 equip_delay_other = 50 resistance_flags = NONE - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 75) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 40, ACID = 75) custom_price = PRICE_ABOVE_EXPENSIVE can_be_tied = FALSE diff --git a/code/modules/clothing/spacesuits/_spacesuits.dm b/code/modules/clothing/spacesuits/_spacesuits.dm index cba27845f1..dbcda218a7 100644 --- a/code/modules/clothing/spacesuits/_spacesuits.dm +++ b/code/modules/clothing/spacesuits/_spacesuits.dm @@ -7,7 +7,7 @@ clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS item_state = "spaceold" permeability_coefficient = 0.01 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 50, FIRE = 80, ACID = 70, WOUND = 5) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT dynamic_hair_suffix = "" dynamic_fhair_suffix = "" @@ -36,7 +36,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/flashlight, /obj/item/tank/internals) slowdown = 1 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 50, FIRE = 80, ACID = 70, WOUND = 5) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT diff --git a/code/modules/clothing/spacesuits/chronosuit.dm b/code/modules/clothing/spacesuits/chronosuit.dm index e30b0953c6..5ec0fad2e6 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, "wound" = 80) + armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, RAD = 90, FIRE = 100, ACID = 100, WOUND = 80) resistance_flags = FIRE_PROOF | ACID_PROOF var/obj/item/clothing/suit/space/chronos/suit = null @@ -19,7 +19,7 @@ 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, "wound" = 80) + armor = list(MELEE = 60, BULLET = 60, LASER = 60, ENERGY = 60, BOMB = 30, BIO = 90, RAD = 90, FIRE = 100, ACID = 1000, WOUND = 80) resistance_flags = FIRE_PROOF | ACID_PROOF mutantrace_variation = STYLE_DIGITIGRADE var/list/chronosafe_items = list(/obj/item/chrono_eraser, /obj/item/gun/energy/chrono_gun) diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm index d8a6426295..bf0a91534c 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, "wound" = 10) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75, WOUND = 10) var/basestate = "hardsuit" var/brightness_on = 4 //luminosity when on var/on = FALSE @@ -98,7 +98,7 @@ 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, "wound" = 10) + armor = list(MELEE = 10, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 50, ACID = 75, WOUND = 10) allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser) siemens_coefficient = 0 var/obj/item/clothing/head/helmet/space/hardsuit/helmet @@ -167,7 +167,7 @@ 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, "wound" = 10) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 100, ACID = 75, WOUND = 10) hardsuit_type = "engineering" resistance_flags = FIRE_PROOF @@ -176,7 +176,7 @@ 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, "wound" = 10) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 100, ACID = 75, WOUND = 10) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine resistance_flags = FIRE_PROOF mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC @@ -188,7 +188,7 @@ icon_state = "hardsuit0-atmospherics" item_state = "atmo_helm" hardsuit_type = "atmospherics" - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75, "wound" = 10) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75, WOUND = 10) heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -197,7 +197,7 @@ desc = "A special suit that protects against hazardous, low pressure environments. Has thermal shielding." icon_state = "hardsuit-atmospherics" item_state = "atmo_hardsuit" - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75, "wound" = 10) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 25, FIRE = 100, ACID = 75, WOUND = 10) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos @@ -209,7 +209,7 @@ icon_state = "hardsuit0-white" item_state = "ce_helm" hardsuit_type = "white" - armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90, "wound" = 10) + armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90, WOUND = 10) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -218,7 +218,7 @@ name = "advanced hardsuit" desc = "An advanced suit that protects against hazardous, low pressure environments. Shines with a high polish." item_state = "ce_hardsuit" - armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 90, "wound" = 10) + armor = list(MELEE = 40, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 90, WOUND = 10) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite @@ -234,7 +234,7 @@ 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, "wound" = 15) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15) brightness_on = 7 allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator) @@ -265,7 +265,7 @@ hardsuit_type = "mining" max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75, "wound" = 15) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 75, WOUND = 15) allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/mining heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -298,7 +298,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_helm" hardsuit_type = "syndi" - armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90, "wound" = 25) + armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 50, ACID = 90, WOUND = 25) on = FALSE var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null actions_types = list(/datum/action/item_action/toggle_helmet_mode) @@ -376,7 +376,7 @@ item_state = "syndie_hardsuit" hardsuit_type = "syndi" w_class = WEIGHT_CLASS_NORMAL - armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90, "wound" = 25) + armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 50, ACID = 90, WOUND = 25) allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi jetpack = /obj/item/tank/jetpack/suit @@ -389,7 +389,7 @@ alt_desc = "An elite version of the syndicate helmet, with improved armour and fireproofing. It is in combat mode. Property of Gorlex Marauders." icon_state = "hardsuit0-syndielite" hardsuit_type = "syndielite" - armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100, "wound" = 25) + armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 25, BOMB = 55, BIO = 100, RAD = 70, FIRE = 100, ACID = 100, WOUND = 25) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -407,7 +407,7 @@ icon_state = "hardsuit0-syndielite" hardsuit_type = "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, "wound" = 25) + armor = list(MELEE = 60, BULLET = 60, LASER = 50, ENERGY = 25, BOMB = 55, BIO = 100, RAD = 70, FIRE = 100, ACID = 100, WOUND = 25) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -447,7 +447,7 @@ item_state = "wiz_helm" hardsuit_type = "wiz" resistance_flags = FIRE_PROOF | ACID_PROOF //No longer shall our kind be foiled by lone chemists with spray bottles! - armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30) + armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30) heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -462,7 +462,7 @@ item_state = "wiz_hardsuit" w_class = WEIGHT_CLASS_NORMAL resistance_flags = FIRE_PROOF | ACID_PROOF - armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30) + armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 20, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30) allowed = list(/obj/item/teleportation_scroll, /obj/item/tank/internals) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT @@ -482,7 +482,7 @@ item_state = "medical_helm" hardsuit_type = "medical" flash_protect = 0 - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75, "wound" = 10) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75, WOUND = 10) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SCAN_REAGENTS @@ -505,7 +505,7 @@ item_state = "medical_hardsuit" slowdown = 0.8 allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/healthanalyzer, /obj/item/stack/medical) - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75, "wound" = 10) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 60, FIRE = 60, ACID = 75, WOUND = 10) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC @@ -517,7 +517,7 @@ hardsuit_type = "rd" resistance_flags = ACID_PROOF | FIRE_PROOF max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80, "wound" = 15) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80, WOUND = 15) var/obj/machinery/doppler_array/integrated/bomb_radar clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT | ALLOWINTERNALS | SCAN_REAGENTS actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_research_scanner) @@ -547,7 +547,7 @@ 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, "wound" = 15) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 100, BIO = 100, RAD = 60, FIRE = 60, ACID = 80, WOUND = 15) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd //Security hardsuit @@ -557,14 +557,14 @@ icon_state = "hardsuit0-sec" item_state = "sec_helm" hardsuit_type = "sec" - armor = list("melee" = 35, "bullet" = 15, "laser" = 30,"energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75, "wound" = 20) + armor = list(MELEE = 35, BULLET = 15, LASER = 30,ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75, WOUND = 20) /obj/item/clothing/suit/space/hardsuit/security icon_state = "hardsuit-sec" name = "security hardsuit" desc = "A special suit that protects against hazardous, low pressure environments. Has an additional layer of armor." item_state = "sec_hardsuit" - armor = list("melee" = 35, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75, "wound" = 20) + armor = list(MELEE = 35, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 75, ACID = 75, WOUND = 20) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security mutantrace_variation = STYLE_DIGITIGRADE|STYLE_ALL_TAURIC @@ -578,13 +578,13 @@ desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." icon_state = "hardsuit0-hos" hardsuit_type = "hos" - armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95, "wound" = 25) + armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 50, FIRE = 95, ACID = 95, WOUND = 25) /obj/item/clothing/suit/space/hardsuit/security/hos icon_state = "hardsuit-hos" name = "head of security's hardsuit" desc = "A special bulky suit that protects against hazardous, low pressure environments. Has an additional layer of armor." - armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95, "wound" = 25) + armor = list(MELEE = 45, BULLET = 25, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 100, RAD = 50, FIRE = 95, ACID = 95, WOUND = 25) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos jetpack = /obj/item/tank/jetpack/suit @@ -594,7 +594,7 @@ icon_state = "capspace" item_state = "capspacehelmet" desc = "A tactical SWAT helmet MK.II boasting better protection and a horrible fashion sense." - armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15) + armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15) resistance_flags = FIRE_PROOF | ACID_PROOF flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR //we want to see the mask heat_protection = HEAD @@ -609,7 +609,7 @@ desc = "A MK.II SWAT suit with streamlined joints and armor made out of superior materials, insulated against intense heat. The most advanced tactical armor available Usually reserved for heavy hitter corporate security, this one has a regal finish in Nanotrasen company colors. Better not let the assistants get a hold of it." icon_state = "caparmor" item_state = "capspacesuit" - armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15) + armor = list(MELEE = 40, BULLET = 50, LASER = 50, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15) resistance_flags = FIRE_PROOF | ACID_PROOF heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT //this needed to be added a long fucking time ago @@ -625,7 +625,7 @@ desc = "A special helmet designed for work in a hazardous, low-humor environment. Has radiation shielding." icon_state = "hardsuit0-clown" item_state = "hardsuit0-clown" - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30, "wound" = 10) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 60, ACID = 30, WOUND = 10) hardsuit_type = "clown" /obj/item/clothing/suit/space/hardsuit/clown @@ -633,7 +633,7 @@ desc = "A special suit that protects against hazardous, low humor environments. Has radiation shielding. Only a true clown can wear it." icon_state = "hardsuit-clown" item_state = "clown_hardsuit" - armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30, "wound" = 10) + armor = list(MELEE = 30, BULLET = 5, LASER = 10, ENERGY = 5, BOMB = 10, BIO = 100, RAD = 75, FIRE = 60, ACID = 30, WOUND = 10) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/clown mutantrace_variation = STYLE_DIGITIGRADE @@ -651,7 +651,7 @@ 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, "wound" = 10) + armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75, WOUND = 10) hardsuit_type = "ancient" resistance_flags = FIRE_PROOF @@ -660,7 +660,7 @@ 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, "wound" = 10) + armor = list(MELEE = 30, BULLET = 5, LASER = 5, ENERGY = 0, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 75, WOUND = 10) slowdown = 3 helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient resistance_flags = FIRE_PROOF @@ -673,7 +673,7 @@ desc = "The Multi-Augmented Severe Operations Networked Resource Integration Gear is an man-portable tank designed for extreme environmental situations. It is excessively bulky, but rated for all but the most atomic of hazards. The specialized armor is surprisingly weak to conventional weaponry. The exo slot can attach most storage bags on to the suit." icon_state = "hardsuit-ancient" item_state = "anc_hardsuit" - armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 10) + armor = list(MELEE = 20, BULLET = 15, LASER = 15, ENERGY = 45, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 10) slowdown = 6 //Slow allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage, /obj/item/construction/rcd, /obj/item/pipe_dispenser) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ancient/mason @@ -686,7 +686,7 @@ desc = "The M.A.S.O.N RIG helmet is complimentary to the rest of the armor. It features a very large, high powered flood lamp and robust flash protection." icon_state = "hardsuit0-ancient" item_state = "anc_helm" - armor = list("melee" = 20, "bullet" = 15, "laser" = 15, "energy" = 45, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 10) + armor = list(MELEE = 20, BULLET = 15, LASER = 15, ENERGY = 45, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 10) hardsuit_type = "ancient" brightness_on = 16 flash_protect = 5 //We will not be flash by bombs @@ -752,7 +752,7 @@ item_state = "rig0-soviet" hardsuit_type = "soviet" icon_state = "rig0-soviet" - armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 75, "wound" = 15) + armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 20, FIRE = 50, ACID = 75, WOUND = 15) mutantrace_variation = NONE /obj/item/clothing/suit/space/hardsuit/soviet @@ -761,7 +761,7 @@ item_state = "rig-soviet" icon_state = "rig-soviet" slowdown = 0.8 - armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 75, "wound" = 15) + armor = list(MELEE = 40, BULLET = 30, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 20, FIRE = 50, ACID = 75, WOUND = 15) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/soviet mutantrace_variation = NONE @@ -777,7 +777,7 @@ icon_state = "hardsuit-hos" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos allowed = null - armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 15) + armor = list(MELEE = 30, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 15) resistance_flags = FIRE_PROOF | ACID_PROOF var/max_charges = 3 //How many charges total the shielding has var/current_charges //if null, will default to max_chargs @@ -806,7 +806,7 @@ item_state = "ert_medical" hardsuit_type = "ert_medical" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf - armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95, "wound" = 30) + armor = list(MELEE = 0, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 50, BIO = 100, RAD = 100, FIRE = 95, ACID = 95, WOUND = 30) slowdown = 0 max_charges = 5 @@ -835,7 +835,7 @@ icon_state = "hardsuit0-ert_medical" item_state = "hardsuit0-ert_medical" hardsuit_type = "ert_medical" - armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95, "wound" = 30) + armor = list(MELEE = 0, BULLET = 30, LASER = 30, ENERGY = 30, BOMB = 50, BIO = 100, RAD = 100, FIRE = 95, ACID = 95, WOUND = 30) /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red icon_state = "hardsuit0-ert_security" @@ -857,7 +857,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_hardsuit" hardsuit_type = "syndi" - armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30) + armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30) allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi slowdown = 0 @@ -873,7 +873,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_helm" hardsuit_type = "syndi" - armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100, "wound" = 30) + armor = list(MELEE = 40, BULLET = 50, LASER = 30, ENERGY = 15, BOMB = 35, BIO = 100, RAD = 50, FIRE = 100, ACID = 100, WOUND = 30) ///SWAT version /obj/item/clothing/suit/space/hardsuit/shielded/swat @@ -884,7 +884,7 @@ hardsuit_type = "syndi" max_charges = 4 recharge_delay = 15 - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) + armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/swat @@ -896,7 +896,7 @@ icon_state = "deathsquad" item_state = "deathsquad" hardsuit_type = "syndi" - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) + armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT actions_types = list() @@ -914,7 +914,7 @@ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | LAVA_PROOF heat_protection = HEAD - armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100, "wound" = 30) + armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100, WOUND = 30) brightness_on = 7 allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator) var/energy_color = "#35FFF0" @@ -958,7 +958,7 @@ item_state = "swat_suit" max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | LAVA_PROOF - armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100, "wound" = 30) + armor = list(melee = 50, bullet = 10, laser = 10, energy = 10, bomb = 50, bio = 100, rad = 50, fire = 100, acid = 100, WOUND = 30) allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/storage/bag/ore, /obj/item/pickaxe) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/lavaknight heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index f51593b590..f761c5ab82 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -22,7 +22,7 @@ Contains: desc = "An advanced tactical space helmet." icon_state = "deathsquad" item_state = "deathsquad" - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) + armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -37,7 +37,7 @@ Contains: icon_state = "deathsquad" 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, "wound" = 30) + armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -51,7 +51,7 @@ Contains: 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, "wound" = 25) + armor = list(MELEE = 40, BULLET = 30, LASER = 30,ENERGY = 30, BOMB = 50, BIO = 90, RAD = 20, FIRE = 100, ACID = 100, WOUND = 25) strip_delay = 120 resistance_flags = FIRE_PROOF | ACID_PROOF mutantrace_variation = STYLE_DIGITIGRADE @@ -63,7 +63,7 @@ Contains: dynamic_hair_suffix = "+generic" dynamic_fhair_suffix = "+generic" flags_inv = 0 - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) + armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -79,7 +79,7 @@ Contains: flags_inv = 0 w_class = WEIGHT_CLASS_NORMAL allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals) - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 30) + armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 30) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -140,7 +140,7 @@ Contains: desc = "A thick, space-proof tricorne from the royal Space Queen. It's lined with a layer of reflective kevlar." 