From f9353da8559f7be8601352beecf04a7ba41d9a9d Mon Sep 17 00:00:00 2001 From: Jordan Brown Date: Fri, 16 Feb 2018 01:25:42 -0500 Subject: [PATCH] Quote the armor lists --- code/game/machinery/_machinery.dm | 2 +- code/game/machinery/ai_slipper.dm | 2 +- code/game/machinery/buttons.dm | 2 +- code/game/machinery/camera/camera.dm | 2 +- code/game/machinery/computer/_computer.dm | 2 +- code/game/machinery/deployable.dm | 2 +- code/game/machinery/doors/airlock_types.dm | 2 +- code/game/machinery/doors/door.dm | 2 +- code/game/machinery/doors/passworddoor.dm | 2 +- code/game/machinery/doors/poddoor.dm | 2 +- code/game/machinery/doors/windowdoor.dm | 2 +- code/game/machinery/firealarm.dm | 2 +- code/game/machinery/hologram.dm | 2 +- code/game/machinery/igniter.dm | 2 +- code/game/machinery/navbeacon.dm | 2 +- code/game/machinery/newscaster.dm | 2 +- .../machinery/porta_turret/portable_turret.dm | 2 +- code/game/machinery/requests_console.dm | 2 +- code/game/machinery/spaceheater.dm | 2 +- .../telecomms/machines/message_server.dm | 184 +++++++++ code/game/machinery/vending.dm | 38 +- code/game/mecha/combat/combat.dm | 2 +- code/game/mecha/combat/durand.dm | 25 ++ code/game/mecha/combat/gygax.dm | 4 +- code/game/mecha/combat/honker.dm | 2 +- code/game/mecha/combat/marauder.dm | 2 +- code/game/mecha/combat/phazon.dm | 33 ++ code/game/mecha/combat/reticence.dm | 2 +- code/game/mecha/mecha.dm | 2 +- code/game/mecha/working/ripley.dm | 4 +- 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/cards_ids.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/handcuffs.dm | 2 +- code/game/objects/items/kitchen.dm | 6 +- code/game/objects/items/melee/energy.dm | 2 +- code/game/objects/items/pneumaticCannon.dm | 2 +- code/game/objects/items/powerfist.dm | 2 +- code/game/objects/items/religion.dm | 8 +- code/game/objects/items/shields.dm | 2 +- code/game/objects/items/singularityhammer.dm | 115 ++++++ .../game/objects/items/stacks/sheets/glass.dm | 4 +- .../items/stacks/sheets/sheet_types.dm | 4 +- .../objects/items/stacks/tiles/tile_types.dm | 2 +- code/game/objects/items/storage/backpack.dm | 2 +- code/game/objects/items/stunbaton.dm | 2 +- 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 | 11 +- code/game/objects/items/tools/screwdriver.dm | 2 +- code/game/objects/items/tools/weldingtool.dm | 363 ++++++++++++++++++ code/game/objects/items/tools/wirecutters.dm | 2 +- code/game/objects/items/tools/wrench.dm | 14 +- code/game/objects/items/twohanded.dm | 8 +- code/game/objects/items/vending_items.dm | 2 +- code/game/objects/items/weaponry.dm | 6 +- code/game/objects/structures.dm | 2 +- code/game/objects/structures/barsigns.dm | 2 +- .../structures/crates_lockers/closets.dm | 2 +- .../closets/secure/secure_closets.dm | 2 +- .../crates_lockers/crates/secure.dm | 2 +- code/game/objects/structures/displaycase.dm | 2 +- code/game/objects/structures/fireaxe.dm | 2 +- code/game/objects/structures/grille.dm | 2 +- code/game/objects/structures/holosign.dm | 2 +- code/game/objects/structures/lattice.dm | 2 +- code/game/objects/structures/mineral_doors.dm | 2 +- code/game/objects/structures/plasticflaps.dm | 2 +- code/game/objects/structures/signs/_signs.dm | 2 +- code/game/objects/structures/tables_racks.dm | 4 +- code/game/shuttle_engines.dm | 2 +- .../abductor/equipment/abduction_gear.dm | 6 +- .../antagonists/blob/blob/blobs/core.dm | 2 +- .../antagonists/blob/blob/blobs/node.dm | 2 +- .../antagonists/blob/blob/blobs/shield.dm | 36 ++ code/modules/antagonists/blob/blob/theblob.dm | 2 +- .../changeling/powers/mutations.dm | 8 +- .../clockcult/clock_items/clockwork_armor.dm | 22 +- code/modules/antagonists/cult/cult_items.dm | 20 +- .../nukeop/equipment/nuclearbomb.dm | 2 +- code/modules/assembly/flash.