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, "wound" = 30) + armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75, WOUND = 30) flags_inv = HIDEHAIR strip_delay = 40 equip_delay_other = 20 @@ -163,7 +163,7 @@ Contains: flags_inv = 0 allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/melee/transforming/energy/sword/pirate, /obj/item/clothing/glasses/eyepatch, /obj/item/reagent_containers/food/drinks/bottle/rum) slowdown = 0 - armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75, "wound" = 30) + armor = list(MELEE = 30, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 60, ACID = 75, WOUND = 30) strip_delay = 40 equip_delay_other = 20 mutantrace_variation = STYLE_DIGITIGRADE @@ -175,7 +175,7 @@ Contains: icon_state = "hardsuit0-ert_commander" item_state = "hardsuit0-ert_commander" hardsuit_type = "ert_commander" - armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 30) + armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80, WOUND = 30) strip_delay = 130 brightness_on = 7 resistance_flags = ACID_PROOF @@ -191,7 +191,7 @@ Contains: item_state = "ert_command" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals) - armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 30) + armor = list(MELEE = 65, BULLET = 50, LASER = 50, ENERGY = 50, BOMB = 50, BIO = 100, RAD = 100, FIRE = 80, ACID = 80, WOUND = 30) slowdown = 0 strip_delay = 130 resistance_flags = ACID_PROOF @@ -243,7 +243,7 @@ Contains: icon_state = "hardsuit0-ert_commander-alert" item_state = "hardsuit0-ert_commander-alert" hardsuit_type = "ert_commander-alert" - armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 50) + armor = list(MELEE = 70, BULLET = 55, LASER = 50, ENERGY = 50, BOMB = 65, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 50) brightness_on = 8 resistance_flags = FIRE_PROOF | ACID_PROOF @@ -253,7 +253,7 @@ Contains: icon_state = "ert_command-alert" item_state = "ert_command-alert" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/alert - armor = list("melee" = 70, "bullet" = 55, "laser" = 50, "energy" = 50, "bomb" = 65, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 50) + armor = list(MELEE = 70, BULLET = 55, LASER = 50, ENERGY = 50, BOMB = 65, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 50) resistance_flags = FIRE_PROOF | ACID_PROOF mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC @@ -301,7 +301,7 @@ Contains: icon_state = "space" item_state = "s_suit" desc = "A lightweight space suit with the basic ability to protect the wearer from the vacuum of space during emergencies." - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65, "wound" = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 20, FIRE = 50, ACID = 65, WOUND = 10) /obj/item/clothing/head/helmet/space/eva name = "EVA helmet" @@ -309,7 +309,7 @@ Contains: item_state = "space" desc = "A lightweight space helmet with the basic ability to protect the wearer from the vacuum of space during emergencies." flash_protect = 0 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65, "wound" = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 20, FIRE = 50, ACID = 65, WOUND = 10) //Radiation /obj/item/clothing/head/helmet/space/rad @@ -317,7 +317,7 @@ Contains: desc = "A special helmet that protects against radiation and space. Not much else unfortunately." icon_state = "cespace_helmet" item_state = "nothing" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 0, ACID = 0, WOUND = 5) resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE actions_types = list() @@ -327,7 +327,7 @@ Contains: desc = "A special suit that protects against radiation and space. Not much else unfortunately." icon_state = "hardsuit-rad" item_state = "nothing" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 100, FIRE = 0, ACID = 0, WOUND = 5) resistance_flags = FIRE_PROOF rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE mutantrace_variation = NONE @@ -337,7 +337,7 @@ Contains: desc = "An advanced, space-proof helmet. It appears to be modeled after an old-world eagle." icon_state = "griffinhat" item_state = "griffinhat" - armor = list("melee" = 20, "bullet" = 40, "laser" = 30, "energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 20) + armor = list(MELEE = 20, BULLET = 40, LASER = 30, ENERGY = 25, BOMB = 100, BIO = 100, RAD = 100, FIRE = 80, ACID = 80, WOUND = 20) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF | FIRE_PROOF @@ -349,7 +349,7 @@ Contains: icon_state = "freedom" item_state = "freedom" allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals) - armor = list("melee" = 20, "bullet" = 40, "laser" = 30,"energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80, "wound" = 20) + armor = list(MELEE = 20, BULLET = 40, LASER = 30,ENERGY = 25, BOMB = 100, BIO = 100, RAD = 100, FIRE = 80, ACID = 80, WOUND = 20) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF | FIRE_PROOF @@ -362,7 +362,7 @@ Contains: desc = "Spaceworthy and it looks like a space carp's head, smells like one too." icon_state = "carp_helm" item_state = "syndicate" - armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75, "wound" = 5) //As whimpy as a space carp + armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75, WOUND = 5) //As whimpy as a space carp brightness_on = 0 //luminosity when on actions_types = list() mutantrace_variation = NONE @@ -378,7 +378,7 @@ Contains: icon_state = "carp_suit" item_state = "space_suit_syndicate" slowdown = 0 //Space carp magic, never stop believing - armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75, "wound" = 5) //As whimpy whimpy whoo + armor = list(MELEE = -20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 75, FIRE = 60, ACID = 75, WOUND = 5) //As whimpy whimpy whoo allowed = list(/obj/item/tank/internals, /obj/item/gun/ballistic/automatic/speargun) //I'm giving you a hint here helmettype = /obj/item/clothing/head/helmet/space/hardsuit/carp mutantrace_variation = STYLE_DIGITIGRADE @@ -440,14 +440,14 @@ Contains: /obj/item/clothing/suit/space/hardsuit/ert/paranormal/inquisitor/old desc = "Powerful wards are built into this hardsuit, protecting the user from all manner of paranormal threats. Alas, this one looks pretty worn out and rusted." - armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20) + armor = list(MELEE = 55, BULLET = 40, LASER = 40, ENERGY = 40, BOMB = 40, BIO = 80, RAD = 80, FIRE = 60, ACID = 60, WOUND = 20) slowdown = 0.8 helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor/old charges = 12 /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/inquisitor/old desc = "A helmet worn by those who deal with paranormal threats for a living. Alas, this one looks pretty worn out and rusted." - armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20) + armor = list(MELEE = 55, BULLET = 40, LASER = 40, ENERGY = 40, BOMB = 40, BIO = 80, RAD = 80, FIRE = 60, ACID = 60, WOUND = 20) charges = 12 /obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker @@ -465,14 +465,14 @@ Contains: /obj/item/clothing/suit/space/hardsuit/ert/paranormal/beserker/old desc = "Voices echo from the hardsuit, driving the user insane. This one is pretty battle-worn, but still fearsome." - armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20) + armor = list(MELEE = 55, BULLET = 40, LASER = 40, ENERGY = 40, BOMB = 40, BIO = 80, RAD = 80, FIRE = 60, ACID = 60, WOUND = 20) slowdown = 0.8 helmettype = /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker/old charges = 6 /obj/item/clothing/head/helmet/space/hardsuit/ert/paranormal/beserker/old desc = "Peering into the eyes of the helmet is enough to seal damnation. This one is pretty battle-worn, but still fearsome." - armor = list("melee" = 55, "bullet" = 40, "laser" = 40, "energy" = 40, "bomb" = 40, "bio" = 80, "rad" = 80, "fire" = 60, "acid" = 60, "wound" = 20) + armor = list(MELEE = 55, BULLET = 40, LASER = 40, ENERGY = 40, BOMB = 40, BIO = 80, RAD = 80, FIRE = 60, ACID = 60, WOUND = 20) charges = 6 /obj/item/clothing/head/helmet/space/fragile @@ -480,7 +480,7 @@ Contains: desc = "A bulky, air-tight helmet meant to protect the user during emergency situations. It doesn't look very durable." icon_state = "syndicate-helm-orange" item_state = "syndicate-helm-orange" - armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 0, ACID = 0, WOUND = 5) strip_delay = 65 /obj/item/clothing/suit/space/fragile @@ -490,7 +490,7 @@ Contains: icon_state = "syndicate-orange" item_state = "syndicate-orange" slowdown = 2 - armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 0, ACID = 0, WOUND = 5) strip_delay = 65 /obj/item/clothing/suit/space/fragile/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return) @@ -523,7 +523,7 @@ Contains: icon_state = "hunter" 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" = 60, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 25) + armor = list(MELEE = 60, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 25) strip_delay = 130 resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/clothing/spacesuits/plasmamen.dm b/code/modules/clothing/spacesuits/plasmamen.dm index 25ad19eee4..9214e5433a 100644 --- a/code/modules/clothing/spacesuits/plasmamen.dm +++ b/code/modules/clothing/spacesuits/plasmamen.dm @@ -5,7 +5,7 @@ name = "EVA plasma envirosuit" desc = "A special plasma containment suit designed to be space-worthy, as well as worn over other clothing. Like its smaller counterpart, it can automatically extinguish the wearer in a crisis, and holds twice as many charges." allowed = list(/obj/item/gun, /obj/item/ammo_casing, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword, /obj/item/restraints/handcuffs, /obj/item/tank) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 10) resistance_flags = FIRE_PROOF icon_state = "plasmaman_suit" item_state = "plasmaman_suit" @@ -42,7 +42,7 @@ 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, "wound" = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 10) resistance_flags = FIRE_PROOF var/brightness_on = 4 //luminosity when the light is on var/helmet_on = FALSE @@ -155,7 +155,7 @@ desc = "A plasmaman containment helmet designed for security officers, protecting them from being flashed and burning alive, along-side 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, "wound" = 20) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 20) /obj/item/clothing/head/helmet/space/plasmaman/security/warden name = "warden's plasma envirosuit helmet" @@ -214,7 +214,7 @@ desc = "A sturdier plasmaman envirohelmet designed for research directors." icon_state = "rd_envirohelm" item_state = "rd_envirohelm" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75, "wound" = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, RAD = 0, FIRE = 100, ACID = 75, WOUND = 10) /obj/item/clothing/head/helmet/space/plasmaman/robotics name = "robotics plasma envirosuit helmet" @@ -227,7 +227,7 @@ 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, "wound" = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 100, ACID = 75, WOUND = 10) /obj/item/clothing/head/helmet/space/plasmaman/engineering/ce name = "chief engineer's plasma envirosuit helmet" @@ -277,7 +277,7 @@ desc = "A blue and gold envirohelm designed for the station's captain, nonetheless. Made of superior materials to protect them from the station hazards and more." icon_state = "captain_envirohelm" item_state = "captain_envirohelm" - armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 10, "fire" = 100, "acid" = 85, "wound" = 15) + armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 100, RAD = 10, FIRE = 100, ACID = 85, WOUND = 15) /obj/item/clothing/head/helmet/space/plasmaman/curator name = "curator's plasma envirosuit helmet" diff --git a/code/modules/clothing/spacesuits/syndi.dm b/code/modules/clothing/spacesuits/syndi.dm index f55379da2f..81eff1b428 100644 --- a/code/modules/clothing/spacesuits/syndi.dm +++ b/code/modules/clothing/spacesuits/syndi.dm @@ -4,7 +4,7 @@ icon_state = "syndicate" item_state = "syndicate" desc = "Has a tag on it: Totally not property of an enemy corporation, honest!" - armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85, "wound" = 20) + armor = list(MELEE = 40, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85, WOUND = 20) /obj/item/clothing/suit/space/syndicate name = "red space suit" @@ -13,7 +13,7 @@ desc = "Has a tag on it: Totally not property of an enemy corporation, honest!" w_class = WEIGHT_CLASS_NORMAL allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/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, "wound" = 20) + armor = list(MELEE = 40, BULLET = 50, LASER = 30,ENERGY = 15, BOMB = 30, BIO = 30, RAD = 30, FIRE = 80, ACID = 85, WOUND = 20) mutantrace_variation = STYLE_DIGITIGRADE //Green syndicate space suit diff --git a/code/modules/clothing/suits/_suits.dm b/code/modules/clothing/suits/_suits.dm index 0d16f9bdfa..fa4614429c 100644 --- a/code/modules/clothing/suits/_suits.dm +++ b/code/modules/clothing/suits/_suits.dm @@ -4,7 +4,7 @@ block_priority = BLOCK_PRIORITY_WEAR_SUIT var/fire_resist = T0C+100 allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) slot_flags = ITEM_SLOT_OCLOTHING body_parts_covered = CHEST var/blood_overlay_type = "suit" diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 90fd0b2812..11e5af1f4e 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -8,7 +8,7 @@ equip_delay_other = 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, "wound" = 10) + armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10) /obj/item/clothing/suit/armor/Initialize() @@ -58,7 +58,7 @@ icon_state = "hos" item_state = "greatcoat" body_parts_covered = CHEST|GROIN|ARMS|LEGS - armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 10) + armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 70, ACID = 90, WOUND = 10) cold_protection = CHEST|GROIN|LEGS|ARMS heat_protection = CHEST|GROIN|LEGS|ARMS strip_delay = 80 @@ -126,7 +126,7 @@ icon_state = "capcarapace" item_state = "armor" body_parts_covered = CHEST|GROIN - armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90, "wound" = 10) + armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 90, WOUND = 10) dog_fashion = null resistance_flags = FIRE_PROOF @@ -142,7 +142,7 @@ icon_state = "capformal" item_state = "capspacesuit" body_parts_covered = CHEST|GROIN|ARMS - armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90, "wound" = 10) + armor = list(MELEE = 50, BULLET = 40, LASER = 50, ENERGY = 50, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 90, WOUND = 10) togglename = "buttons" /obj/item/clothing/suit/toggle/captains_parade/Initialize() @@ -157,7 +157,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS - armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80, "wound" = 20) + armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 80, WOUND = 20) blocks_shove_knockdown = TRUE strip_delay = 80 equip_delay_other = 60 @@ -168,7 +168,7 @@ 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, "wound" = 10) + armor = list(MELEE = 35, BULLET = 25, LASER = 25, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10) body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS /obj/item/clothing/suit/armor/bulletproof @@ -177,7 +177,7 @@ 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, "wound" = 20) + armor = list(MELEE = 15, BULLET = 60, LASER = 10, ENERGY = 10, BOMB = 40, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 20) strip_delay = 70 equip_delay_other = 50 mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -188,7 +188,7 @@ 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 mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON var/hit_reflect_chance = 40 @@ -216,7 +216,7 @@ desc = "An insidious combat vest designed using Syndicate nanofibers to absorb the supreme majority of kinetic blows. Although it doesn't look like it'll do too much for energy impacts." icon_state = "infiltrator" item_state = "infiltrator" - armor = list("melee" = 30, "bullet" = 40, "laser" = 20, "energy" = 30, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 30, BULLET = 40, LASER = 20, ENERGY = 30, BOMB = 70, BIO = 0, RAD = 0, FIRE = 50, ACID = 50) resistance_flags = FIRE_PROOF | ACID_PROOF strip_delay = 80 @@ -236,7 +236,7 @@ min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = SPACE_SUIT_MAX_TEMP_PROTECT - 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" @@ -249,7 +249,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS slowdown = 3 flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90) + armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90) /obj/item/clothing/suit/armor/tdome body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -257,7 +257,7 @@ clothing_flags = THICKMATERIAL cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS - armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 90) + armor = list(MELEE = 80, BULLET = 80, LASER = 50, ENERGY = 50, BOMB = 100, BIO = 100, RAD = 100, FIRE = 90, ACID = 90) /obj/item/clothing/suit/armor/tdome/red name = "thunderdome suit" @@ -295,7 +295,7 @@ desc = "A classic suit of armour, able to be made from many different materials." icon_state = "knight_greyscale" item_state = "knight_greyscale" - armor = list("melee" = 35, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40, "wound" = 15) + armor = list(MELEE = 35, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 40, ACID = 40, WOUND = 15) material_flags = MATERIAL_ADD_PREFIX | MATERIAL_COLOR | MATERIAL_AFFECT_STATISTICS //Can change color and add prefix /obj/item/clothing/suit/armor/vest/durathread @@ -307,14 +307,14 @@ equip_delay_other = 40 max_integrity = 200 resistance_flags = FLAMMABLE - armor = list("melee" = 20, "bullet" = 10, "laser" = 30, "energy" = 5, "bomb" = 15, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50) + armor = list(MELEE = 20, BULLET = 10, LASER = 30, ENERGY = 5, BOMB = 15, BIO = 0, RAD = 0, FIRE = 0, ACID = 50) /obj/item/clothing/suit/armor/vest/russian name = "russian vest" desc = "A bulletproof vest with forest camo. Good thing there's plenty of forests to hide in around here, right?" icon_state = "rus_armor" item_state = "rus_armor" - armor = list("melee" = 25, "bullet" = 30, "laser" = 0, "energy" = 15, "bomb" = 10, "bio" = 0, "rad" = 20, "fire" = 20, "acid" = 50, "wound" = 10) + armor = list(MELEE = 25, BULLET = 30, LASER = 0, ENERGY = 15, BOMB = 10, BIO = 0, RAD = 20, FIRE = 20, ACID = 50, WOUND = 10) /obj/item/clothing/suit/armor/vest/russian_coat name = "russian battle coat" @@ -325,7 +325,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS cold_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT - armor = list("melee" = 25, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 20, "bio" = 50, "rad" = 20, "fire" = -10, "acid" = 50, "wound" = 10) + armor = list(MELEE = 25, BULLET = 20, LASER = 20, ENERGY = 10, BOMB = 20, BIO = 50, RAD = 20, FIRE = -10, ACID = 50, WOUND = 10) /obj/item/clothing/suit/toggle/armor/vest/centcom_formal name = "\improper CentCom formal coat" @@ -333,7 +333,7 @@ icon_state = "centcom_formal" item_state = "centcom" body_parts_covered = CHEST|GROIN|ARMS - armor = list("melee" = 35, "bullet" = 40, "laser" = 40, "energy" = 50, "bomb" = 35, "bio" = 10, "rad" = 10, "fire" = 10, "acid" = 60) + armor = list(MELEE = 35, BULLET = 40, LASER = 40, ENERGY = 50, BOMB = 35, BIO = 10, RAD = 10, FIRE = 10, ACID = 60) togglename = "buttons" /obj/item/clothing/suit/toggle/armor/vest/centcom_formal/Initialize() @@ -346,7 +346,7 @@ icon_state = "hosformal" item_state = "hostrench" body_parts_covered = CHEST|GROIN|ARMS - armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 40, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90, "wound" = 10) + armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 40, BOMB = 25, BIO = 0, RAD = 0, FIRE = 70, ACID = 90, WOUND = 10) togglename = "buttons" /obj/item/clothing/suit/toggle/armor/hos/hos_formal/Initialize() diff --git a/code/modules/clothing/suits/bio.dm b/code/modules/clothing/suits/bio.dm index 94859d434f..2b66d61237 100644 --- a/code/modules/clothing/suits/bio.dm +++ b/code/modules/clothing/suits/bio.dm @@ -5,7 +5,7 @@ desc = "A hood that protects the head and face from biological contaminants." permeability_coefficient = 0.01 clothing_flags = THICKMATERIAL | BLOCK_GAS_SMOKE_EFFECT - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 60, "fire" = 30, "acid" = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 60, FIRE = 30, ACID = 100) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE|HIDESNOUT resistance_flags = ACID_PROOF flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH @@ -23,7 +23,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS slowdown = 1 allowed = list(/obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/pen, /obj/item/flashlight/pen, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 60, "fire" = 30, "acid" = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 100, RAD = 60, FIRE = 30, ACID = 100) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT|HIDETAUR strip_delay = 70 equip_delay_other = 70 @@ -48,11 +48,11 @@ //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/cloaks.dm b/code/modules/clothing/suits/cloaks.dm index a58b218c1a..9c9c22e72e 100644 --- a/code/modules/clothing/suits/cloaks.dm +++ b/code/modules/clothing/suits/cloaks.dm @@ -60,7 +60,7 @@ icon_state = "goliath_cloak" desc = "A staunch, practical cape made out of numerous monster materials, it is coveted amongst exiles & hermits." allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/pickaxe, /obj/item/spear, /obj/item/spear/bonespear, /obj/item/organ/regenerative_core/legion, /obj/item/kitchen/knife/combat/bone, /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/cloakhood/goliath body_parts_covered = CHEST|ARMS|LEGS @@ -68,7 +68,7 @@ name = "goliath cloak hood" icon_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_inv = HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR /obj/item/clothing/suit/hooded/cloak/drake @@ -76,7 +76,7 @@ icon_state = "dragon" desc = "A suit of armour fashioned from the remains of an ash drake." allowed = list(/obj/item/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/mining_scanner, /obj/item/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/spear) - armor = list("melee" = 70, "bullet" = 20, "laser" = 35, "energy" = 25, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) + armor = list(MELEE = 70, BULLET = 20, LASER = 35, ENERGY = 25, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 100) hoodtype = /obj/item/clothing/head/hooded/cloakhood/drake heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -87,7 +87,7 @@ name = "drake helm" icon_state = "dragon" desc = "The skull of a dragon." - armor = list("melee" = 70, "bullet" = 20, "laser" = 35, "energy" = 25, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) + armor = list(MELEE = 70, BULLET = 20, LASER = 35, ENERGY = 25, BOMB = 25, BIO = 0, RAD = 0, FIRE = 100, ACID = 100) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF | GOLIATH_RESISTANCE diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm index 13bfd8b460..e68f9b71e9 100644 --- a/code/modules/clothing/suits/jobs.dm +++ b/code/modules/clothing/suits/jobs.dm @@ -102,7 +102,7 @@ item_state = "det_suit" blood_overlay_type = "coat" body_parts_covered = CHEST|GROIN|LEGS|ARMS - 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 = CHEST|GROIN|LEGS|ARMS heat_protection = CHEST|GROIN|LEGS|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -176,7 +176,7 @@ /obj/item/clothing/suit/toggle/lawyer/black/syndie desc = "A snappy dress jacket. Suspiciously has no tags or branding." - armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 10, "bio" = 10, "rad" = 10, "fire" = 40, "acid" = 40) + armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 10, BIO = 10, RAD = 10, FIRE = 40, ACID = 40) //Mime /obj/item/clothing/suit/suspenders @@ -204,7 +204,7 @@ blood_overlay_type = "coat" body_parts_covered = CHEST|ARMS allowed = list(/obj/item/tank/internals, /obj/item/melee/curator_whip) - armor = list("melee" = 25, "bullet" = 10, "laser" = 25, "energy" = 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 = CHEST|ARMS heat_protection = CHEST|ARMS mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON diff --git a/code/modules/clothing/suits/labcoat.dm b/code/modules/clothing/suits/labcoat.dm index d8e0466069..f94e21a466 100644 --- a/code/modules/clothing/suits/labcoat.dm +++ b/code/modules/clothing/suits/labcoat.dm @@ -27,7 +27,7 @@ /obj/item/tank/internals/plasmaman ) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 50, "acid" = 50) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 50, ACID = 50) togglename = "buttons" species_exception = list(/datum/species/golem) @@ -78,7 +78,7 @@ icon_state = "sci_dep_jacket" item_state = "sci_dep_jacket" 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/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) - 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/suit/toggle/labcoat/depjacket/med name = "medical jacket" @@ -86,14 +86,14 @@ icon_state = "med_dep_jacket" item_state = "med_dep_jacket" allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 45) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 45) /obj/item/clothing/suit/toggle/labcoat/depjacket/sec name = "security jacket" desc = "A comfortable jacket in security red." icon_state = "sec_dep_jacket" item_state = "sec_dep_jacket" - armor = list("melee" = 25, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45) + armor = list(MELEE = 25, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 45) allowed = list(/obj/item/gun/energy, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) /obj/item/clothing/suit/toggle/labcoat/depjacket/sup @@ -113,5 +113,5 @@ desc = "A comfortable jacket in engineering yellow." icon_state = "engi_dep_jacket" item_state = "engi_dep_jacket" - 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/tank/internals/plasmaman, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm index 57d2ae5c69..fd2f235836 100644 --- a/code/modules/clothing/suits/miscellaneous.dm +++ b/code/modules/clothing/suits/miscellaneous.dm @@ -538,7 +538,7 @@ icon_state = "pufferjacket" item_state = "hostrench" body_parts_covered = CHEST|GROIN|ARMS - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/suit/jacket/puffer/vest name = "puffer vest" @@ -548,7 +548,7 @@ body_parts_covered = CHEST|GROIN cold_protection = CHEST|GROIN heat_protection = CHEST|GROIN - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 30, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 30, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/suit/jacket/miljacket name = "military jacket" @@ -635,7 +635,7 @@ w_class = WEIGHT_CLASS_SMALL body_parts_covered = CHEST|GROIN attack_verb = list("warned", "cautioned", "smashed") - armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/item/clothing/suit/petharness name = "pet harness" @@ -669,7 +669,7 @@ heat_protection = CHEST|GROIN|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT max_heat_protection_temperature = COAT_MAX_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/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -689,7 +689,7 @@ name = "centcom winter coat" icon_state = "coatcentcom" item_state = "coatcentcom" - armor = list("melee" = 40, "bullet" = 45, "laser" = 45, "energy" = 35, "bomb" = 40, "bio" = 25, "rad" = 25, "fire" = 35, "acid" = 50) + armor = list(MELEE = 40, BULLET = 45, LASER = 45, ENERGY = 35, BOMB = 40, BIO = 25, RAD = 25, FIRE = 35, ACID = 50) hoodtype = /obj/item/clothing/head/hooded/winterhood/centcom /obj/item/clothing/suit/hooded/wintercoat/centcom/Initialize() @@ -698,14 +698,14 @@ /obj/item/clothing/head/hooded/winterhood/centcom icon_state = "winterhood_centcom" - armor = list("melee" = 40, "bullet" = 45, "laser" = 45, "energy" = 35, "bomb" = 40, "bio" = 25, "rad" = 25, "fire" = 35, "acid" = 50) + armor = list(MELEE = 40, BULLET = 45, LASER = 45, ENERGY = 35, BOMB = 40, BIO = 25, RAD = 25, FIRE = 35, ACID = 50) /obj/item/clothing/suit/hooded/wintercoat/captain name = "captain's winter coat" desc = "A luxurious winter coat, stuffed with the down of the endangered Uka bird and trimmed with genuine sable. The fabric is an indulgently soft micro-fiber, and the deep ultramarine color is only one that could be achieved with minute amounts of crystalline bluespace dust woven into the thread between the plectrums. Extremely lavish, and extremely durable. The tiny flakes of protective material make it nothing short of extremely light lamellar armor." icon_state = "coatcaptain" 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) hoodtype = /obj/item/clothing/head/hooded/winterhood/captain /obj/item/clothing/suit/hooded/wintercoat/captain/Initialize() @@ -721,7 +721,7 @@ desc = "A cozy winter coat, covered in thick fur. The breast features a proud yellow chevron, reminding everyone that you're the second banana." icon_state = "coathop" item_state = "coathop" - armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 5, "bio" = 5, "rad" = 0, "fire" = 0, "acid" = 5) + armor = list(MELEE = 5, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 5, RAD = 0, FIRE = 0, ACID = 5) hoodtype = /obj/item/clothing/head/hooded/winterhood/hop /obj/item/clothing/head/hooded/winterhood/hop @@ -733,7 +733,7 @@ desc = "A red, armor-padded winter coat. It glitters with a mild ablative coating and a robust air of authority. The zipper tab is a pair of jingly little handcuffs that get annoying after the first ten seconds." icon_state = "coatsecurity" item_state = "coatsecurity" - armor = list("melee" = 25, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 45) + armor = list(MELEE = 25, BULLET = 15, LASER = 30, ENERGY = 10, BOMB = 25, BIO = 0, RAD = 0, FIRE = 0, ACID = 45) hoodtype = /obj/item/clothing/head/hooded/winterhood/security /obj/item/clothing/suit/hooded/wintercoat/security/Initialize() @@ -749,7 +749,7 @@ desc = "A red, armor-padded winter coat, lovingly woven with a Kevlar interleave and reinforced with semi-ablative polymers and a silver azide fill material. The zipper tab looks like a tiny replica of Beepsky." icon_state = "coathos" item_state = "coathos" - armor = list("melee" = 35, "bullet" = 35, "laser" = 35, "energy" = 15, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 55) + armor = list(MELEE = 35, BULLET = 35, LASER = 35, ENERGY = 15, BOMB = 30, BIO = 0, RAD = 0, FIRE = 0, ACID = 55) hoodtype = /obj/item/clothing/head/hooded/winterhood/hos /obj/item/clothing/suit/hooded/wintercoat/hos/Initialize() @@ -766,7 +766,7 @@ icon_state = "coatmedical" item_state = "coatmedical" allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 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 @@ -779,7 +779,7 @@ icon_state = "coatcmo" item_state = "coatcmo" allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) - armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 50, RAD = 0, FIRE = 0, ACID = 0) hoodtype = /obj/item/clothing/head/hooded/winterhood/cmo /obj/item/clothing/head/hooded/winterhood/cmo @@ -792,7 +792,7 @@ icon_state = "coatchemistry" item_state = "coatchemistry" allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 30, "rad" = 0, "fire" = 30, "acid" = 45) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 30, RAD = 0, FIRE = 30, ACID = 45) hoodtype = /obj/item/clothing/head/hooded/winterhood/chemistry /obj/item/clothing/head/hooded/winterhood/chemistry @@ -805,7 +805,7 @@ icon_state = "coatviro" item_state = "coatviro" allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 30, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 30, RAD = 0, FIRE = 0, ACID = 0) hoodtype = /obj/item/clothing/head/hooded/winterhood/viro /obj/item/clothing/head/hooded/winterhood/viro @@ -818,7 +818,7 @@ icon_state = "coatparamed" item_state = "coatparamed" allowed = list(/obj/item/analyzer, /obj/item/sensor_device, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 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/paramedic /obj/item/clothing/head/hooded/winterhood/paramedic @@ -831,7 +831,7 @@ icon_state = "coatscience" item_state = "coatscience" allowed = list(/obj/item/analyzer, /obj/item/stack/medical, /obj/item/dnainjector, /obj/item/reagent_containers/dropper, /obj/item/reagent_containers/syringe, /obj/item/reagent_containers/hypospray, /obj/item/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) - 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) hoodtype = /obj/item/clothing/head/hooded/winterhood/science /obj/item/clothing/head/hooded/winterhood/science @@ -844,7 +844,7 @@ icon_state = "coatrobotics" item_state = "coatrobotics" 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/healthanalyzer, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/screwdriver, /obj/item/crowbar, /obj/item/wrench, /obj/item/stack/cable_coil, /obj/item/weldingtool, /obj/item/multitool) - 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) hoodtype = /obj/item/clothing/head/hooded/winterhood/robotics /obj/item/clothing/head/hooded/winterhood/robotics @@ -869,7 +869,7 @@ icon_state = "coatrd" item_state = "coatrd" 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/healthanalyzer, /obj/item/flashlight/pen, /obj/item/reagent_containers/glass/bottle, /obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill, /obj/item/storage/pill_bottle, /obj/item/paper, /obj/item/melee/classic_baton/telescopic, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman) - armor = list("melee" = 0, "bullet" = 0, "laser" = 5,"energy" = 0, "bomb" = 15, "bio" = 5, "rad" = 5, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 5,ENERGY = 0, BOMB = 15, BIO = 5, RAD = 5, FIRE = 0, ACID = 0) hoodtype = /obj/item/clothing/head/hooded/winterhood/rd /obj/item/clothing/head/hooded/winterhood/rd @@ -881,7 +881,7 @@ desc = "A white winter coat with reflective green and yellow stripes. Stuffed with asbestos, treated with fire retardant PBDE, lined with a micro thin sheet of lead foil and snugly fitted to your body's measurements. This baby's ready to save you from anything except the thyroid cancer and systemic fibrosis you'll get from wearing it. The zipper tab is a tiny golden wrench." icon_state = "coatce" item_state = "coatce" - armor = list("melee" = 0, "bullet" = 0, "laser" = 5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 30, "fire" = 35, "acid" = 45) + armor = list(MELEE = 0, BULLET = 0, LASER = 5, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 30, FIRE = 35, ACID = 45) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) hoodtype = /obj/item/clothing/head/hooded/winterhood/ce @@ -894,7 +894,7 @@ desc = "A surprisingly heavy yellow winter coat with reflective orange stripes. It has a small wrench for its zipper tab, and the inside layer is covered with a radiation-resistant silver-nylon blend. Because you're worth it." icon_state = "coatengineer" 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/tank/internals/plasmaman, /obj/item/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) hoodtype = /obj/item/clothing/head/hooded/winterhood/engineering @@ -1001,7 +1001,7 @@ icon_state = "coatminer" item_state = "coatminer" allowed = list(/obj/item/pickaxe, /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/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 @@ -1013,7 +1013,7 @@ desc = "A brass-plated button up winter coat. Instead of a zipper tab, it has a brass cog with a tiny red gemstone inset." icon_state = "coatratvar" item_state = "coatratvar" - armor = list("melee" = 30, "bullet" = 45, "laser" = -10, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) + armor = list(MELEE = 30, BULLET = 45, LASER = -10, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/clockwork/replica_fabricator, /obj/item/clockwork/integration_cog, /obj/item/clockwork/slab, /obj/item/clockwork/weapon/ratvarian_spear) hoodtype = /obj/item/clothing/head/hooded/winterhood/ratvar var/real = TRUE @@ -1042,7 +1042,7 @@ desc = "A somber button-up in tones of grey entropy and a wicked crimson zipper. When pulled all the way up, the zipper looks like a bloody gash. The zipper pull looks like a single drop of blood." icon_state = "coatnarsie" item_state = "coatnarsie" - armor = list("melee" = 30, "bullet" = 20, "laser" = 30,"energy" = 10, "bomb" = 30, "bio" = 10, "rad" = 10, "fire" = 30, "acid" = 30) + armor = list(MELEE = 30, BULLET = 20, LASER = 30,ENERGY = 10, BOMB = 30, BIO = 10, RAD = 10, FIRE = 30, ACID = 30) allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter, /obj/item/restraints/legcuffs/bola/cult,/obj/item/melee/cultblade,/obj/item/melee/cultblade/dagger,/obj/item/reagent_containers/glass/beaker/unholywater,/obj/item/cult_shift,/obj/item/flashlight/flare/culttorch,/obj/item/cult_spear) hoodtype = /obj/item/clothing/head/hooded/winterhood/narsie var/real = TRUE @@ -1069,7 +1069,7 @@ icon_state = "coatratvar" item_state = "coatratvar" allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) - 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) real = FALSE /obj/item/clothing/suit/hooded/wintercoat/narsie/fake @@ -1078,7 +1078,7 @@ icon_state = "coatnarsie" item_state = "coatnarsie" allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/toy, /obj/item/storage/fancy/cigarettes, /obj/item/lighter) - 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) real = FALSE /obj/item/clothing/suit/hooded/wintercoat/durathread @@ -1086,7 +1086,7 @@ desc = "The one coat to rule them all. Extremely durable while providing the utmost comfort." icon_state = "coatdurathread" item_state = "coatdurathread" - armor = list("melee" = 15, "bullet" = 8, "laser" = 25, "energy" = 5, "bomb" = 12, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 50) + armor = list(MELEE = 15, BULLET = 8, LASER = 25, ENERGY = 5, BOMB = 12, BIO = 0, RAD = 0, FIRE = 0, ACID = 50) hoodtype = /obj/item/clothing/head/hooded/winterhood/durathread /obj/item/clothing/suit/hooded/wintercoat/durathread/Initialize() @@ -1095,7 +1095,7 @@ /obj/item/clothing/head/hooded/winterhood/durathread icon_state = "winterhood_durathread" - armor = list("melee" = 20, "bullet" = 8, "laser" = 15, "energy" = 8, "bomb" = 25, "bio" = 10, "rad" = 15, "fire" = 75, "acid" = 37) + armor = list(MELEE = 20, BULLET = 8, LASER = 15, ENERGY = 8, BOMB = 25, BIO = 10, RAD = 15, FIRE = 75, ACID = 37) /obj/item/clothing/suit/spookyghost name = "spooky ghost" @@ -1112,7 +1112,7 @@ icon = 'icons/obj/clothing/clockwork_garb.dmi' icon_state = "clockwork_cuirass_old" body_parts_covered = CHEST|GROIN|LEGS - armor = list("melee" = 5, "bullet" = 0, "laser" = -5, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20) + armor = list(MELEE = 5, BULLET = 0, LASER = -5, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 20) /obj/item/clothing/suit/ghost_sheet name = "ghost sheet" @@ -1152,7 +1152,7 @@ blood_overlay_type = "armor" body_parts_covered = CHEST resistance_flags = NONE - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = -5, "acid" = -15) //nylon sucks against acid + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 5, BIO = 0, RAD = 0, FIRE = -5, ACID = -15) //nylon sucks against acid mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON /obj/item/clothing/suit/assu_suit diff --git a/code/modules/clothing/suits/reactive_armour.dm b/code/modules/clothing/suits/reactive_armour.dm index 608aca2aad..2f2c861b6b 100644 --- a/code/modules/clothing/suits/reactive_armour.dm +++ b/code/modules/clothing/suits/reactive_armour.dm @@ -33,7 +33,7 @@ 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 rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm index 1f28c5ddf3..d58b88b773 100644 --- a/code/modules/clothing/suits/utility.dm +++ b/code/modules/clothing/suits/utility.dm @@ -20,7 +20,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/extinguisher, /obj/item/crowbar) 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 clothing_flags = STOPSPRESSUREDAMAGE | THICKMATERIAL heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -62,7 +62,7 @@ desc = "Use in case of bomb." icon_state = "bombsuit" clothing_flags = 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 = HIDEFACE|HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT dynamic_hair_suffix = "" dynamic_fhair_suffix = "" @@ -88,7 +88,7 @@ clothing_flags = THICKMATERIAL body_parts_covered = CHEST|GROIN|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|HIDETAUR heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT @@ -128,7 +128,7 @@ desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'" clothing_flags = THICKMATERIAL flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDESNOUT - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 60, "rad" = 100, "fire" = 30, "acid" = 30) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 60, RAD = 100, FIRE = 30, ACID = 30) strip_delay = 60 equip_delay_other = 60 flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH @@ -148,7 +148,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /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) strip_delay = 60 equip_delay_other = 60 flags_inv = HIDEJUMPSUIT|HIDETAUR diff --git a/code/modules/clothing/suits/wiz_robe.dm b/code/modules/clothing/suits/wiz_robe.dm index 9c144ee6f3..0d8aa60ba5 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, "wound" = 20) + armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100, WOUND = 20) strip_delay = 50 equip_delay_other = 50 resistance_flags = FIRE_PROOF | ACID_PROOF @@ -41,7 +41,7 @@ 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) resistance_flags = FLAMMABLE magic_flags = NONE @@ -74,7 +74,7 @@ gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 body_parts_covered = CHEST|GROIN|ARMS|LEGS - armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100, "wound" = 20) + armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 20, BIO = 20, RAD = 20, FIRE = 100, ACID = 100, WOUND = 20) allowed = list(/obj/item/teleportation_scroll) flags_inv = HIDEJUMPSUIT strip_delay = 50 @@ -140,21 +140,21 @@ 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) resistance_flags = FLAMMABLE magic_flags = NONE /obj/item/clothing/head/wizard/marisa/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) resistance_flags = FLAMMABLE magic_flags = NONE /obj/item/clothing/suit/wizrobe/marisa/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) resistance_flags = FLAMMABLE magic_flags = NONE @@ -309,7 +309,7 @@ min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/wizard - armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 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) slowdown = 0 resistance_flags = FIRE_PROOF | ACID_PROOF @@ -324,7 +324,7 @@ item_state = "battlemage" min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT - armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 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) actions_types = null //No inbuilt light resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/clothing/under/_under.dm b/code/modules/clothing/under/_under.dm index 61e4bb5149..e806ebf906 100644 --- a/code/modules/clothing/under/_under.dm +++ b/code/modules/clothing/under/_under.dm @@ -5,7 +5,7 @@ permeability_coefficient = 0.9 block_priority = BLOCK_PRIORITY_UNIFORM slot_flags = ITEM_SLOT_ICLOTHING - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) mutantrace_variation = STYLE_DIGITIGRADE|USE_TAUR_CLIP_MASK limb_integrity = 120 var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women diff --git a/code/modules/clothing/under/accessories.dm b/code/modules/clothing/under/accessories.dm index 40d30235d8..2ed34e6bcd 100644 --- a/code/modules/clothing/under/accessories.dm +++ b/code/modules/clothing/under/accessories.dm @@ -378,7 +378,7 @@ /obj/item/clothing/accessory/medal/gold/captain/family name = "old medal of captaincy" desc = "A rustic badge pure gold, has been through hell and back by the looks, the syndcate have been after these by the looks of it for generations..." - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 10) //Pure gold + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 10) //Pure gold custom_materials = list(/datum/material/gold=2000) /obj/item/clothing/accessory/medal/gold/heroism @@ -390,7 +390,7 @@ desc = "An eccentric medal made of plasma." icon_state = "plasma" medaltype = "medal-plasma" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = -10, "acid" = 0) //It's made of plasma. Of course it's flammable. + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = -10, ACID = 0) //It's made of plasma. Of course it's flammable. custom_materials = list(/datum/material/plasma=1000) /obj/item/clothing/accessory/medal/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) @@ -499,21 +499,21 @@ name = "bone talisman" desc = "A hunter's talisman, some say the old gods smile on those who wear it." icon_state = "talisman" - armor = list("melee" = 5, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25) + armor = list(MELEE = 5, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 20, RAD = 5, FIRE = 0, ACID = 25) /obj/item/clothing/accessory/skullcodpiece name = "skull codpiece" desc = "A skull shaped ornament, intended to protect the important things in life." icon_state = "skull" above_suit = TRUE - armor = list("melee" = 5, "bullet" = 5, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25) + armor = list(MELEE = 5, BULLET = 5, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 20, RAD = 5, FIRE = 0, ACID = 25) /obj/item/clothing/accessory/skullcodpiece/fake name = "false codpiece" desc = "A plastic ornament, intended to protect the important things in life. It's not very good at it." icon_state = "skull" above_suit = TRUE - 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) ///////////////////// //Syndie Accessories// @@ -523,21 +523,21 @@ name = "protective padding" desc = "A soft padding meant to cushion the wearer from melee harm." icon_state = "padding" - armor = list("melee" = 20, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 5, "bio" = 0, "rad" = 0, "fire" = -20, "acid" = 45) + armor = list(MELEE = 20, BULLET = 10, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 0, RAD = 0, FIRE = -20, ACID = 45) flags_inv = HIDEACCESSORY //hidden from indiscrete mob examines. /obj/item/clothing/accessory/kevlar name = "kevlar padding" desc = "A layered kevlar padding meant to cushion the wearer from ballistic harm." icon_state = "padding" - armor = list("melee" = 10, "bullet" = 20, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 25) + armor = list(MELEE = 10, BULLET = 20, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 25) flags_inv = HIDEACCESSORY /obj/item/clothing/accessory/plastics name = "ablative padding" desc = "A thin ultra-refractory composite padding meant to cushion the wearer from energy lasers harm." icon_state = "plastics" - armor = list("melee" = 0, "bullet" = 0, "laser" = 20, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = -40) + armor = list(MELEE = 0, BULLET = 0, LASER = 20, ENERGY = 10, BOMB = 0, BIO = 0, RAD = 0, FIRE = 20, ACID = -40) flags_inv = HIDEACCESSORY //necklace diff --git a/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm b/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm index 885e659bb2..82924b850d 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/civilian_service.dm @@ -57,7 +57,7 @@ desc = "An expensive piece of plasmaman envirosuit fashion. guaranteed to keep you cool while the station goes down in fierceful fires." icon_state = "captain_envirosuit" item_state = "captain_envirosuit" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 15) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95, WOUND = 15) sensor_mode = SENSOR_COORDS sensor_flags = NONE diff --git a/code/modules/clothing/under/jobs/Plasmaman/engineering.dm b/code/modules/clothing/under/jobs/Plasmaman/engineering.dm index 4850a605e7..68d1ab30e1 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/engineering.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/engineering.dm @@ -3,7 +3,7 @@ desc = "An air-tight suit designed to be used by plasmamen exployed as engineers, the usual purple stripes being replaced by engineer's orange. It protects the user from fire and acid damage." icon_state = "engineer_envirosuit" item_state = "engineer_envirosuit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 10, "fire" = 95, "acid" = 95, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 10, FIRE = 95, ACID = 95, WOUND = 5) /obj/item/clothing/under/plasmaman/engineering/ce name = "chief engineer's plasma envirosuit" diff --git a/code/modules/clothing/under/jobs/Plasmaman/medsci.dm b/code/modules/clothing/under/jobs/Plasmaman/medsci.dm index 52f817dcce..e77021646a 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/medsci.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/medsci.dm @@ -21,7 +21,7 @@ desc = "A plasmaman envirosuit designed for the research director to aid them in their job of directing research into the right direction." icon_state = "rd_envirosuit" item_state = "rd_envirosuit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 100, RAD = 0, FIRE = 95, ACID = 95, WOUND = 5) /obj/item/clothing/under/plasmaman/robotics name = "robotics plasma envirosuit" diff --git a/code/modules/clothing/under/jobs/Plasmaman/security.dm b/code/modules/clothing/under/jobs/Plasmaman/security.dm index 262b336011..01a1effa14 100644 --- a/code/modules/clothing/under/jobs/Plasmaman/security.dm +++ b/code/modules/clothing/under/jobs/Plasmaman/security.dm @@ -3,7 +3,7 @@ desc = "A plasmaman containment suit designed for security officers, offering a limited amount of extra protection." icon_state = "security_envirosuit" item_state = "security_envirosuit" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 95, "acid" = 95, "wound" = 10) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 100, RAD = 0, FIRE = 95, ACID = 95, WOUND = 10) sensor_mode = SENSOR_COORDS sensor_flags = NONE diff --git a/code/modules/clothing/under/jobs/cargo.dm b/code/modules/clothing/under/jobs/cargo.dm index 832589a6b7..9f7a7fdd7f 100644 --- a/code/modules/clothing/under/jobs/cargo.dm +++ b/code/modules/clothing/under/jobs/cargo.dm @@ -51,7 +51,7 @@ /obj/item/clothing/under/rank/cargo/miner name = "shaft miner's jumpsuit" desc = "It's a snappy jumpsuit with a sturdy set of overalls. It is very dirty." - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 0, "wound" = 10) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 0, WOUND = 10) icon_state = "miner" item_state = "miner" diff --git a/code/modules/clothing/under/jobs/civilian/civilian.dm b/code/modules/clothing/under/jobs/civilian/civilian.dm index 2eabb0ce35..13f9a1fa75 100644 --- a/code/modules/clothing/under/jobs/civilian/civilian.dm +++ b/code/modules/clothing/under/jobs/civilian/civilian.dm @@ -178,7 +178,7 @@ desc = "It's the official uniform of the station's janitor. It has minor protection from biohazards." name = "janitor's jumpsuit" icon_state = "janitor" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) /obj/item/clothing/under/rank/civilian/janitor/skirt name = "janitor's jumpskirt" diff --git a/code/modules/clothing/under/jobs/command.dm b/code/modules/clothing/under/jobs/command.dm index 6f2becbe63..2c70d8bcc8 100644 --- a/code/modules/clothing/under/jobs/command.dm +++ b/code/modules/clothing/under/jobs/command.dm @@ -3,7 +3,7 @@ name = "captain's jumpsuit" icon_state = "captain" item_state = "b_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 15) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 15) sensor_mode = SENSOR_COORDS sensor_flags = NONE diff --git a/code/modules/clothing/under/jobs/engineering.dm b/code/modules/clothing/under/jobs/engineering.dm index 98dee44cb2..44bb8ca1dd 100644 --- a/code/modules/clothing/under/jobs/engineering.dm +++ b/code/modules/clothing/under/jobs/engineering.dm @@ -4,7 +4,7 @@ name = "chief engineer's jumpsuit" icon_state = "chiefengineer" item_state = "gy_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 80, ACID = 40, WOUND = 5) resistance_flags = NONE /obj/item/clothing/under/rank/engineering/chief_engineer/skirt @@ -39,7 +39,7 @@ name = "engineer's jumpsuit" icon_state = "engine" item_state = "engi_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 10, FIRE = 60, ACID = 20, WOUND = 5) resistance_flags = NONE /obj/item/clothing/under/rank/engineering/engineer/mechanic diff --git a/code/modules/clothing/under/jobs/medical.dm b/code/modules/clothing/under/jobs/medical.dm index 20fd34f4a0..48f3be3597 100644 --- a/code/modules/clothing/under/jobs/medical.dm +++ b/code/modules/clothing/under/jobs/medical.dm @@ -4,7 +4,7 @@ icon_state = "cmo" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) /obj/item/clothing/under/rank/medical/chief_medical_officer/skirt name = "chief medical officer's jumpskirt" @@ -30,7 +30,7 @@ icon_state = "genetics" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) /obj/item/clothing/under/rank/medical/geneticist/skirt name = "geneticist's jumpskirt" @@ -48,7 +48,7 @@ icon_state = "virology" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) /obj/item/clothing/under/rank/medical/virologist/skirt name = "virologist's jumpskirt" @@ -66,7 +66,7 @@ icon_state = "chemistry" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 50, ACID = 65, WOUND = 5) /obj/item/clothing/under/rank/medical/chemist/skirt name = "chemist's jumpskirt" @@ -84,7 +84,7 @@ icon_state = "paramedic-dark" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) /obj/item/clothing/under/rank/medical/paramedic/red name = "red paramedic jumpsuit" @@ -116,7 +116,7 @@ icon_state = "nursesuit" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) body_parts_covered = CHEST|GROIN|ARMS fitted = NO_FEMALE_UNIFORM can_adjust = FALSE @@ -128,7 +128,7 @@ icon_state = "medical" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) /obj/item/clothing/under/rank/medical/doctor/util name = "medical utility uniform" diff --git a/code/modules/clothing/under/jobs/rnd.dm b/code/modules/clothing/under/jobs/rnd.dm index d63e81a0a3..e8265aa4e9 100644 --- a/code/modules/clothing/under/jobs/rnd.dm +++ b/code/modules/clothing/under/jobs/rnd.dm @@ -3,7 +3,7 @@ name = "research director's vest suit" icon_state = "director" item_state = "lb_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 35, WOUND = 5) can_adjust = FALSE /obj/item/clothing/under/rank/rnd/research_director/skirt @@ -20,7 +20,7 @@ name = "research director's tan suit" icon_state = "rdwhimsy" item_state = "rdwhimsy" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) can_adjust = TRUE alt_covers_chest = TRUE @@ -39,7 +39,7 @@ name = "research director's turtleneck" icon_state = "rdturtle" item_state = "p_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 10, BIO = 10, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) can_adjust = TRUE alt_covers_chest = TRUE @@ -59,7 +59,7 @@ icon_state = "toxins" item_state = "w_suit" permeability_coefficient = 0.5 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) /obj/item/clothing/under/rank/rnd/scientist/util name = "science utility uniform" diff --git a/code/modules/clothing/under/jobs/security.dm b/code/modules/clothing/under/jobs/security.dm index c0d08204f0..5a2ece4dda 100644 --- a/code/modules/clothing/under/jobs/security.dm +++ b/code/modules/clothing/under/jobs/security.dm @@ -19,7 +19,7 @@ desc = "A tactical security jumpsuit for officers complete with Nanotrasen belt buckle." icon_state = "rsecurity" item_state = "r_suit" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10) /obj/item/clothing/under/rank/security/officer/util name = "security utility uniform" @@ -96,7 +96,7 @@ desc = "A formal security suit for officers complete with Nanotrasen belt buckle." icon_state = "rwarden" item_state = "r_suit" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10) /obj/item/clothing/under/rank/security/warden/grey name = "grey security suit" @@ -130,7 +130,7 @@ desc = "Someone who wears this means business." icon_state = "detective" item_state = "det" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10) /obj/item/clothing/under/rank/security/detective/brown name = "dark boiled suit" @@ -177,7 +177,7 @@ desc = "A security jumpsuit decorated for those few with the dedication to achieve the position of Head of Security." icon_state = "rhos" item_state = "r_suit" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10) strip_delay = 60 /obj/item/clothing/under/rank/security/head_of_security/skirt diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm index 4dac5f1961..2071dd6930 100644 --- a/code/modules/clothing/under/miscellaneous.dm +++ b/code/modules/clothing/under/miscellaneous.dm @@ -65,7 +65,7 @@ gas_transfer_coefficient = 0.01 permeability_coefficient = 0.01 body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS - armor = list("melee" = 100, "bullet" = 100, "laser" = 100,"energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100, "wound" = 1000) //wound defense at 100 wont stop wounds + armor = list(MELEE = 100, BULLET = 100, LASER = 100,ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100, WOUND = 1000) //wound defense at 100 wont stop wounds cold_protection = CHEST | GROIN | LEGS | FEET | ARMS | HANDS min_cold_protection_temperature = SPACE_SUIT_MIN_TEMP_PROTECT heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -116,7 +116,7 @@ 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." icon_state = "plasmaman" item_state = "plasmaman" - 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 = CHEST|GROIN|LEGS|FEET|ARMS|HANDS mutantrace_variation = USE_TAUR_CLIP_MASK can_adjust = FALSE @@ -186,7 +186,7 @@ icon_state = "durathread" item_state = "durathread" can_adjust = TRUE - armor = list("melee" = 10, "laser" = 10, "fire" = 40, "acid" = 10, "bomb" = 5) + armor = list(MELEE = 10, LASER = 10, FIRE = 40, ACID = 10, BOMB = 5) /obj/item/clothing/under/misc/durathread/skirt name = "durathread jumpskirt" diff --git a/code/modules/clothing/under/syndicate.dm b/code/modules/clothing/under/syndicate.dm index 58d5d26e86..a2bd8256d7 100644 --- a/code/modules/clothing/under/syndicate.dm +++ b/code/modules/clothing/under/syndicate.dm @@ -4,7 +4,7 @@ icon_state = "syndicate" item_state = "bl_suit" has_sensor = NO_SENSORS - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 5) alt_covers_chest = TRUE /obj/item/clothing/under/syndicate/skirt @@ -13,7 +13,7 @@ icon_state = "syndicate_skirt" item_state = "bl_suit" has_sensor = NO_SENSORS - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 5) alt_covers_chest = TRUE fitted = FEMALE_UNIFORM_TOP mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -24,7 +24,7 @@ icon_state = "bloodred_pajamas" item_state = "bl_suit" dummy_thick = TRUE - armor = list("melee" = 10, "bullet" = 10, "laser" = 10,"energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 50, "acid" = 40, "wound" = 10) + armor = list(MELEE = 10, BULLET = 10, LASER = 10,ENERGY = 10, BOMB = 0, BIO = 0, RAD = 10, FIRE = 50, ACID = 40, WOUND = 10) resistance_flags = FIRE_PROOF | ACID_PROOF can_adjust = FALSE @@ -33,21 +33,21 @@ desc = "Do operatives dream of nuclear sheep?" icon_state = "bloodred_pajamas" item_state = "bl_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 5) /obj/item/clothing/under/syndicate/tacticool name = "tacticool turtleneck" desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-." icon_state = "tactifool" item_state = "bl_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 5) /obj/item/clothing/under/syndicate/tacticool/skirt name = "tacticool skirtleneck" desc = "Just looking at it makes you want to buy an SKS, go into the woods, and -operate-." icon_state = "tactifool_skirt" item_state = "bl_suit" - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 5) fitted = FEMALE_UNIFORM_TOP mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -57,7 +57,7 @@ icon_state = "tactifool" item_state = "bl_suit" has_sensor = HAS_SENSORS - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) /obj/item/clothing/under/syndicate/cosmetic/skirt name = "tactitool skirtleneck" @@ -81,14 +81,14 @@ can_adjust = FALSE /obj/item/clothing/under/syndicate/camo/cosmetic - 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) /obj/item/clothing/under/syndicate/soviet name = "Ratnik 5 tracksuit" desc = "Badly translated labels tell you to clean this in Vodka. Great for squatting in." icon_state = "trackpants" can_adjust = FALSE - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) resistance_flags = NONE /obj/item/clothing/under/syndicate/combat @@ -103,7 +103,7 @@ desc = "Military grade tracksuits for frontline squatting." icon_state = "rus_under" can_adjust = FALSE - armor = list("melee" = 5, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0, "wound" = 5) + armor = list(MELEE = 5, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0, WOUND = 5) resistance_flags = NONE mutantrace_variation = STYLE_DIGITIGRADE|STYLE_NO_ANTHRO_ICON @@ -113,7 +113,7 @@ icon_state = "syndicatebaseball" item_state = "syndicatebaseball" has_sensor = NO_SENSORS - armor = list("melee" = 15, "bullet" = 5, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40, "wound" = 10) + armor = list(MELEE = 15, BULLET = 5, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 40, WOUND = 10) alt_covers_chest = TRUE mutantrace_variation = USE_TAUR_CLIP_MASK diff --git a/code/modules/clothing/under/trek.dm b/code/modules/clothing/under/trek.dm index 89e42d2566..d86e32b1f6 100644 --- a/code/modules/clothing/under/trek.dm +++ b/code/modules/clothing/under/trek.dm @@ -108,7 +108,7 @@ /obj/item/clothing/under/trek/sec/orv desc = "An uniform worn by security officers since 2420s." - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30, "wound" = 10) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 30, ACID = 30, WOUND = 10) icon_state = "orv_sec" /obj/item/clothing/under/trek/medsci/orv @@ -129,7 +129,7 @@ /obj/item/clothing/under/trek/command/orv/sec name = "security command uniform" - armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50, "wound" = 10) + armor = list(MELEE = 10, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 50, WOUND = 10) desc = "An uniform worn by Heads of Security since 2550s." icon_state = "orv_com_sec" diff --git a/code/modules/events/holiday/xmas.dm b/code/modules/events/holiday/xmas.dm index 919a1d2949..e043caa29d 100644 --- a/code/modules/events/holiday/xmas.dm +++ b/code/modules/events/holiday/xmas.dm @@ -37,7 +37,7 @@ icon_state = "xmashat" desc = "A crappy paper hat that you are REQUIRED to wear." flags_inv = 0 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) /obj/effect/landmark/xmastree name = "christmas tree spawner" diff --git a/code/modules/events/spacevine.dm b/code/modules/events/spacevine.dm index ed6a087cd9..ddafe57f6f 100644 --- a/code/modules/events/spacevine.dm +++ b/code/modules/events/spacevine.dm @@ -327,7 +327,7 @@ user.DelayNextAction() 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 1c151511af..3647072298 100644 --- a/code/modules/food_and_drinks/drinks/drinks/bottle.dm +++ b/code/modules/food_and_drinks/drinks/drinks/bottle.dm @@ -31,7 +31,7 @@ var/obj/item/bodypart/affecting = user.zone_selected //Find what the player is aiming at var/headarmor = 0 // Target's head armor - var/armor_block = min(90, target.run_armor_check(affecting, "melee", null, null,armour_penetration)) // For normal attack damage + var/armor_block = min(90, target.run_armor_check(affecting, MELEE, null, null,armour_penetration)) // For normal attack damage //If they have a hat/helmet and the user is targeting their head. if(affecting == BODY_ZONE_HEAD) diff --git a/code/modules/hydroponics/grown/misc.dm b/code/modules/hydroponics/grown/misc.dm index 4e6a4f0765..d32d287800 100644 --- a/code/modules/hydroponics/grown/misc.dm +++ b/code/modules/hydroponics/grown/misc.dm @@ -377,7 +377,7 @@ var/obj/item/bodypart/affecting = user.zone_selected //Find what the player is aiming at if (affecting == BODY_ZONE_HEAD && prob(15)) //smash the nut open - var/armor_block = min(90, M.run_armor_check(affecting, "melee", null, null,armour_penetration)) // For normal attack damage + var/armor_block = min(90, M.run_armor_check(affecting, MELEE, null, null,armour_penetration)) // For normal attack damage M.apply_damage(force, BRUTE, affecting, armor_block) //Sound diff --git a/code/modules/integrated_electronics/core/assemblies.dm b/code/modules/integrated_electronics/core/assemblies.dm index ac27b4a30e..ea4fdb2486 100644 --- a/code/modules/integrated_electronics/core/assemblies.dm +++ b/code/modules/integrated_electronics/core/assemblies.dm @@ -36,7 +36,7 @@ hud_possible = list(DIAG_STAT_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD, DIAG_CIRCUIT_HUD) //diagnostic hud overlays max_integrity = 50 pass_flags = 0 - 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) anchored = FALSE var/can_anchor = TRUE var/detail_color = COLOR_ASSEMBLY_BLACK diff --git a/code/modules/library/lib_items.dm b/code/modules/library/lib_items.dm index fb6992dd4e..153ca3dac9 100644 --- a/code/modules/library/lib_items.dm +++ b/code/modules/library/lib_items.dm @@ -24,7 +24,7 @@ opacity = FALSE resistance_flags = FLAMMABLE max_integrity = 200 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 0) var/state = BOOKCASE_UNANCHORED /// When enabled, books_to_load number of random books will be generated for this bookcase when first interacted with. var/load_random_books = FALSE diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm index dc52fb7f20..c7f6398c33 100644 --- a/code/modules/mining/equipment/explorer_gear.dm +++ b/code/modules/mining/equipment/explorer_gear.dm @@ -9,7 +9,7 @@ cold_protection = CHEST|GROIN|LEGS|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT 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) flags_inv = HIDEJUMPSUIT|HIDETAUR 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 @@ -27,7 +27,7 @@ flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT cold_protection = HEAD - armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50, "wound" = 10) + armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 20, BOMB = 50, BIO = 100, RAD = 50, FIRE = 50, ACID = 50, WOUND = 10) resistance_flags = FIRE_PROOF /obj/item/clothing/suit/hooded/explorer/standard @@ -81,7 +81,7 @@ visor_flags_inv = HIDEFACIALHAIR visor_flags_cover = MASKCOVERSMOUTH actions_types = list(/datum/action/item_action/adjust) - armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 5, "bio" = 50, "rad" = 0, "fire" = 20, "acid" = 40, "wound" = 5) + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 5, BIO = 50, RAD = 0, FIRE = 20, ACID = 40, WOUND = 5) resistance_flags = FIRE_PROOF /obj/item/clothing/mask/gas/explorer/attack_self(mob/user) @@ -105,7 +105,7 @@ resistance_flags = FIRE_PROOF | LAVA_PROOF | ACID_PROOF | GOLIATH_RESISTANCE mutantrace_variation = STYLE_DIGITIGRADE|STYLE_SNEK_TAURIC|STYLE_PAW_TAURIC 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/Initialize() @@ -134,7 +134,7 @@ w_class = WEIGHT_CLASS_NORMAL max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT clothing_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/Initialize() @@ -170,7 +170,7 @@ max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS hoodtype = /obj/item/clothing/head/hooded/explorer/seva - armor = list("melee" = 15, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 35, "bio" = 50, "rad" = 25, "fire" = 100, "acid" = 25) + armor = list(MELEE = 15, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 35, BIO = 50, RAD = 25, FIRE = 100, ACID = 25) resistance_flags = FIRE_PROOF | GOLIATH_WEAKNESS /obj/item/clothing/head/hooded/explorer/seva @@ -179,7 +179,7 @@ icon_state = "seva" item_state = "seva" max_heat_protection_temperature = FIRE_IMMUNITY_MAX_TEMP_PROTECT - armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 35, "bio" = 50, "rad" = 25, "fire" = 100, "acid" = 25) + armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 10, BOMB = 35, BIO = 50, RAD = 25, FIRE = 100, ACID = 25) resistance_flags = FIRE_PROOF | GOLIATH_WEAKNESS /obj/item/clothing/mask/gas/seva @@ -199,7 +199,7 @@ w_class = WEIGHT_CLASS_BULKY heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS hoodtype = /obj/item/clothing/head/hooded/explorer/exo - armor = list("melee" = 55, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 40, "bio" = 25, "rad" = 10, "fire" = 0, "acid" = 0) + armor = list(MELEE = 55, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 40, BIO = 25, RAD = 10, FIRE = 0, ACID = 0) resistance_flags = FIRE_PROOF | GOLIATH_RESISTANCE /obj/item/clothing/head/hooded/explorer/exo @@ -207,7 +207,7 @@ desc = "A robust helmet for fighting dangerous animals. Its design and material make it harder for a Goliath to keep their grip on the wearer." icon_state = "exo" item_state = "exo" - armor = list("melee" = 55, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 40, "bio" = 25, "rad" = 10, "fire" = 0, "acid" = 0) + armor = list(MELEE = 55, BULLET = 5, LASER = 5, ENERGY = 5, BOMB = 40, BIO = 25, RAD = 10, FIRE = 0, ACID = 0) resistance_flags = FIRE_PROOF | GOLIATH_RESISTANCE /obj/item/clothing/mask/gas/exo diff --git a/code/modules/mining/equipment/kinetic_crusher.dm b/code/modules/mining/equipment/kinetic_crusher.dm index 409cdb825b..4b61ea9e13 100644 --- a/code/modules/mining/equipment/kinetic_crusher.dm +++ b/code/modules/mining/equipment/kinetic_crusher.dm @@ -133,7 +133,7 @@ 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 @@ -278,7 +278,7 @@ 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/kinetic_crusher/hammer_synced diff --git a/code/modules/mining/equipment/marker_beacons.dm b/code/modules/mining/equipment/marker_beacons.dm index 296513af8d..d8e54ae322 100644 --- a/code/modules/mining/equipment/marker_beacons.dm +++ b/code/modules/mining/equipment/marker_beacons.dm @@ -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/damage_procs.dm b/code/modules/mob/living/carbon/damage_procs.dm index 4167fdbde1..1a159a56bb 100644 --- a/code/modules/mob/living/carbon/damage_procs.dm +++ b/code/modules/mob/living/carbon/damage_procs.dm @@ -209,7 +209,7 @@ if(!parts.len) return var/obj/item/bodypart/picked = pick(parts) - if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? "melee" : burn ? "fire" : stamina ? "bullet" : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness)) + if(picked.receive_damage(brute, burn, stamina,check_armor ? run_armor_check(picked, (brute ? MELEE : burn ? FIRE : stamina ? BULLET : null)) : FALSE, wound_bonus = wound_bonus, bare_wound_bonus = bare_wound_bonus, sharpness = sharpness)) update_damage_overlays() //Heal MANY bodyparts, in random order diff --git a/code/modules/mob/living/carbon/human/human_defense.dm b/code/modules/mob/living/carbon/human/human_defense.dm index 9a3c9fff0c..2ba784d922 100644 --- a/code/modules/mob/living/carbon/human/human_defense.dm +++ b/code/modules/mob/living/carbon/human/human_defense.dm @@ -163,7 +163,7 @@ if(can_inject(M, 1, affecting))//Thick suits can stop monkey bites. if(..()) //successful monkey bite, this handles disease contraction. var/damage = rand(1, 3) - apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, "melee")) + apply_damage(damage, BRUTE, affecting, run_armor_check(affecting, MELEE)) return 1 /mob/living/carbon/human/attack_alien(mob/living/carbon/alien/humanoid/M) @@ -183,7 +183,7 @@ var/obj/item/bodypart/affecting = get_bodypart(ran_zone(M.zone_selected)) if(!affecting) affecting = get_bodypart(BODY_ZONE_CHEST) - var/armor_block = run_armor_check(affecting, "melee", null, null,10) + var/armor_block = run_armor_check(affecting, MELEE, null, null,10) playsound(loc, 'sound/weapons/slice.ogg', 25, 1, -1) visible_message("[M] has slashed at [src]!", \ @@ -219,7 +219,7 @@ var/obj/item/bodypart/affecting = get_bodypart(ran_zone(L.zone_selected)) if(!affecting) affecting = get_bodypart(BODY_ZONE_CHEST) - var/armor_block = run_armor_check(affecting, "melee") + var/armor_block = run_armor_check(affecting, MELEE) apply_damage(damage, BRUTE, affecting, armor_block) @@ -233,7 +233,7 @@ var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone)) if(!affecting) affecting = get_bodypart(BODY_ZONE_CHEST) - 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, wound_bonus = M.wound_bonus, bare_wound_bonus = M.bare_wound_bonus, sharpness = M.sharpness) /mob/living/carbon/human/attack_slime(mob/living/simple_animal/slime/M) @@ -253,7 +253,7 @@ var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone)) if(!affecting) affecting = get_bodypart(BODY_ZONE_CHEST) - var/armor_block = run_armor_check(affecting, "melee") + var/armor_block = run_armor_check(affecting, MELEE) apply_damage(damage, BRUTE, affecting, armor_block, wound_bonus=wound_mod) @@ -265,7 +265,7 @@ return var/brute_loss = 0 var/burn_loss = 0 - var/bomb_armor = getarmor(null, "bomb") + var/bomb_armor = getarmor(null, BOMB) //200 max knockdown for EXPLODE_HEAVY //160 max knockdown for EXPLODE_LIGHT @@ -286,7 +286,7 @@ brute_loss = 500 var/atom/throw_target = get_edge_target_turf(src, get_dir(src, get_step_away(src, src))) throw_at(throw_target, 200, 4) - damage_clothes(400 - bomb_armor, BRUTE, "bomb") + damage_clothes(400 - bomb_armor, BRUTE, BOMB) if (EXPLODE_HEAVY) brute_loss = 60 @@ -294,7 +294,7 @@ if(bomb_armor) brute_loss = 30*(2 - round(bomb_armor*0.01, 0.05)) burn_loss = brute_loss //damage gets reduced from 120 to up to 60 combined brute+burn - damage_clothes(200 - bomb_armor, BRUTE, "bomb") + damage_clothes(200 - bomb_armor, BRUTE, BOMB) if (!istype(ears, /obj/item/clothing/ears/earmuffs)) adjustEarDamage(30, 120) Unconscious(20) //short amount of time for follow up attacks against elusive enemies like wizards @@ -305,7 +305,7 @@ brute_loss = 30 if(bomb_armor) brute_loss = 15*(2 - round(bomb_armor*0.01, 0.05)) - damage_clothes(max(50 - bomb_armor, 0), BRUTE, "bomb") + damage_clothes(max(50 - bomb_armor, 0), BRUTE, BOMB) if (!istype(ears, /obj/item/clothing/ears/earmuffs)) adjustEarDamage(15,60) Knockdown((160 - (bomb_armor * 1.6)) / 4) //100 bomb armor will prevent knockdown altogether @@ -318,7 +318,7 @@ var/max_limb_loss = round(4/severity) //so you don't lose four limbs at severity 3. for(var/X in bodyparts) var/obj/item/bodypart/BP = X - if(prob(50/severity) && !prob(getarmor(BP, "bomb")) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST) + if(prob(50/severity) && !prob(getarmor(BP, BOMB)) && BP.body_zone != BODY_ZONE_HEAD && BP.body_zone != BODY_ZONE_CHEST) BP.brute_dam = BP.max_damage BP.dismember() max_limb_loss-- @@ -332,7 +332,7 @@ show_message("The blob attacks you!") var/dam_zone = pick(BODY_ZONE_CHEST, BODY_ZONE_PRECISE_L_HAND, BODY_ZONE_PRECISE_R_HAND, BODY_ZONE_L_LEG, BODY_ZONE_R_LEG) var/obj/item/bodypart/affecting = get_bodypart(ran_zone(dam_zone)) - apply_damage(5, BRUTE, affecting, run_armor_check(affecting, "melee")) + apply_damage(5, BRUTE, affecting, run_armor_check(affecting, MELEE)) ///Calculates the siemens coeff based on clothing and species, can also restart hearts. diff --git a/code/modules/mob/living/carbon/human/species.dm b/code/modules/mob/living/carbon/human/species.dm index ee98288c5d..4eccbc62c7 100644 --- a/code/modules/mob/living/carbon/human/species.dm +++ b/code/modules/mob/living/carbon/human/species.dm @@ -1696,7 +1696,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) return FALSE - var/armor_block = target.run_armor_check(affecting, "melee") + var/armor_block = target.run_armor_check(affecting, MELEE) playsound(target.loc, user.dna.species.attack_sound_override || attack_sound, 25, 1, -1) target.visible_message("[user] [atk_verb]ed [target]!", \ "[user] [atk_verb]ed you!", null, COMBAT_MESSAGE_RANGE, null, \ @@ -1905,7 +1905,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) hit_area = affecting.name var/def_zone = affecting.body_zone - var/armor_block = H.run_armor_check(affecting, "melee", "Your armor has protected your [hit_area].", "Your armor has softened a hit to your [hit_area].",I.armour_penetration) + var/armor_block = H.run_armor_check(affecting, MELEE, "Your armor has protected your [hit_area].", "Your armor has softened a hit to your [hit_area].",I.armour_penetration) armor_block = min(90,armor_block) //cap damage reduction at 90% var/Iforce = I.force //to avoid runtimes on the forcesay checks at the bottom. Some items might delete themselves if you drop them. (stunning yourself, ninja swords) var/Iwound_bonus = I.wound_bonus @@ -2404,7 +2404,7 @@ GLOBAL_LIST_EMPTY(roundstart_race_names) for(var/X in burning_items) var/obj/item/I = X if(!