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 +- .../machinery/portable/canister.dm | 2 +- .../portable/portable_atmospherics.dm | 2 +- .../awaymissions/mission_code/snowdin.dm | 2 +- code/modules/clothing/chameleon.dm | 18 +- code/modules/clothing/glasses/_glasses.dm | 2 +- code/modules/clothing/gloves/color.dm | 2 +- code/modules/clothing/gloves/miscellaneous.dm | 6 +- code/modules/clothing/head/hardhat.dm | 2 +- code/modules/clothing/head/helmet.dm | 20 +- code/modules/clothing/head/jobs.dm | 12 +- code/modules/clothing/head/misc.dm | 6 +- code/modules/clothing/head/misc_special.dm | 8 +- code/modules/clothing/head/soft_caps.dm | 2 +- code/modules/clothing/masks/gasmask.dm | 4 +- code/modules/clothing/masks/miscellaneous.dm | 2 +- code/modules/clothing/shoes/miscellaneous.dm | 6 +- .../clothing/spacesuits/_spacesuits.dm | 4 +- .../modules/clothing/spacesuits/chronosuit.dm | 4 +- .../modules/clothing/spacesuits/flightsuit.dm | 6 +- code/modules/clothing/spacesuits/hardsuit.dm | 70 ++-- .../clothing/spacesuits/miscellaneous.dm | 34 +- code/modules/clothing/spacesuits/plasmamen.dm | 4 +- code/modules/clothing/spacesuits/syndi.dm | 4 +- code/modules/clothing/suits/_suits.dm | 2 +- code/modules/clothing/suits/armor.dm | 22 +- code/modules/clothing/suits/bio.dm | 8 +- code/modules/clothing/suits/cloaks.dm | 8 +- code/modules/clothing/suits/jobs.dm | 4 +- code/modules/clothing/suits/labcoat.dm | 2 +- code/modules/clothing/suits/miscellaneous.dm | 18 +- code/modules/clothing/suits/utility.dm | 8 +- code/modules/clothing/suits/wiz_robe.dm | 16 +- code/modules/clothing/under/_under.dm | 2 +- code/modules/clothing/under/accessories.dm | 6 +- code/modules/clothing/under/jobs/civilian.dm | 2 +- .../clothing/under/jobs/engineering.dm | 4 +- code/modules/clothing/under/jobs/medsci.dm | 20 +- code/modules/clothing/under/jobs/security.dm | 8 +- code/modules/clothing/under/miscellaneous.dm | 4 +- code/modules/clothing/under/syndicate.dm | 6 +- code/modules/clothing/under/trek.dm | 2 +- code/modules/events/holiday/xmas.dm | 2 +- .../integrated_electronics/core/assemblies.dm | 2 +- code/modules/library/lib_items.dm | 2 +- .../modules/mining/equipment/explorer_gear.dm | 6 +- .../mining/equipment/marker_beacons.dm | 2 +- .../carbon/human/species_types/golems.dm | 2 +- .../computers/item/computer.dm | 2 +- code/modules/ninja/suit/head.dm | 2 +- code/modules/ninja/suit/shoes.dm | 2 +- code/modules/ninja/suit/suit.dm | 2 +- code/modules/power/apc.dm | 2 +- code/modules/power/lighting.dm | 2 +- .../power/singularity/field_generator.dm | 2 +- .../particle_accelerator.dm | 2 +- .../reagents/reagent_containers/glass.dm | 2 +- code/modules/recycling/disposal/bin.dm | 2 +- 148 files changed, 1112 insertions(+), 349 deletions(-) diff --git a/code/game/machinery/_machinery.dm b/code/game/machinery/_machinery.dm index 22978e9ea2..ce538e97e8 100644 --- a/code/game/machinery/_machinery.dm +++ b/code/game/machinery/_machinery.dm @@ -114,7 +114,7 @@ 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 diff --git a/code/game/machinery/ai_slipper.dm b/code/game/machinery/ai_slipper.dm index 8a4c854d76..c9d0eb0292 100644 --- a/code/game/machinery/ai_slipper.dm +++ b/code/game/machinery/ai_slipper.dm @@ -6,7 +6,7 @@ layer = PROJECTILE_HIT_THRESHHOLD_LAYER anchored = TRUE max_integrity = 200 - armor = list(melee = 50, bullet = 20, laser = 20, energy = 20, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 30) + armor = list("melee" = 50, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 0, "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 7379185505..35d1e040f5 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) anchored = TRUE use_power = IDLE_POWER_USE idle_power_usage = 2 diff --git a/code/game/machinery/camera/camera.dm b/code/game/machinery/camera/camera.dm index 2127eb095b..0a98927802 100644 --- a/code/game/machinery/camera/camera.dm +++ b/code/game/machinery/camera/camera.dm @@ -14,7 +14,7 @@ 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 = 50 var/list/network = list("SS13") diff --git a/code/game/machinery/computer/_computer.dm b/code/game/machinery/computer/_computer.dm index 2bae3b30bd..68f279cc29 100644 --- a/code/game/machinery/computer/_computer.dm +++ b/code/game/machinery/computer/_computer.dm @@ -9,7 +9,7 @@ active_power_usage = 300 max_integrity = 200 integrity_failure = 100 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 40, acid = 20) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 40, "acid" = 20) var/processing = FALSE var/brightness_on = 2 var/icon_keyboard = "generic_key" diff --git a/code/game/machinery/deployable.dm b/code/game/machinery/deployable.dm index 130d276184..1a3ff23c56 100644 --- a/code/game/machinery/deployable.dm +++ b/code/game/machinery/deployable.dm @@ -104,7 +104,7 @@ 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 dc734b387d..f6d80bca49 100644 --- a/code/game/machinery/doors/airlock_types.dm +++ b/code/game/machinery/doors/airlock_types.dm @@ -489,7 +489,7 @@ desc = "An airlock hastily corrupted by blood magic, it is unusually brittle in this state." normal_integrity = 180 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 7c14f48e2d..2de468e175 100644 --- a/code/game/machinery/doors/door.dm +++ b/code/game/machinery/doors/door.dm @@ -9,7 +9,7 @@ layer = OPEN_DOOR_LAYER power_channel = ENVIRON max_integrity = 350 - armor = list(melee = 30, bullet = 30, laser = 20, energy = 20, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 70) + armor = list("melee" = 30, "bullet" = 30, "laser" = 20, "energy" = 20, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 70) CanAtmosPass = ATMOS_PASS_DENSITY flags_1 = PREVENT_CLICK_UNDER_1 diff --git a/code/game/machinery/doors/passworddoor.dm b/code/game/machinery/doors/passworddoor.dm index 7f4137d165..6a6c145079 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 f42352d79d..f2441ad583 100644 --- a/code/game/machinery/doors/poddoor.dm +++ b/code/game/machinery/doors/poddoor.dm @@ -11,7 +11,7 @@ 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 diff --git a/code/game/machinery/doors/windowdoor.dm b/code/game/machinery/doors/windowdoor.dm index 3c646265f7..24c45fd1be 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 opacity = 0 diff --git a/code/game/machinery/firealarm.dm b/code/game/machinery/firealarm.dm index bf3255385c..efc8682313 100644 --- a/code/game/machinery/firealarm.dm +++ b/code/game/machinery/firealarm.dm @@ -19,7 +19,7 @@ anchored = TRUE max_integrity = 250 integrity_failure = 100 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "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/hologram.dm b/code/game/machinery/hologram.dm index d1f1774c8b..211391a56b 100644 --- a/code/game/machinery/hologram.dm +++ b/code/game/machinery/hologram.dm @@ -39,7 +39,7 @@ 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 var/list/masters //List of living mobs that use the holopad var/list/holorays //Holoray-mob link. diff --git a/code/game/machinery/igniter.dm b/code/game/machinery/igniter.dm index 6c3e3d9cdc..05de03aae1 100644 --- a/code/game/machinery/igniter.dm +++ b/code/game/machinery/igniter.dm @@ -10,7 +10,7 @@ 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 /obj/machinery/igniter/attack_ai(mob/user) diff --git a/code/game/machinery/navbeacon.dm b/code/game/machinery/navbeacon.dm index fe2926f150..a4a7419b34 100644 --- a/code/game/machinery/navbeacon.dm +++ b/code/game/machinery/navbeacon.dm @@ -11,7 +11,7 @@ layer = LOW_OBJ_LAYER anchored = TRUE max_integrity = 500 - armor = list(melee = 70, bullet = 70, laser = 70, energy = 70, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 80) + armor = list("melee" = 70, "bullet" = 70, "laser" = 70, "energy" = 70, "bomb" = 0, "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/newscaster.dm b/code/game/machinery/newscaster.dm index 91eedfd904..aa724c087f 100644 --- a/code/game/machinery/newscaster.dm +++ b/code/game/machinery/newscaster.dm @@ -186,7 +186,7 @@ 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 = 50 var/screen = 0 diff --git a/code/game/machinery/porta_turret/portable_turret.dm b/code/game/machinery/porta_turret/portable_turret.dm index 9a88febdc2..2b442401e2 100644 --- a/code/game/machinery/porta_turret/portable_turret.dm +++ b/code/game/machinery/porta_turret/portable_turret.dm @@ -31,7 +31,7 @@ max_integrity = 160 //the turret's health integrity_failure = 80 - 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) var/locked = TRUE //if the turret's behaviour control access is locked var/controllock = 0 //if the turret responds to control panels diff --git a/code/game/machinery/requests_console.dm b/code/game/machinery/requests_console.dm index b24c3c1406..2ca5d83365 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/spaceheater.dm b/code/game/machinery/spaceheater.dm index f59925bc54..3946d03495 100644 --- a/code/game/machinery/spaceheater.dm +++ b/code/game/machinery/spaceheater.dm @@ -11,7 +11,7 @@ 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 8f0e22b7d9..5a892cec6e 100644 --- a/code/game/machinery/telecomms/machines/message_server.dm +++ b/code/game/machinery/telecomms/machines/message_server.dm @@ -1,3 +1,4 @@ +<<<<<<< HEAD /* The equivalent of the server, for PDA and request console messages. Without it, PDA and request console messages cannot be transmitted. @@ -179,3 +180,186 @@ else priority = "Undetermined" +======= +/* + The equivalent of the server, for PDA and request console messages. + Without it, PDA and request console messages cannot be transmitted. + PDAs require the rest of the telecomms setup, but request consoles only + require the message server. +*/ + +// A decorational representation of SSblackbox, usually placed alongside the message server. +/obj/machinery/blackbox_recorder + icon = 'icons/obj/stationobjs.dmi' + icon_state = "blackbox" + name = "Blackbox Recorder" + density = TRUE + anchored = TRUE + 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) + + +// The message server itself. +/obj/machinery/telecomms/message_server + icon = 'icons/obj/machines/research.dmi' + icon_state = "server" + name = "Messaging Server" + desc = "A machine that attempts to gather the secret knowledge of the universe." + density = TRUE + anchored = TRUE + use_power = IDLE_POWER_USE + idle_power_usage = 10 + active_power_usage = 100 + + id = "Messaging Server" + network = "tcommsat" + autolinkers = list("common") + + var/list/datum/data_pda_msg/pda_msgs = list() + var/list/datum/data_rc_msg/rc_msgs = list() + var/decryptkey + +/obj/machinery/telecomms/message_server/Initialize() + . = ..() + if (!decryptkey) + decryptkey = GenerateKey() + pda_msgs += new /datum/data_pda_msg("System Administrator", "system", "This is an automated message. The messaging system is functioning correctly.") + +/obj/machinery/telecomms/message_server/Destroy() + for(var/obj/machinery/computer/message_monitor/monitor in GLOB.telecomms_list) + if(monitor.linkedServer && monitor.linkedServer == src) + monitor.linkedServer = null + . = ..() + +/obj/machinery/telecomms/message_server/proc/GenerateKey() + var/newKey + newKey += pick("the", "if", "of", "as", "in", "a", "you", "from", "to", "an", "too", "little", "snow", "dead", "drunk", "rosebud", "duck", "al", "le") + newKey += pick("diamond", "beer", "mushroom", "assistant", "clown", "captain", "twinkie", "security", "nuke", "small", "big", "escape", "yellow", "gloves", "monkey", "engine", "nuclear", "ai") + newKey += pick("1", "2", "3", "4", "5", "6", "7", "8", "9", "0") + return newKey + +/obj/machinery/telecomms/message_server/process() + if(toggled && (stat & (BROKEN|NOPOWER))) + toggled = FALSE + update_icon() + +/obj/machinery/telecomms/message_server/receive_information(datum/signal/subspace/pda/signal, obj/machinery/telecomms/machine_from) + // can't log non-PDA signals + if(!istype(signal) || !signal.data["message"] || !toggled) + return + + // log the signal + var/datum/data_pda_msg/M = new(signal.format_target(), "[signal.data["name"]] ([signal.data["job"]])", signal.data["message"], signal.data["photo"]) + pda_msgs += M + signal.logged = M + + // pass it along to either the hub or the broadcaster + if(!relay_information(signal, /obj/machinery/telecomms/hub)) + relay_information(signal, /obj/machinery/telecomms/broadcaster) + +/obj/machinery/telecomms/message_server/update_icon() + if((stat & (BROKEN|NOPOWER))) + icon_state = "server-nopower" + else if (!toggled) + icon_state = "server-off" + else + icon_state = "server-on" + + +// PDA signal datum +/datum/signal/subspace/pda + frequency = FREQ_COMMON + server_type = /obj/machinery/telecomms/message_server + var/datum/data_pda_msg/logged + +/datum/signal/subspace/pda/New(source, data) + src.source = source + src.data = data + var/turf/T = get_turf(source) + levels = list(T.z) + +/datum/signal/subspace/pda/copy() + var/datum/signal/subspace/pda/copy = new(source, data.Copy()) + copy.original = src + copy.levels = levels + return copy + +/datum/signal/subspace/pda/proc/format_target() + if (length(data["targets"]) > 1) + return "Everyone" + return data["targets"][1] + +/datum/signal/subspace/pda/proc/format_message() + if (logged && data["photo"]) + return "\"[data["message"]]\" (Photo)" + return "\"[data["message"]]\"" + +/datum/signal/subspace/pda/broadcast() + if (!logged) // Can only go through if a message server logs it + return + for (var/obj/item/device/pda/P in GLOB.PDAs) + if ("[P.owner] ([P.ownjob])" in data["targets"]) + P.receive_message(src) + + +// Log datums stored by the message server. +/datum/data_pda_msg + var/sender = "Unspecified" + var/recipient = "Unspecified" + var/message = "Blank" // transferred message + var/icon/photo // attached photo + +/datum/data_pda_msg/New(param_rec, param_sender, param_message, param_photo) + if(param_rec) + recipient = param_rec + if(param_sender) + sender = param_sender + if(param_message) + message = param_message + if(param_photo) + photo = param_photo + +/datum/data_pda_msg/Topic(href,href_list) + ..() + if(href_list["photo"]) + var/mob/M = usr + M << browse_rsc(photo, "pda_photo.png") + M << browse("PDA Photo" \ + + "" \ + + "" \ + + "", "window=pdaphoto;size=192x192") + onclose(M, "pdaphoto") + +/datum/data_rc_msg + var/rec_dpt = "Unspecified" // receiving department + var/send_dpt = "Unspecified" // sending department + var/message = "Blank" + var/stamp = "Unstamped" + var/id_auth = "Unauthenticated" + var/priority = "Normal" + +/datum/data_rc_msg/New(param_rec, param_sender, param_message, param_stamp, param_id_auth, param_priority) + if(param_rec) + rec_dpt = param_rec + if(param_sender) + send_dpt = param_sender + if(param_message) + message = param_message + if(param_stamp) + stamp = param_stamp + if(param_id_auth) + id_auth = param_id_auth + if(param_priority) + switch(param_priority) + if(1) + priority = "Normal" + if(2) + priority = "High" + if(3) + priority = "Extreme" + else + priority = "Undetermined" + +>>>>>>> d282c60... Quote the armor lists (#35668) diff --git a/code/game/machinery/vending.dm b/code/game/machinery/vending.dm index 3fa3836143..69bac9b906 100644 --- a/code/game/machinery/vending.dm +++ b/code/game/machinery/vending.dm @@ -23,7 +23,7 @@ verb_exclaim = "beeps" max_integrity = 300 integrity_failure = 100 - armor = list(melee = 20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 70) + armor = list("melee" = 20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 70) circuit = /obj/item/circuitboard/machine/vendor var/active = 1 //No sales pitches if off! var/vend_ready = 1 //Are we ready to vend?? Is it time?? @@ -652,7 +652,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/wirecutters = 1, /obj/item/cartridge/signal = 4) contraband = list(/obj/item/device/assembly/timer = 2, /obj/item/device/assembly/voice = 2, /obj/item/device/assembly/health = 2) product_ads = "Only the