(I.resistance_flags & FIRE_PROOF)) - I.take_damage(H.fire_stacks, BURN, "fire", 0) + I.take_damage(H.fire_stacks, BURN, FIRE, 0) var/thermal_protection = H.easy_thermal_protection() diff --git a/code/modules/mob/living/carbon/human/species_types/golems.dm b/code/modules/mob/living/carbon/human/species_types/golems.dm index f90199c8ee..d33dbbe4e1 100644 --- a/code/modules/mob/living/carbon/human/species_types/golems.dm +++ b/code/modules/mob/living/carbon/human/species_types/golems.dm @@ -347,7 +347,7 @@ /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("The [P.name] sinks harmlessly in [H]'s sandy body!", \ "The [P.name] sinks harmlessly in [H]'s sandy body!") @@ -379,7 +379,7 @@ /datum/species/golem/glass/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H) if(!(P.original == H && P.firer == H)) //self-shots don't reflect - if(P.flag == "laser" || P.flag == "energy") + if(P.flag == LASER || P.flag == ENERGY) H.visible_message("The [P.name] gets reflected by [H]'s glass skin!", \ "The [P.name] gets reflected by [H]'s glass skin!") if(P.starting) @@ -741,7 +741,7 @@ name = "pile of bandages" desc = "It emits a strange aura, as if there was still life within it..." max_integrity = 50 - armor = list("melee" = 90, "bullet" = 90, "laser" = 25, "energy" = 80, "bomb" = 50, "bio" = 100, "fire" = -50, "acid" = -50) + armor = list(MELEE = 90, BULLET = 90, LASER = 25, ENERGY = 80, BOMB = 50, BIO = 100, FIRE = -50, ACID = -50) icon = 'icons/obj/items_and_weapons.dmi' icon_state = "pile_bandages" resistance_flags = FLAMMABLE @@ -829,7 +829,7 @@ /datum/species/golem/bronze/bullet_act(obj/item/projectile/P, mob/living/carbon/human/H) if(!(world.time > last_gong_time + gong_cooldown)) return ..() - if(P.flag == "bullet" || P.flag == "bomb") + if(P.flag == BULLET || P.flag == BOMB) gong(H) return ..() diff --git a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm index f412099831..249ad5683b 100644 --- a/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/shadowpeople.dm @@ -211,7 +211,7 @@ visible_message("[S] is disintegrated by [src]!") else if(AM.light_range && AM.light_power && !(istype(AM, /obj/machinery/power/apc) || istype(AM, /obj/machinery/airalarm))) var/obj/target_object = AM - target_object.take_damage(force * 5, BRUTE, "melee", 0) + target_object.take_damage(force * 5, BRUTE, MELEE, 0) /obj/item/light_eater/proc/disintegrate(obj/item/O) diff --git a/code/modules/mob/living/carbon/monkey/life.dm b/code/modules/mob/living/carbon/monkey/life.dm index 480cbebe11..ffb0e329be 100644 --- a/code/modules/mob/living/carbon/monkey/life.dm +++ b/code/modules/mob/living/carbon/monkey/life.dm @@ -162,7 +162,7 @@ for(var/X in burning_items) var/obj/item/I = X if(!(I.resistance_flags & FIRE_PROOF)) - I.take_damage(fire_stacks, BURN, "fire", 0) + I.take_damage(fire_stacks, BURN, FIRE, 0) adjust_bodytemperature(BODYTEMP_HEATING_MAX) SEND_SIGNAL(src, COMSIG_ADD_MOOD_EVENT, "on_fire", /datum/mood_event/on_fire) diff --git a/code/modules/mob/living/carbon/monkey/monkey_defense.dm b/code/modules/mob/living/carbon/monkey/monkey_defense.dm index 16b3c1a79e..80d968b229 100644 --- a/code/modules/mob/living/carbon/monkey/monkey_defense.dm +++ b/code/modules/mob/living/carbon/monkey/monkey_defense.dm @@ -195,14 +195,14 @@ if (EXPLODE_HEAVY) take_overall_damage(60, 60) - damage_clothes(200, BRUTE, "bomb") + damage_clothes(200, BRUTE, BOMB) adjustEarDamage(30, 120) if(prob(70)) Unconscious(200) if(EXPLODE_LIGHT) take_overall_damage(30, 0) - damage_clothes(50, BRUTE, "bomb") + damage_clothes(50, BRUTE, BOMB) adjustEarDamage(15,60) if (prob(50)) Unconscious(160) diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index bf3094cb08..05e9f929f3 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -1124,7 +1124,7 @@ 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((amount-RAD_BURN_THRESHOLD)/RAD_BURN_THRESHOLD, BURN, null, blocked) @@ -1153,7 +1153,7 @@ visible_message("[src] catches fire!", \ "You're set on fire!") new/obj/effect/dummy/lighting_obj/moblight/fire(src) - throw_alert("fire", /atom/movable/screen/alert/fire) + throw_alert(FIRE, /atom/movable/screen/alert/fire) update_fire() SEND_SIGNAL(src, COMSIG_LIVING_IGNITED,src) return TRUE diff --git a/code/modules/mob/living/living_defense.dm b/code/modules/mob/living/living_defense.dm index b687986a40..3ef173de48 100644 --- a/code/modules/mob/living/living_defense.dm +++ b/code/modules/mob/living/living_defense.dm @@ -1,5 +1,5 @@ -/mob/living/proc/run_armor_check(def_zone = null, attack_flag = "melee", absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!", silent=FALSE) +/mob/living/proc/run_armor_check(def_zone = null, attack_flag = MELEE, absorb_text = "Your armor absorbs the blow!", soften_text = "Your armor softens the blow!", armour_penetration, penetrated_text = "Your armor was penetrated!", silent=FALSE) var/armor = getarmor(def_zone, attack_flag) if(silent) @@ -141,7 +141,7 @@ "You're hit by [I]!") if(!I.throwforce) return - var/armor = run_armor_check(impacting_zone, "melee", "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration) + var/armor = run_armor_check(impacting_zone, MELEE, "Your armor has protected your [parse_zone(impacting_zone)].", "Your armor has softened hit to your [parse_zone(impacting_zone)].",I.armour_penetration) apply_damage(I.throwforce, dtype, impacting_zone, armor, sharpness=I.get_sharpness(), wound_bonus=(nosell_hit * CANT_WOUND)) else return 1 diff --git a/code/modules/mob/living/simple_animal/animal_defense.dm b/code/modules/mob/living/simple_animal/animal_defense.dm index b003e066ef..87b3d405df 100644 --- a/code/modules/mob/living/simple_animal/animal_defense.dm +++ b/code/modules/mob/living/simple_animal/animal_defense.dm @@ -110,7 +110,7 @@ return return ..() -/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 @@ -135,7 +135,7 @@ 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 (EXPLODE_DEVASTATE) 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 56e2f66feb..f4aea6b284 100644 --- a/code/modules/mob/living/simple_animal/bot/mulebot.dm +++ b/code/modules/mob/living/simple_animal/bot/mulebot.dm @@ -631,12 +631,12 @@ playsound(loc, 'sound/effects/splat.ogg', 50, TRUE) var/damage = rand(5,15) - H.apply_damage(2*damage, BRUTE, BODY_ZONE_HEAD, run_armor_check(BODY_ZONE_HEAD, "melee")) - H.apply_damage(2*damage, BRUTE, BODY_ZONE_CHEST, run_armor_check(BODY_ZONE_CHEST, "melee")) - H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_LEG, run_armor_check(BODY_ZONE_L_LEG, "melee")) - H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_LEG, run_armor_check(BODY_ZONE_R_LEG, "melee")) - H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_ARM, run_armor_check(BODY_ZONE_L_ARM, "melee")) - H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_ARM, run_armor_check(BODY_ZONE_R_ARM, "melee")) + H.apply_damage(2*damage, BRUTE, BODY_ZONE_HEAD, run_armor_check(BODY_ZONE_HEAD, MELEE)) + H.apply_damage(2*damage, BRUTE, BODY_ZONE_CHEST, run_armor_check(BODY_ZONE_CHEST, MELEE)) + H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_LEG, run_armor_check(BODY_ZONE_L_LEG, MELEE)) + H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_LEG, run_armor_check(BODY_ZONE_R_LEG, MELEE)) + H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_L_ARM, run_armor_check(BODY_ZONE_L_ARM, MELEE)) + H.apply_damage(0.5*damage, BRUTE, BODY_ZONE_R_ARM, run_armor_check(BODY_ZONE_R_ARM, MELEE)) var/turf/T = get_turf(src) T.add_mob_blood(H) diff --git a/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm b/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm index 9b50587b3d..61b8652287 100644 --- a/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm +++ b/code/modules/mob/living/simple_animal/hostile/dark_wizard.dm @@ -37,4 +37,4 @@ icon_state = "declone" damage = 4 damage_type = BURN - flag = "energy" + flag = ENERGY diff --git a/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm b/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm index 0f25688b6a..2d773c67bb 100644 --- a/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm +++ b/code/modules/mob/living/simple_animal/hostile/jungle/seedling.dm @@ -42,7 +42,7 @@ damage = 10 damage_type = BURN light_range = 2 - flag = "energy" + flag = ENERGY light_color = LIGHT_COLOR_YELLOW hitsound = 'sound/weapons/sear.ogg' hitsound_wall = 'sound/weapons/effects/searwall.ogg' 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 9bcc21efa6..32b51de6e0 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/bubblegum.dm @@ -299,7 +299,7 @@ Difficulty: Hard to_chat(L, "[src] rends you!") playsound(T, attack_sound, 100, 1, -1) var/limb_to_hit = L.get_bodypart(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(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 8ac3649604..9d12494268 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/drake.dm @@ -268,7 +268,7 @@ 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, var/swoop_cooldown = 30) @@ -351,7 +351,7 @@ Difficulty: Medium L.throw_at(throwtarget, 3) visible_message("[L] is thrown clear of [src]!") for(var/obj/vehicle/sealed/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) @@ -410,7 +410,7 @@ Difficulty: Medium // deals damage to mechs for(var/obj/vehicle/sealed/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(!istype(T, /turf/closed) && !istype(T, /turf/open/lava)) @@ -542,5 +542,5 @@ 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) 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 ed9e4b9112..442d6526c0 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/hierophant.dm @@ -643,7 +643,7 @@ Difficulty: Normal playsound(L,'sound/weapons/sear.ogg', 50, 1, -4) to_chat(L, "You're struck by a [name]!") var/limb_to_hit = L.get_bodypart(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, wound_bonus=CANT_WOUND) 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/megafauna/legion.dm b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm index 15bfe2b7f7..a01cebf49b 100644 --- a/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm +++ b/code/modules/mob/living/simple_animal/hostile/megafauna/legion.dm @@ -335,7 +335,7 @@ SHITCODE AHEAD. BE ADVISED. Also comment extravaganza anchored = TRUE density = TRUE layer = ABOVE_OBJ_LAYER - armor = list("melee" = 0, "bullet" = 0, "laser" = 100,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 0, LASER = 100,ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 0, ACID = 0) ///What kind of projectile the actual damaging part should be. var/projectile_type = /obj/item/projectile/beam/legion ///Time until the tracer gets shot diff --git a/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm index c5be239b3b..5285b2a3a8 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/basilisk.dm @@ -42,7 +42,7 @@ damage = 0 damage_type = BURN nodamage = 1 - 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/mining_mobs/elites/elite.dm b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm index be596b0292..741eacace5 100644 --- a/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm +++ b/code/modules/mob/living/simple_animal/hostile/mining_mobs/elites/elite.dm @@ -122,7 +122,7 @@ While using this makes the system rely on OnFire, it still gives options for tim /obj/structure/elite_tumor name = "pulsing tumor" desc = "An odd, pulsing tumor sticking out of the ground. You feel compelled to reach out and touch it..." - armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) resistance_flags = INDESTRUCTIBLE var/activity = TUMOR_INACTIVE var/boosted = FALSE diff --git a/code/modules/mob/living/simple_animal/hostile/space_dragon.dm b/code/modules/mob/living/simple_animal/hostile/space_dragon.dm index 1179a95135..f8931aa27b 100644 --- a/code/modules/mob/living/simple_animal/hostile/space_dragon.dm +++ b/code/modules/mob/living/simple_animal/hostile/space_dragon.dm @@ -530,7 +530,7 @@ /obj/structure/carp_rift name = "carp rift" desc = "A rift akin to the ones space carp use to travel long distances." - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 100, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) max_integrity = 300 icon = 'icons/obj/carp_rift.dmi' icon_state = "carp_rift_carpspawn" @@ -637,7 +637,7 @@ icon_state = "carp_rift_charged" light_color = LIGHT_COLOR_YELLOW update_light() - armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) + armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 100, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) resistance_flags = INDESTRUCTIBLE dragon.rifts_charged += 1 if(dragon.rifts_charged != 3 && !dragon.objective_complete) diff --git a/code/modules/modular_computers/computers/item/computer.dm b/code/modules/modular_computers/computers/item/computer.dm index 1d90c3a651..3374b01eb9 100644 --- a/code/modules/modular_computers/computers/item/computer.dm +++ b/code/modules/modular_computers/computers/item/computer.dm @@ -10,7 +10,7 @@ integrity_failure = 0.5 max_integrity = 100 rad_flags = RAD_PROTECT_CONTENTS - armor = list("melee" = 0, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 0, "acid" = 0) + armor = list(MELEE = 0, BULLET = 20, LASER = 20, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 0, ACID = 0) var/enabled = 0 // Whether the computer is turned on. var/screen_on = 1 // Whether the computer is active/opened/it's screen is on. diff --git a/code/modules/modular_computers/computers/item/computer_damage.dm b/code/modules/modular_computers/computers/item/computer_damage.dm index 9053aebcd5..042b3937aa 100644 --- a/code/modules/modular_computers/computers/item/computer_damage.dm +++ b/code/modules/modular_computers/computers/item/computer_damage.dm @@ -2,9 +2,9 @@ . = ..() var/component_probability = min(50, max(damage_amount*0.1, 1 - obj_integrity/max_integrity)) switch(damage_flag) - if("bullet") + if(BULLET) component_probability = damage_amount * 0.5 - if("laser") + if(LASER) component_probability = damage_amount * 0.66 if(component_probability) for(var/I in all_components) diff --git a/code/modules/newscaster/newscaster_machine.dm b/code/modules/newscaster/newscaster_machine.dm index c81a8f5d1a..5bc0929465 100644 --- a/code/modules/newscaster/newscaster_machine.dm +++ b/code/modules/newscaster/newscaster_machine.dm @@ -16,7 +16,7 @@ GLOBAL_LIST_EMPTY(allCasters) verb_say = "beeps" verb_ask = "beeps" verb_exclaim = "beeps" - armor = list("melee" = 50, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 30) + armor = list(MELEE = 50, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 30) max_integrity = 200 integrity_failure = 0.25 var/screen = 0 @@ -614,7 +614,7 @@ GLOBAL_LIST_EMPTY(allCasters) if(user.a_intent != INTENT_HARM) to_chat(user, "The newscaster controls are far too complicated for your tiny brain!") else - take_damage(5, BRUTE, "melee") + take_damage(5, BRUTE, MELEE) /obj/machinery/newscaster/proc/AttachPhoto(mob/user) var/obj/item/photo/photo = user.is_holding_item_of_type(/obj/item/photo) diff --git a/code/modules/ninja/suit/head.dm b/code/modules/ninja/suit/head.dm index 99dde98f09..36c3eb71d1 100644 --- a/code/modules/ninja/suit/head.dm +++ b/code/modules/ninja/suit/head.dm @@ -11,7 +11,7 @@ name = "ninja hood" icon_state = "s-ninja" item_state = "s-ninja_mask" - armor = list("melee" = 40, "bullet" = 30, "laser" = 20,"energy" = 30, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 100, "acid" = 100) + armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 30, BOMB = 30, BIO = 30, RAD = 30, FIRE = 100, ACID = 100) resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF blockTracking = TRUE//Roughly the only unique thing about this helmet. flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR diff --git a/code/modules/ninja/suit/shoes.dm b/code/modules/ninja/suit/shoes.dm index 4f46a1bfc6..fdc9c068ac 100644 --- a/code/modules/ninja/suit/shoes.dm +++ b/code/modules/ninja/suit/shoes.dm @@ -14,7 +14,7 @@ permeability_coefficient = 0.01 clothing_flags = NOSLIP resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF - armor = list("melee" = 40, "bullet" = 30, "laser" = 20,"energy" = 30, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 100, "acid" = 100) + armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 30, BOMB = 30, BIO = 30, 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 d9d362c43c..e583c6ae44 100644 --- a/code/modules/ninja/suit/suit.dm +++ b/code/modules/ninja/suit/suit.dm @@ -16,7 +16,7 @@ allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/restraints/handcuffs, /obj/item/tank/internals, /obj/item/stock_parts/cell) slowdown = 1 resistance_flags = LAVA_PROOF | ACID_PROOF - armor = list("melee" = 40, "bullet" = 30, "laser" = 20,"energy" = 30, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 100, "acid" = 100) + armor = list(MELEE = 40, BULLET = 30, LASER = 20,ENERGY = 30, BOMB = 30, BIO = 30, RAD = 30, FIRE = 100, ACID = 100) actions_types = list(/datum/action/item_action/initialize_ninja_suit, /datum/action/item_action/ninjastatus, /datum/action/item_action/ninjaboost, /datum/action/item_action/ninjapulse, /datum/action/item_action/ninjastar, /datum/action/item_action/ninjanet, /datum/action/item_action/ninja_sword_recall, /datum/action/item_action/ninja_stealth) diff --git a/code/modules/pool/pool_main.dm b/code/modules/pool/pool_main.dm index 088c991ca0..691c22a9c5 100644 --- a/code/modules/pool/pool_main.dm +++ b/code/modules/pool/pool_main.dm @@ -130,7 +130,7 @@ H.visible_message("[H] falls in and takes a drink!", "You fall in and swallow some water!") playsound(src, 'sound/effects/splash.ogg', 60, TRUE, 1) - else if(!H.head || !