finest!;Have some tools.;The most robust equipment.;The finest gear in space!" - 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 /obj/machinery/vending/coffee @@ -714,7 +714,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/reagent_containers/food/drinks/coffee = 12, /obj/item/tank/internals/emergency_oxygen = 6, /obj/item/clothing/mask/breath = 6) - 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 /obj/machinery/vending/cola @@ -797,7 +797,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C products = list(/obj/item/cartridge/medical = 10, /obj/item/cartridge/engineering = 10, /obj/item/cartridge/security = 10, /obj/item/cartridge/janitor = 10, /obj/item/cartridge/signal/toxins = 10, /obj/item/device/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) resistance_flags = FIRE_PROOF /obj/machinery/vending/liberationstation @@ -814,7 +814,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/gun/ballistic/shotgun = 2, /obj/item/gun/ballistic/automatic/ar = 2) premium = list(/obj/item/ammo_box/magazine/smgm9mm = 2, /obj/item/ammo_box/magazine/m50 = 4, /obj/item/ammo_box/magazine/m45 = 2, /obj/item/ammo_box/magazine/m75 = 2) contraband = list(/obj/item/clothing/under/patriotsuit = 1, /obj/item/bedsheet/patriot = 3) - armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50) + armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) resistance_flags = FIRE_PROOF /obj/machinery/vending/cigarette @@ -854,7 +854,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/reagent_containers/glass/bottle/toxin = 3, /obj/item/reagent_containers/syringe/antiviral = 6, /obj/item/reagent_containers/pill/salbutamol = 2, /obj/item/device/healthanalyzer = 4, /obj/item/device/sensor_device = 2, /obj/item/pinpointer/crew = 2) contraband = list(/obj/item/reagent_containers/pill/tox = 3, /obj/item/reagent_containers/pill/morphine = 4, /obj/item/reagent_containers/pill/charcoal = 6) premium = list(/obj/item/storage/box/hug/medical = 1, /obj/item/reagent_containers/hypospray/medipen = 3, /obj/item/storage/belt/medical = 3, /obj/item/wrench/medical = 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) resistance_flags = FIRE_PROOF refill_canister = /obj/item/vending_refill/medical @@ -877,7 +877,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/reagent_containers/pill/patch/silver_sulf = 5, /obj/item/reagent_containers/pill/charcoal = 2, /obj/item/reagent_containers/spray/medical/sterilizer = 1) contraband = list(/obj/item/reagent_containers/pill/tox = 2, /obj/item/reagent_containers/pill/morphine = 2) - 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/medical refill_count = 1 @@ -893,7 +893,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/reagent_containers/food/snacks/donut = 12, /obj/item/storage/box/evidence = 6, /obj/item/device/flashlight/seclite = 4, /obj/item/restraints/legcuffs/bola/energy = 7) contraband = list(/obj/item/clothing/glasses/sunglasses = 2, /obj/item/storage/fancy/donut_box = 2) premium = list(/obj/item/coin/antagtoken = 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) resistance_flags = FIRE_PROOF /obj/machinery/vending/security/pre_throw(obj/item/I) @@ -915,7 +915,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C products = list(/obj/item/reagent_containers/glass/bottle/nutrient/ez = 30, /obj/item/reagent_containers/glass/bottle/nutrient/l4z = 20, /obj/item/reagent_containers/glass/bottle/nutrient/rh = 10, /obj/item/reagent_containers/spray/pestspray = 20, /obj/item/reagent_containers/syringe = 5, /obj/item/storage/bag/plants = 5, /obj/item/cultivator = 3, /obj/item/shovel/spade = 3, /obj/item/device/plant_analyzer = 4) contraband = list(/obj/item/reagent_containers/glass/bottle/ammonia = 10, /obj/item/reagent_containers/glass/bottle/diethylamine = 5) - 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 /obj/machinery/vending/hydroseeds @@ -936,7 +936,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/seeds/plump = 2, /obj/item/seeds/reishi = 2, /obj/item/seeds/cannabis = 3, /obj/item/seeds/starthistle = 2, /obj/item/seeds/random = 2) premium = list(/obj/item/reagent_containers/spray/waterflower = 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) resistance_flags = FIRE_PROOF /obj/machinery/vending/magivend @@ -948,7 +948,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C product_ads = "FJKLFJSD;AJKFLBJAKL;1234 LOONIES LOL!;>MFW;Kill them fuckers!;GET DAT FUKKEN DISK;HONK!;EI NATH;Destroy the station!;Admin conspiracies since forever!;Space-time bending hardware!" products = list(/obj/item/clothing/head/wizard = 1, /obj/item/clothing/suit/wizrobe = 1, /obj/item/clothing/head/wizard/red = 1, /obj/item/clothing/suit/wizrobe/red = 1, /obj/item/clothing/head/wizard/yellow = 1, /obj/item/clothing/suit/wizrobe/yellow = 1, /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) + armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) resistance_flags = FIRE_PROOF /obj/machinery/vending/autodrobe @@ -1005,7 +1005,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C icon_state = "dinnerware" products = list(/obj/item/storage/bag/tray = 8, /obj/item/kitchen/fork = 6, /obj/item/kitchen/knife = 6, /obj/item/kitchen/rollingpin = 2, /obj/item/reagent_containers/food/drinks/drinkingglass = 8, /obj/item/clothing/suit/apron/chef = 2, /obj/item/reagent_containers/food/condiment/pack/ketchup = 5, /obj/item/reagent_containers/food/condiment/pack/hotsauce = 5, /obj/item/reagent_containers/food/condiment/saltshaker = 5, /obj/item/reagent_containers/food/condiment/peppermill = 5, /obj/item/reagent_containers/glass/bowl = 20) contraband = list(/obj/item/kitchen/rollingpin = 2, /obj/item/kitchen/knife/butcher = 2) - 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 /obj/machinery/vending/sovietsoda @@ -1015,7 +1015,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C product_ads = "For Tsar and Country.;Have you fulfilled your nutrition quota today?;Very nice!;We are simple people, for this is all we eat.;If there is a person, there is a problem. If there is no person, then there is no problem." products = list(/obj/item/reagent_containers/food/drinks/drinkingglass/filled/soda = 30) contraband = list(/obj/item/reagent_containers/food/drinks/drinkingglass/filled/cola = 20) - 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 /obj/machinery/vending/tool @@ -1041,7 +1041,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/clothing/gloves/color/fyellow = 2) premium = list( /obj/item/clothing/gloves/color/yellow = 1) - armor = list(melee = 100, bullet = 100, laser = 100, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 70) + armor = list("melee" = 100, "bullet" = 100, "laser" = 100, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 70) resistance_flags = FIRE_PROOF /obj/machinery/vending/engivend @@ -1053,7 +1053,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C products = list(/obj/item/clothing/glasses/meson/engine = 2, /obj/item/device/multitool = 4, /obj/item/electronics/airlock = 10, /obj/item/electronics/apc = 10, /obj/item/electronics/airalarm = 10, /obj/item/stock_parts/cell/high = 10, /obj/item/construction/rcd/loaded = 3, /obj/item/device/geiger_counter = 5, /obj/item/grenade/chem_grenade/smart_metal_foam = 10) contraband = list(/obj/item/stock_parts/cell/potato = 3) premium = list(/obj/item/storage/belt/utility = 3, /obj/item/storage/box/smart_metal_foam = 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) resistance_flags = FIRE_PROOF //This one's from bay12 @@ -1069,7 +1069,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/stock_parts/cell = 8, /obj/item/weldingtool = 8, /obj/item/clothing/head/welding = 8, /obj/item/light/tube = 10, /obj/item/clothing/suit/fire = 4, /obj/item/stock_parts/scanning_module = 5, /obj/item/stock_parts/micro_laser = 5, /obj/item/stock_parts/matter_bin = 5, /obj/item/stock_parts/manipulator = 