(H.head.armor.getRating("melee") > 20)) + else if(!H.head || !(H.head.armor.getRating(MELEE) > 20)) if(prob(75)) H.visible_message("[H] falls in the drained pool!", "You fall in the drained pool!") diff --git a/code/modules/power/antimatter/control.dm b/code/modules/power/antimatter/control.dm index f8f31f6990..59555ac4de 100644 --- a/code/modules/power/antimatter/control.dm +++ b/code/modules/power/antimatter/control.dm @@ -121,7 +121,7 @@ /obj/machinery/power/am_control_unit/bullet_act(obj/item/projectile/Proj) . = ..() - if(Proj.flag != "bullet") + if(Proj.flag != BULLET) stability -= Proj.force check_stability() diff --git a/code/modules/power/antimatter/shielding.dm b/code/modules/power/antimatter/shielding.dm index 52478e532e..279d23f3dc 100644 --- a/code/modules/power/antimatter/shielding.dm +++ b/code/modules/power/antimatter/shielding.dm @@ -102,7 +102,7 @@ /obj/machinery/am_shielding/bullet_act(obj/item/projectile/Proj) . = ..() - if(Proj.flag != "bullet") + if(Proj.flag != BULLET) stability -= Proj.force/2 check_stability() diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm index 2e38fdd840..84a0ef96c1 100644 --- a/code/modules/power/apc.dm +++ b/code/modules/power/apc.dm @@ -119,7 +119,7 @@ integrity_failure = 0.17 damage_deflection = 10 resistance_flags = FIRE_PROOF - armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 100, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50) + armor = list(MELEE = 40, BULLET = 40, LASER = 40, ENERGY = 100, BOMB = 30, BIO = 100, RAD = 100, FIRE = 90, ACID = 50) req_access = list(ACCESS_ENGINE_EQUIP) interaction_flags_machine = INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON @@ -852,7 +852,7 @@ set_nightshift(!nightshift_lights) /obj/machinery/power/apc/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) - if(damage_flag == "melee" && damage_amount < 10 && (!(stat & BROKEN) || malfai)) + if(damage_flag == MELEE && damage_amount < 10 && (!(stat & BROKEN) || malfai)) return 0 . = ..() diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index 00487ee607..2d05b01064 100644 --- a/code/modules/power/lighting.dm +++ b/code/modules/power/lighting.dm @@ -43,7 +43,7 @@ anchored = TRUE layer = WALL_OBJ_LAYER max_integrity = 200 - armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50) + armor = list(MELEE = 50, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 80, ACID = 50) var/stage = 1 var/fixture_type = "tube" diff --git a/code/modules/power/singularity/field_generator.dm b/code/modules/power/singularity/field_generator.dm index af2237a426..23150b198b 100644 --- a/code/modules/power/singularity/field_generator.dm +++ b/code/modules/power/singularity/field_generator.dm @@ -33,7 +33,7 @@ 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 @@ -158,7 +158,7 @@ field_generator power level display ..() /obj/machinery/field/generator/bullet_act(obj/item/projectile/Proj) - if(Proj.flag != "bullet") + if(Proj.flag != BULLET) power = min(power + Proj.damage, field_generator_max_power) check_power_level() ..() diff --git a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm b/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm index 60c97eda76..6938352d16 100644 --- a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm +++ b/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm @@ -27,7 +27,7 @@ anchored = FALSE density = TRUE max_integrity = 500 - armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 80) + armor = list(MELEE = 30, BULLET = 20, LASER = 20, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 90, ACID = 80) var/obj/machinery/particle_accelerator/control_box/master = null var/construction_state = PA_CONSTRUCTION_UNSECURED diff --git a/code/modules/power/supermatter/supermatter.dm b/code/modules/power/supermatter/supermatter.dm index 22ce4e7ce5..7ffe5cfa19 100644 --- a/code/modules/power/supermatter/supermatter.dm +++ b/code/modules/power/supermatter/supermatter.dm @@ -728,7 +728,7 @@ GLOBAL_DATUM(main_supermatter_engine, /obj/machinery/power/supermatter_crystal) 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)]", INVESTIGATE_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/ammunition/caseless/misc.dm b/code/modules/projectiles/ammunition/caseless/misc.dm index 8b783ff6aa..12be41a551 100644 --- a/code/modules/projectiles/ammunition/caseless/misc.dm +++ b/code/modules/projectiles/ammunition/caseless/misc.dm @@ -10,7 +10,7 @@ /obj/item/ammo_casing/caseless/laser name = "laser casing" desc = "You shouldn't be seeing this." - caliber = "laser" + caliber = LASER icon_state = "s-casing-live" projectile_type = /obj/item/projectile/beam fire_sound = 'sound/weapons/laser.ogg' diff --git a/code/modules/projectiles/ammunition/energy/_energy.dm b/code/modules/projectiles/ammunition/energy/_energy.dm index 10de173ecc..02fb510a2e 100644 --- a/code/modules/projectiles/ammunition/energy/_energy.dm +++ b/code/modules/projectiles/ammunition/energy/_energy.dm @@ -1,7 +1,7 @@ /obj/item/ammo_casing/energy name = "energy weapon lens" desc = "The part of the gun that makes the laser go pew." - caliber = "energy" + caliber = ENERGY projectile_type = /obj/item/projectile/energy var/e_cost = 100 //The amount of energy a cell needs to expend to create this shot. var/select_name = "energy" diff --git a/code/modules/projectiles/boxes_magazines/external/rechargable.dm b/code/modules/projectiles/boxes_magazines/external/rechargable.dm index 76d8f217ab..d6443b9d02 100644 --- a/code/modules/projectiles/boxes_magazines/external/rechargable.dm +++ b/code/modules/projectiles/boxes_magazines/external/rechargable.dm @@ -3,7 +3,7 @@ desc = "A rechargeable, detachable battery that serves as a magazine for laser rifles." icon_state = "oldrifle-20" ammo_type = /obj/item/ammo_casing/caseless/laser - caliber = "laser" + caliber = LASER max_ammo = 20 /obj/item/ammo_box/magazine/recharge/update_icon() diff --git a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm index 4d394401c4..833ddfd4c5 100644 --- a/code/modules/projectiles/guns/energy/kinetic_accelerator.dm +++ b/code/modules/projectiles/guns/energy/kinetic_accelerator.dm @@ -42,7 +42,7 @@ icon_state = null damage = 50 damage_type = BRUTE - flag = "bomb" + flag = BOMB range = 4 log_override = TRUE @@ -220,7 +220,7 @@ icon_state = null damage = 40 damage_type = BRUTE - flag = "bomb" + flag = BOMB range = 3 log_override = TRUE diff --git a/code/modules/projectiles/guns/misc/beam_rifle.dm b/code/modules/projectiles/guns/misc/beam_rifle.dm index 2ef974a450..45a5cae4a2 100644 --- a/code/modules/projectiles/guns/misc/beam_rifle.dm +++ b/code/modules/projectiles/guns/misc/beam_rifle.dm @@ -408,7 +408,7 @@ hitsound = 'sound/effects/explosion3.ogg' damage = 0 //Handled manually. damage_type = BURN - flag = "energy" + flag = ENERGY range = 150 jitter = 10 var/obj/item/gun/energy/beam_rifle/gun @@ -445,7 +445,7 @@ if(!isitem(O)) if(O.level == 1) //Please don't break underfloor items! continue - O.take_damage(aoe_structure_damage * get_damage_coeff(O), BURN, "laser", FALSE) + O.take_damage(aoe_structure_damage * get_damage_coeff(O), BURN, LASER, FALSE) /obj/item/projectile/beam/beam_rifle/proc/check_pierce(atom/target) if(!do_pierce) @@ -467,7 +467,7 @@ if(structure_pierce < structure_pierce_amount) if(isobj(AM)) var/obj/O = AM - O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(AM), BURN, "energy", FALSE) + O.take_damage((impact_structure_damage + aoe_structure_damage) * structure_bleed_coeff * get_damage_coeff(AM), BURN, ENERGY, FALSE) pierced[AM] = TRUE structure_pierce++ return TRUE @@ -485,7 +485,7 @@ /obj/item/projectile/beam/beam_rifle/proc/handle_impact(atom/target) if(isobj(target)) var/obj/O = target - O.take_damage(impact_structure_damage * get_damage_coeff(target), BURN, "laser", FALSE) + O.take_damage(impact_structure_damage * get_damage_coeff(target), BURN, LASER, FALSE) if(isliving(target)) var/mob/living/L = target L.adjustFireLoss(impact_direct_damage) diff --git a/code/modules/projectiles/projectile.dm b/code/modules/projectiles/projectile.dm index 8d467c9901..4bfe8a2ec1 100644 --- a/code/modules/projectiles/projectile.dm +++ b/code/modules/projectiles/projectile.dm @@ -123,7 +123,7 @@ var/damage = 10 var/damage_type = BRUTE //BRUTE, BURN, TOX, OXY, CLONE are the only things that should be in here var/nodamage = 0 //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 + var/flag = BULLET //Defines what armor to use when it hits things. Must be set to bullet, laser, energy,or bomb var/projectile_type = /obj/item/projectile /// Range of the projectile, de-incrementing every step. The projectile deletes itself at 0. This is in tiles. var/range = 50 @@ -438,9 +438,9 @@ CRASH("Invalid return value for projectile ricochet check from [A].") /obj/item/projectile/proc/check_ricochet_flag(atom/A) - if((flag in list("energy", "laser")) && (A.flags_ricochet & RICOCHET_SHINY)) + if((flag in list(ENERGY, LASER)) && (A.flags_ricochet & RICOCHET_SHINY)) return TRUE - if((flag in list("bomb", "bullet")) && (A.flags_ricochet & RICOCHET_HARD)) + if((flag in list(BOMB, BULLET)) && (A.flags_ricochet & RICOCHET_HARD)) return TRUE return FALSE diff --git a/code/modules/projectiles/projectile/beams.dm b/code/modules/projectiles/projectile/beams.dm index 79e9ab8b4b..dcc0408610 100644 --- a/code/modules/projectiles/projectile/beams.dm +++ b/code/modules/projectiles/projectile/beams.dm @@ -7,7 +7,7 @@ damage_type = BURN hitsound = 'sound/weapons/sear.ogg' hitsound_wall = 'sound/weapons/effects/searwall.ogg' - flag = "laser" + flag = LASER eyeblur = 2 impact_effect_type = /obj/effect/temp_visual/impact_effect/red_laser light_color = LIGHT_COLOR_RED @@ -85,7 +85,7 @@ icon_state = "omnilaser" damage = 28 // Citadel change for balance from 36 damage_type = STAMINA - flag = "energy" + flag = ENERGY hitsound = 'sound/weapons/tap.ogg' eyeblur = 0 pixels_per_second = TILES_TO_PIXELS(16.667) @@ -150,7 +150,7 @@ hitsound = null damage = 0 damage_type = STAMINA - flag = "laser" + flag = LASER var/suit_types = list(/obj/item/clothing/suit/redtag, /obj/item/clothing/suit/bluetag) impact_effect_type = /obj/effect/temp_visual/impact_effect/blue_laser light_color = LIGHT_COLOR_BLUE @@ -231,7 +231,7 @@ hitsound = 'sound/weapons/shrink_hit.ogg' damage = 0 damage_type = STAMINA - flag = "energy" + flag = ENERGY impact_effect_type = /obj/effect/temp_visual/impact_effect/shrink light_color = LIGHT_COLOR_BLUE var/shrink_time = 90 diff --git a/code/modules/projectiles/projectile/bullets.dm b/code/modules/projectiles/projectile/bullets.dm index b408957aa7..5b488f629f 100644 --- a/code/modules/projectiles/projectile/bullets.dm +++ b/code/modules/projectiles/projectile/bullets.dm @@ -5,7 +5,7 @@ damage_type = BRUTE nodamage = FALSE candink = TRUE - flag = "bullet" + flag = BULLET hitsound_wall = "ricochet" impact_effect_type = /obj/effect/temp_visual/impact_effect sharpness = SHARP_POINTY diff --git a/code/modules/projectiles/projectile/bullets/sniper.dm b/code/modules/projectiles/projectile/bullets/sniper.dm index f69b62a149..e08fb72122 100644 --- a/code/modules/projectiles/projectile/bullets/sniper.dm +++ b/code/modules/projectiles/projectile/bullets/sniper.dm @@ -13,7 +13,7 @@ /obj/item/projectile/bullet/p50/on_hit(atom/target, blocked = 0) if(isobj(target) && (blocked != 100) && breakthings) var/obj/O = target - O.take_damage(80, BRUTE, "bullet", FALSE) + O.take_damage(80, BRUTE, BULLET, FALSE) return ..() /obj/item/projectile/bullet/p50/soporific diff --git a/code/modules/projectiles/projectile/energy/_energy.dm b/code/modules/projectiles/projectile/energy/_energy.dm index ec80ae1e74..9a803af46c 100644 --- a/code/modules/projectiles/projectile/energy/_energy.dm +++ b/code/modules/projectiles/projectile/energy/_energy.dm @@ -3,6 +3,6 @@ icon_state = "spark" damage = 0 damage_type = BURN - flag = "energy" + flag = ENERGY is_reflectable = TRUE diff --git a/code/modules/projectiles/projectile/magic.dm b/code/modules/projectiles/projectile/magic.dm index 76cd1a6bc5..dc90d85f82 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" @@ -302,7 +302,7 @@ icon_state = "lavastaff" damage = 15 damage_type = BURN - flag = "magic" + flag = MAGIC dismemberment = 50 nodamage = 0 @@ -322,7 +322,7 @@ damage_type = BURN nodamage = 0 armour_penetration = 0 - flag = "magic" + flag = MAGIC hitsound = 'sound/weapons/barragespellhit.ogg' /obj/item/projectile/magic/arcane_barrage/on_hit(target) @@ -339,7 +339,7 @@ name = "locker bolt" icon_state = "locker" nodamage = TRUE - flag = "magic" + flag = MAGIC var/weld = TRUE var/created = FALSE //prevents creation of more then one locker if it has multiple hits var/locker_suck = TRUE @@ -437,7 +437,7 @@ damage_type = BURN nodamage = 0 pixels_per_second = TILES_TO_PIXELS(33.33) - flag = "magic" + flag = MAGIC var/zap_power = 20000 var/zap_range = 15 diff --git a/code/modules/projectiles/projectile/magic/spellcard.dm b/code/modules/projectiles/projectile/magic/spellcard.dm index 5015a97e78..efd3373dd9 100644 --- a/code/modules/projectiles/projectile/magic/spellcard.dm +++ b/code/modules/projectiles/projectile/magic/spellcard.dm @@ -12,7 +12,7 @@ icon_state = "spellcard" damage_type = BURN damage = 12 - flag = "magic" + flag = MAGIC /obj/item/projectile/magic/spellcard/book/spark damage = 4 @@ -25,7 +25,7 @@ if(M.anti_magic_check()) M.visible_message("[src] vanishes on contact with [target]!") return BULLET_ACT_BLOCK - + if(iscarbon(target)) M.adjust_fire_stacks(fire_stacks) M.IgniteMob() diff --git a/code/modules/projectiles/projectile/plasma.dm b/code/modules/projectiles/projectile/plasma.dm index 474a3d95c7..649de58742 100644 --- a/code/modules/projectiles/projectile/plasma.dm +++ b/code/modules/projectiles/projectile/plasma.dm @@ -1,7 +1,7 @@ /obj/item/projectile/energy/plasmabolt name = "plasma bolt" icon_state = "plasma" - flag = "energy" + flag = ENERGY damage_type = BURN hitsound = 'sound/weapons/sear.ogg' hitsound_wall = 'sound/weapons/effects/searwall.ogg' diff --git a/code/modules/projectiles/projectile/special/floral.dm b/code/modules/projectiles/projectile/special/floral.dm index b855322f09..9eb6131cbe 100644 --- a/code/modules/projectiles/projectile/special/floral.dm +++ b/code/modules/projectiles/projectile/special/floral.dm @@ -4,7 +4,7 @@ damage = 0 damage_type = TRUE nodamage = 1 - flag = "energy" + flag = ENERGY /obj/item/projectile/energy/floramut/on_hit(atom/target, blocked = FALSE) . = ..() @@ -22,7 +22,7 @@ damage = 0 damage_type = TOX nodamage = TRUE - flag = "energy" + flag = ENERGY /obj/item/projectile/energy/florarevolution name = "gamma somatorary" @@ -30,4 +30,4 @@ damage = 0 damage_type = TOX nodamage = TRUE - flag = "energy" + flag = ENERGY diff --git a/code/modules/projectiles/projectile/special/ion.dm b/code/modules/projectiles/projectile/special/ion.dm index 41331f6738..835c148986 100644 --- a/code/modules/projectiles/projectile/special/ion.dm +++ b/code/modules/projectiles/projectile/special/ion.dm @@ -4,7 +4,7 @@ damage = 0 damage_type = BURN nodamage = TRUE - flag = "energy" + flag = ENERGY impact_effect_type = /obj/effect/temp_visual/impact_effect/ion var/emp_radius = 1 diff --git a/code/modules/projectiles/projectile/special/meteor.dm b/code/modules/projectiles/projectile/special/meteor.dm index ec54e8dd1e..569d4ea754 100644 --- a/code/modules/projectiles/projectile/special/meteor.dm +++ b/code/modules/projectiles/projectile/special/meteor.dm @@ -5,7 +5,7 @@ damage = 0 damage_type = BRUTE nodamage = 1 - flag = "bullet" + flag = BULLET /obj/item/projectile/meteor/Bump(atom/A) if(A == firer) diff --git a/code/modules/projectiles/projectile/special/temperature.dm b/code/modules/projectiles/projectile/special/temperature.dm index ec23af6748..4bd4191fa5 100644 --- a/code/modules/projectiles/projectile/special/temperature.dm +++ b/code/modules/projectiles/projectile/special/temperature.dm @@ -12,7 +12,7 @@ ricochet_chance = 80 is_reflectable = TRUE light_color = LIGHT_COLOR_BLUE - flag = "energy" + flag = ENERGY var/temperature = 100 /obj/item/projectile/temp/on_hit(atom/target, blocked = 0) diff --git a/code/modules/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index cc7ff43bab..2b717265e2 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -298,7 +298,7 @@ flags_inv = HIDEHAIR slot_flags = ITEM_SLOT_HEAD resistance_flags = NONE - armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 50) //Weak melee protection, because you can wear it on your head + armor = list(MELEE = 10, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 75, ACID = 50) //Weak melee protection, because you can wear it on your head slot_equipment_priority = list( \ ITEM_SLOT_BACK, ITEM_SLOT_ID,\ ITEM_SLOT_ICLOTHING, ITEM_SLOT_OCLOTHING,\ diff --git a/code/modules/reagents/reagent_containers/rags.dm b/code/modules/reagents/reagent_containers/rags.dm index 78cb9d43ea..64940f1c59 100644 --- a/code/modules/reagents/reagent_containers/rags.dm +++ b/code/modules/reagents/reagent_containers/rags.dm @@ -192,4 +192,4 @@ extinguish_efficiency = 5 action_speed = 15 damp_threshold = 0.8 - armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 50, "acid" = 50) //items don't provide armor to wearers unlike clothing yet. + armor = list(MELEE = 0, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 20, BIO = 20, RAD = 20, FIRE = 50, ACID = 50) //items don't provide armor to wearers unlike clothing yet. diff --git a/code/modules/reagents/reagent_dispenser.dm b/code/modules/reagents/reagent_dispenser.dm index 8215c9d8db..fbb515e18c 100644 --- a/code/modules/reagents/reagent_dispenser.dm +++ b/code/modules/reagents/reagent_dispenser.dm @@ -13,7 +13,7 @@ /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() /obj/structure/reagent_dispensers/attackby(obj/item/W, mob/user, params) diff --git a/code/modules/recycling/disposal/bin.dm b/code/modules/recycling/disposal/bin.dm index b9513a7a01..8be744cd96 100644 --- a/code/modules/recycling/disposal/bin.dm +++ b/code/modules/recycling/disposal/bin.dm @@ -5,7 +5,7 @@ /obj/machinery/disposal icon = 'icons/obj/atmospherics/pipes/disposal.dmi' density = TRUE - armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30) + armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30) max_integrity = 200 resistance_flags = FIRE_PROOF interaction_flags_machine = INTERACT_MACHINE_OPEN | INTERACT_MACHINE_WIRES_IF_OPEN | INTERACT_MACHINE_ALLOW_SILICON | INTERACT_MACHINE_OPEN_SILICON diff --git a/code/modules/recycling/disposal/pipe.dm b/code/modules/recycling/disposal/pipe.dm index f6c27f4a79..4076ed627d 100644 --- a/code/modules/recycling/disposal/pipe.dm +++ b/code/modules/recycling/disposal/pipe.dm @@ -12,7 +12,7 @@ level = 1 // underfloor only dir = NONE // dir will contain dominant direction for junction pipes max_integrity = 200 - armor = list("melee" = 25, "bullet" = 10, "laser" = 10, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30) + armor = list(MELEE = 25, BULLET = 10, LASER = 10, ENERGY = 100, BOMB = 0, BIO = 100, RAD = 100, FIRE = 90, ACID = 30) layer = DISPOSAL_PIPE_LAYER // slightly lower than wires and other pipes plane = ABOVE_WALL_PLANE rad_flags = RAD_PROTECT_CONTENTS | RAD_NO_CONTAMINATE @@ -139,7 +139,7 @@ /obj/structure/disposalpipe/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) - if(damage_flag == "melee" && damage_amount < 10) + if(damage_flag == MELEE && damage_amount < 10) return 0 return ..() diff --git a/code/modules/research/xenobiology/crossbreeding/_clothing.dm b/code/modules/research/xenobiology/crossbreeding/_clothing.dm index b30a53c27d..640aa6d490 100644 --- a/code/modules/research/xenobiology/crossbreeding/_clothing.dm +++ b/code/modules/research/xenobiology/crossbreeding/_clothing.dm @@ -135,7 +135,7 @@ Slimecrossing Armor obj_flags = IMMUTABLE_SLOW slowdown = 4 var/hit_reflect_chance = 10 // Citadel Change: because 40% chance of bouncing lasers back into peoples faces isn't good. - armor = list("melee" = 70, "bullet" = 70, "laser" = 40, "energy" = 40, "bomb" = 80, "bio" = 80, "rad" = 80, "fire" = 70, "acid" = 90) //Citadel Change to avoid immortal Xenobiologists. + armor = list(MELEE = 70, BULLET = 70, LASER = 40, ENERGY = 40, BOMB = 80, BIO = 80, RAD = 80, FIRE = 70, ACID = 90) //Citadel Change to avoid immortal Xenobiologists. /obj/item/clothing/suit/armor/heavy/adamantine/run_block(mob/living/owner, atom/object, damage, attack_text, attack_type, armour_penetration, mob/attacker, def_zone, final_block_chance, list/block_return) if(is_energy_reflectable_projectile(object) && prob(hit_reflect_chance)) diff --git a/code/modules/research/xenobiology/crossbreeding/_misc.dm b/code/modules/research/xenobiology/crossbreeding/_misc.dm index 97a87a5e01..5df442e497 100644 --- a/code/modules/research/xenobiology/crossbreeding/_misc.dm +++ b/code/modules/research/xenobiology/crossbreeding/_misc.dm @@ -71,7 +71,7 @@ icon_state = "frozen" density = TRUE max_integrity = 100 - armor = list("melee" = 30, "bullet" = 50, "laser" = -50, "energy" = -50, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = -80, "acid" = 30) + armor = list(MELEE = 30, BULLET = 50, LASER = -50, ENERGY = -50, BOMB = 0, BIO = 100, RAD = 100, FIRE = -80, ACID = 30) /obj/structure/ice_stasis/Initialize() . = ..() diff --git a/code/modules/research/xenobiology/crossbreeding/burning.dm b/code/modules/research/xenobiology/crossbreeding/burning.dm index 1a8b82232b..a2714a8a51 100644 --- a/code/modules/research/xenobiology/crossbreeding/burning.dm +++ b/code/modules/research/xenobiology/crossbreeding/burning.dm @@ -447,7 +447,7 @@ Burning extracts: icon_state = "adamshield" item_state = "adamshield" w_class = WEIGHT_CLASS_HUGE - armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70) + armor = list(MELEE = 50, BULLET = 50, LASER = 50, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 70) slot_flags = ITEM_SLOT_BACK block_chance = 75 force = 0 diff --git a/code/modules/ruins/lavalandruin_code/puzzle.dm b/code/modules/ruins/lavalandruin_code/puzzle.dm index 92e24e3bc4..136acc7da7 100644 --- a/code/modules/ruins/lavalandruin_code/puzzle.dm +++ b/code/modules/ruins/lavalandruin_code/puzzle.dm @@ -34,7 +34,7 @@ return get_step(center,SOUTH) if(9) return get_step(center,SOUTHEAST) - + /obj/effect/sliding_puzzle/Initialize(mapload) ..() return INITIALIZE_HINT_LATELOAD @@ -56,7 +56,7 @@ /obj/effect/sliding_puzzle/proc/validate() if(finished) return - + if(elements.len < 8) //Someone broke it qdel(src) @@ -86,7 +86,7 @@ shake_camera(M, COLLAPSE_DURATION , 1) for(var/obj/structure/puzzle_element/E in elements) E.collapse() - + dispense_reward() /obj/effect/sliding_puzzle/proc/dispense_reward() @@ -103,7 +103,7 @@ for(var/j in i to current_ordering.len) if(current_ordering[j] < checked_value) swap_tally++ - + return swap_tally % 2 == 0 //swap two tiles in same row @@ -113,13 +113,13 @@ if(empty_tile_id == 1 || empty_tile_id == 2) //Can't swap with empty one so just grab some in second row first_tile_id = 4 other_tile_id = 5 - + var/turf/T1 = get_turf_for_id(first_tile_id) var/turf/T2 = get_turf_for_id(other_tile_id) - + var/obj/structure/puzzle_element/E1 = locate() in T1 var/obj/structure/puzzle_element/E2 = locate() in T2 - + E1.forceMove(T2) E2.forceMove(T1) @@ -294,7 +294,7 @@ //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 @@ -342,7 +342,7 @@ for(var/atom/movable/AM in things_to_throw) var/throwtarget = get_edge_target_turf(T, get_dir(T, get_step_away(AM, T))) AM.throw_at(throwtarget, 2, 3) - + //Create puzzle itself cube.prisoner = prisoner cube.setup() diff --git a/code/modules/shuttle/shuttle_creation/shuttle_creator.dm b/code/modules/shuttle/shuttle_creation/shuttle_creator.dm index b9374a09c4..46e50153b1 100644 --- a/code/modules/shuttle/shuttle_creation/shuttle_creator.dm +++ b/code/modules/shuttle/shuttle_creation/shuttle_creator.dm @@ -24,7 +24,7 @@ GLOBAL_LIST_EMPTY(custom_shuttle_machines) //Machines that require updating (He throw_range = 5 w_class = WEIGHT_CLASS_NORMAL req_access_txt = "11" - 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 var/ready = TRUE //pre-designation diff --git a/code/modules/spells/spell_types/construct_spells.dm b/code/modules/spells/spell_types/construct_spells.dm index e8f3ab7d06..7a22d1498a 100644 --- a/code/modules/spells/spell_types/construct_spells.dm +++ b/code/modules/spells/spell_types/construct_spells.dm @@ -317,6 +317,6 @@ new /obj/effect/temp_visual/cult/sac(T) for(var/obj/O in range(src,1)) if(O.density && !istype(O, /obj/structure/destructible/cult)) - O.take_damage(90, BRUTE, "melee", 0) + O.take_damage(90, BRUTE, MELEE, 0) new /obj/effect/temp_visual/cult/turf/floor ..() diff --git a/code/modules/surgery/bodyparts/_bodyparts.dm b/code/modules/surgery/bodyparts/_bodyparts.dm index 6f95fd0f8d..a89727d183 100644 --- a/code/modules/surgery/bodyparts/_bodyparts.dm +++ b/code/modules/surgery/bodyparts/_bodyparts.dm @@ -388,7 +388,7 @@ for(var/i in clothing) var/obj/item/clothing/clothes_check = i // unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary - if(clothes_check.armor.getRating("wound")) + if(clothes_check.armor.getRating(WOUND)) bare_wound_bonus = 0 break @@ -447,7 +447,7 @@ for(var/c in clothing) var/obj/item/clothing/C = c // unlike normal armor checks, we tabluate these piece-by-piece manually so we can also pass on appropriate damage the clothing's limbs if necessary - armor_ablation += C.armor.getRating("wound") + armor_ablation += C.armor.getRating(WOUND) if(wounding_type == WOUND_SLASH) C.take_damage_zone(body_zone, damage, BRUTE, armour_penetration) else if(wounding_type == WOUND_BURN && damage >= 10) // lazy way to block freezing from shredding clothes without adding another var onto apply_damage() diff --git a/code/modules/vehicles/_vehicle.dm b/code/modules/vehicles/_vehicle.dm index 954b5940bc..a968d42073 100644 --- a/code/modules/vehicles/_vehicle.dm +++ b/code/modules/vehicles/_vehicle.dm @@ -4,7 +4,7 @@ icon = 'icons/obj/vehicles.dmi' icon_state = "fuckyou" max_integrity = 300 - armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 60) + armor = list(MELEE = 30, BULLET = 30, LASER = 30, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 60, ACID = 60) density = TRUE anchored = FALSE COOLDOWN_DECLARE(cooldown_vehicle_move) diff --git a/code/modules/vehicles/cars/clowncar.dm b/code/modules/vehicles/cars/clowncar.dm index f65df26488..f01b873a82 100644 --- a/code/modules/vehicles/cars/clowncar.dm +++ b/code/modules/vehicles/cars/clowncar.dm @@ -3,7 +3,7 @@ desc = "How someone could even fit in there is byond me." icon_state = "clowncar" max_integrity = 150 - armor = list("melee" = 70, "bullet" = 40, "laser" = 40, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80) + armor = list(MELEE = 70, BULLET = 40, LASER = 40, ENERGY = 0, BOMB = 30, BIO = 0, RAD = 0, FIRE = 80, ACID = 80) enter_delay = 20 max_occupants = 50 movedelay = 0.6 diff --git a/code/modules/vehicles/mecha/combat/five_stars.dm b/code/modules/vehicles/mecha/combat/five_stars.dm index 3c14e9ad81..5817d64831 100644 --- a/code/modules/vehicles/mecha/combat/five_stars.dm +++ b/code/modules/vehicles/mecha/combat/five_stars.dm @@ -3,7 +3,7 @@ name = "\improper Tank" icon = 'icons/mecha/mecha_96x96.dmi' icon_state = "five_stars" - armor = list("melee" = 100, "bullet" = 50, "laser" = 35, "energy" = 35, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) + armor = list(MELEE = 100, BULLET = 50, LASER = 35, ENERGY = 35, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 100) step_in = 4 dir_in = 1 //Facing North. max_integrity = 800 diff --git a/code/modules/vehicles/mecha/combat/neovgre.dm b/code/modules/vehicles/mecha/combat/neovgre.dm index 8decd05f96..512885b66d 100644 --- a/code/modules/vehicles/mecha/combat/neovgre.dm +++ b/code/modules/vehicles/mecha/combat/neovgre.dm @@ -4,7 +4,7 @@ icon = 'icons/mecha/neovgre.dmi' icon_state = "neovgre" max_integrity = 500 //This is THE ratvarian superweaon, its deployment is an investment - armor = list("melee" = 50, "bullet" = 40, "laser" = 25, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) //Its similar to the clockwork armour albeit with a few buffs becuase RATVARIAN SUPERWEAPON!! + armor = list(MELEE = 50, BULLET = 40, LASER = 25, ENERGY = 25, BOMB = 50, BIO = 100, RAD = 100, FIRE = 100, ACID = 100) //Its similar to the clockwork armour albeit with a few buffs becuase RATVARIAN SUPERWEAPON!! force = 50 //SMASHY SMASHY!! movedelay = 3 internal_damage_threshold = 0 diff --git a/code/modules/vehicles/mecha/mech_melee_attack.dm b/code/modules/vehicles/mecha/mech_melee_attack.dm index 36a6ed1251..2f5faea172 100644 --- a/code/modules/vehicles/mecha/mech_melee_attack.dm +++ b/code/modules/vehicles/mecha/mech_melee_attack.dm @@ -39,7 +39,7 @@ else return 0 mecha_attacker.visible_message("[mecha_attacker.name] hits [src]!", "You hit [src]!", null, COMBAT_MESSAGE_RANGE) - return take_damage(mecha_attacker.force * 3, mech_damtype, "melee", play_soundeffect, get_dir(src, mecha_attacker)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs. + return take_damage(mecha_attacker.force * 3, mech_damtype, MELEE, play_soundeffect, get_dir(src, mecha_attacker)) // multiplied by 3 so we can hit objs hard but not be overpowered against mobs. /obj/structure/window/mech_melee_attack(obj/vehicle/sealed/mecha/mecha_attacker) if(!can_be_reached()) diff --git a/code/modules/vehicles/wheelchair.dm b/code/modules/vehicles/wheelchair.dm index 28145ba8e1..ef7f0ad061 100644 --- a/code/modules/vehicles/wheelchair.dm +++ b/code/modules/vehicles/wheelchair.dm @@ -5,7 +5,7 @@ icon_state = "wheelchair" layer = OBJ_LAYER max_integrity = 100 - armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 30) //Wheelchairs aren't super tough yo + armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 30) //Wheelchairs aren't super tough yo legs_required = 0 //You'll probably be using this if you don't have legs canmove = TRUE density = FALSE //Thought I couldn't fix this one easily, phew diff --git a/code/modules/vending/_vending.dm b/code/modules/vending/_vending.dm index cea7502540..700a2fea7e 100644 --- a/code/modules/vending/_vending.dm +++ b/code/modules/vending/_vending.dm @@ -54,7 +54,7 @@ verb_exclaim = "beeps" max_integrity = 300 integrity_failure = 0.33 - armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70) + armor = list(MELEE = 20, BULLET = 0, LASER = 0, ENERGY = 0, BOMB = 0, BIO = 0, RAD = 0, FIRE = 50, ACID = 70) circuit = /obj/item/circuitboard/machine/vendor payment_department = ACCOUNT_SRV light_power = 0.5 diff --git a/code/modules/vending/cartridge.dm b/code/modules/vending/cartridge.dm index db8db77ad4..c4b35496c2 100644 --- a/code/modules/vending/cartridge.dm +++ b/code/modules/vending/cartridge.dm @@ -14,7 +14,7 @@ /obj/item/pda/heads = 10, /obj/item/cartridge/captain = 3, /obj/item/cartridge/quartermaster = 10) - armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) + armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50) refill_canister = /obj/item/vending_refill/cart resistance_flags = FIRE_PROOF default_price = PRICE_ALMOST_EXPENSIVE diff --git a/code/modules/vending/dinnerware.dm b/code/modules/vending/dinnerware.dm index 95fd8e04d8..2c326d8e2b 100644 --- a/code/modules/vending/dinnerware.dm +++ b/code/modules/vending/dinnerware.dm @@ -26,7 +26,7 @@ /obj/item/reagent_containers/syringe = 3) premium = list( /obj/item/reagent_containers/food/condiment/enzyme = 1) - armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) + armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50) refill_canister = /obj/item/vending_refill/dinnerware resistance_flags = FIRE_PROOF default_price = PRICE_REALLY_CHEAP diff --git a/code/modules/vending/liberation_toy.dm b/code/modules/vending/liberation_toy.dm index eea1150abf..21cc8e986a 100644 --- a/code/modules/vending/liberation_toy.dm +++ b/code/modules/vending/liberation_toy.dm @@ -22,7 +22,7 @@ /obj/item/toy/katana = 10, /obj/item/dualsaber/toy = 5, /obj/item/toy/cards/deck/syndicate = 10) //Gambling and it hurts, making it a +18 item - armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) + armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50) resistance_flags = FIRE_PROOF refill_canister = /obj/item/vending_refill/donksoft default_price = PRICE_ABOVE_NORMAL diff --git a/code/modules/vending/magivend.dm b/code/modules/vending/magivend.dm index 104f7b3c02..f5565eaa4c 100644 --- a/code/modules/vending/magivend.dm +++ b/code/modules/vending/magivend.dm @@ -14,7 +14,7 @@ /obj/item/clothing/shoes/sandal/magic = 1, /obj/item/staff = 2) contraband = list(/obj/item/reagent_containers/glass/bottle/wizarditis = 1) //No one can get to the machine to hack it anyways; for the lulz - Microwave - armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50, "magic" = 100) + armor = list(MELEE = 100, BULLET = 100, LASER = 100, ENERGY = 100, BOMB = 0, BIO = 0, RAD = 0, FIRE = 100, ACID = 50, MAGIC = 100) resistance_flags = FIRE_PROOF default_price = 0 //Just in case, since it's primary use is storage. extra_price = PRICE_ABOVE_EXPENSIVE diff --git a/code/modules/zombie/items.dm b/code/modules/zombie/items.dm index f208cafe4e..eb4b195e38 100644 --- a/code/modules/zombie/items.dm +++ b/code/modules/zombie/items.dm @@ -39,7 +39,7 @@ else if(istype(target, /obj)) //do far more damage to non mobs so we can get through airlocks var/obj/target_object = target - target_object.take_damage(force * 3, BRUTE, "melee", 0) + target_object.take_damage(force * 3, BRUTE, MELEE, 0) else if(isliving(target)) if(ishuman(target)) try_to_zombie_infect(target) diff --git a/modular_citadel/code/modules/clothing/trek.dm b/modular_citadel/code/modules/clothing/trek.dm index cf422053c7..7272ea6c1a 100644 --- a/modular_citadel/code/modules/clothing/trek.dm +++ b/modular_citadel/code/modules/clothing/trek.dm @@ -27,7 +27,7 @@ /obj/item/reagent_containers/glass/bottle/vial,/obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill,/obj/item/storage/pill_bottle, /obj/item/restraints/handcuffs,/obj/item/hypospray ) - 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) /obj/item/clothing/suit/storage/trek/ds9/admiral // Only for adminuz name = "Admiral Overcoat" @@ -35,7 +35,7 @@ icon_state = "trek_ds9_coat_adm" item_state = "trek_ds9_coat_adm" permeability_coefficient = 0.01 - 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) //MODERN ish Joan sqrl sprites. I think @@ -66,7 +66,7 @@ /obj/item/reagent_containers/glass/beaker, /obj/item/storage/pill_bottle, /obj/item/taperecorder) - 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/unbuttoned = FALSE /obj/item/clothing/suit/storage/fluff/fedcoat/verb/toggle() @@ -122,7 +122,7 @@ /obj/item/reagent_containers/glass/bottle/vial,/obj/item/reagent_containers/glass/beaker, /obj/item/reagent_containers/pill,/obj/item/storage/pill_bottle, /obj/item/restraints/handcuffs,/obj/item/hypospray ) - 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) //Variants /obj/item/clothing/suit/storage/fluff/modernfedcoat/medsci @@ -139,7 +139,7 @@ /obj/item/clothing/head/caphat/formal/fedcover name = "Federation Officer's Cap" - 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) desc = "An officer's cap that demands discipline from the one who wears it." icon = 'modular_citadel/icons/obj/clothing/trek_item_icon.dmi' icon_state = "fedcapofficer" diff --git a/modular_citadel/code/modules/custom_loadout/custom_items.dm b/modular_citadel/code/modules/custom_loadout/custom_items.dm index b8ee221e73..929a5dcea9 100644 --- a/modular_citadel/code/modules/custom_loadout/custom_items.dm +++ b/modular_citadel/code/modules/custom_loadout/custom_items.dm @@ -66,7 +66,7 @@ blood_overlay_type = "armor" dog_fashion = /datum/dog_fashion/back mutantrace_variation = NONE - 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) /obj/item/lighter/gold diff --git a/modular_citadel/code/modules/festive/wheelchair.dm b/modular_citadel/code/modules/festive/wheelchair.dm index b4a1acd81c..92517b768e 100644 --- a/modular_citadel/code/modules/festive/wheelchair.dm +++ b/modular_citadel/code/modules/festive/wheelchair.dm @@ -45,7 +45,7 @@ icon_state = "wheelchair" layer = OBJ_LAYER max_integrity = 100 - armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 30) //Wheelchairs aren't super tough yo + armor = list(MELEE = 10, BULLET = 10, LASER = 10, ENERGY = 0, BOMB = 10, BIO = 0, RAD = 0, FIRE = 20, ACID = 30) //Wheelchairs aren't super tough yo canmove = TRUE density = FALSE //Thought I couldn't fix this one easily, phew diff --git a/modular_citadel/code/modules/reagents/objects/clothes.dm b/modular_citadel/code/modules/reagents/objects/clothes.dm index b6391ba82d..9b3b63d5af 100644 --- a/modular_citadel/code/modules/reagents/objects/clothes.dm +++ b/modular_citadel/code/modules/reagents/objects/clothes.dm @@ -6,7 +6,7 @@ icon = 'icons/obj/clothing/hats.dmi' icon_state = "cowboy" desc = "A synthesized hat. You feel compelled to keep it on all times." - 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) //item_flags = NODROP //Tips their hat! /obj/item/clothing/head/hattip/on_attack_hand(mob/user, act_intent = user.a_intent, unarmed_attack_flags)