5) - 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 //This one's from bay12 @@ -1083,7 +1083,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/stock_parts/cell/high = 12, /obj/item/device/assembly/prox_sensor = 3, /obj/item/device/assembly/signaler = 3, /obj/item/device/healthanalyzer = 3, /obj/item/scalpel = 2, /obj/item/circular_saw = 2, /obj/item/tank/internals/anesthetic = 2, /obj/item/clothing/mask/breath/medical = 5, /obj/item/screwdriver = 5, /obj/item/crowbar = 5) - 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 //DON'T FORGET TO CHANGE THE REFILL SIZE IF YOU CHANGE THE MACHINE'S CONTENTS! @@ -1147,7 +1147,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/toy/katana = 10, /obj/item/twohanded/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 @@ -1172,7 +1172,7 @@ IF YOU MODIFY THE PRODUCTS LIST OF A MACHINE, MAKE SURE TO UPDATE ITS RESUPPLY C /obj/item/gun/ballistic/automatic/l6_saw/toy/unrestricted = 10, /obj/item/toy/katana = 10, /obj/item/twohanded/dualsaber/toy = 5) - 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 diff --git a/code/game/mecha/combat/combat.dm b/code/game/mecha/combat/combat.dm index 5e7ddb6497..99837d2beb 100644 --- a/code/game/mecha/combat/combat.dm +++ b/code/game/mecha/combat/combat.dm @@ -1,7 +1,7 @@ /obj/mecha/combat force = 30 internal_damage_threshold = 50 - armor = list(melee = 30, bullet = 30, laser = 15, energy = 20, bomb = 20, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 30, "bullet" = 30, "laser" = 15, "energy" = 20, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) /obj/mecha/combat/moved_inside(mob/living/carbon/human/H) if(..()) diff --git a/code/game/mecha/combat/durand.dm b/code/game/mecha/combat/durand.dm index e726853b8a..ceaea0e9d9 100644 --- a/code/game/mecha/combat/durand.dm +++ b/code/game/mecha/combat/durand.dm @@ -1,3 +1,4 @@ +<<<<<<< HEAD /obj/mecha/combat/durand desc = "An aging combat exosuit utilized by the Nanotrasen corporation. Originally developed to combat hostile alien lifeforms." name = "\improper Durand" @@ -20,3 +21,27 @@ ..() defense_action.Remove(user) +======= +/obj/mecha/combat/durand + desc = "An aging combat exosuit utilized by the Nanotrasen corporation. Originally developed to combat hostile alien lifeforms." + name = "\improper Durand" + icon_state = "durand" + step_in = 4 + dir_in = 1 //Facing North. + max_integrity = 400 + deflect_chance = 20 + armor = list("melee" = 40, "bullet" = 35, "laser" = 15, "energy" = 10, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) + max_temperature = 30000 + infra_luminosity = 8 + force = 40 + wreckage = /obj/structure/mecha_wreckage/durand + +/obj/mecha/combat/durand/GrantActions(mob/living/user, human_occupant = 0) + ..() + defense_action.Grant(user, src) + +/obj/mecha/combat/durand/RemoveActions(mob/living/user, human_occupant = 0) + ..() + defense_action.Remove(user) + +>>>>>>> d282c60... Quote the armor lists (#35668) diff --git a/code/game/mecha/combat/gygax.dm b/code/game/mecha/combat/gygax.dm index b46bc2abf2..95137938d0 100644 --- a/code/game/mecha/combat/gygax.dm +++ b/code/game/mecha/combat/gygax.dm @@ -6,7 +6,7 @@ dir_in = 1 //Facing North. max_integrity = 250 deflect_chance = 5 - armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) max_temperature = 25000 infra_luminosity = 6 wreckage = /obj/structure/mecha_wreckage/gygax @@ -20,7 +20,7 @@ icon_state = "darkgygax" 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 leg_overload_coeff = 100 operation_req_access = list(ACCESS_SYNDICATE) diff --git a/code/game/mecha/combat/honker.dm b/code/game/mecha/combat/honker.dm index 7424a30fcc..0298e56089 100644 --- a/code/game/mecha/combat/honker.dm +++ b/code/game/mecha/combat/honker.dm @@ -6,7 +6,7 @@ max_integrity = 140 deflect_chance = 60 internal_damage_threshold = 60 - armor = list(melee = -20, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) max_temperature = 25000 infra_luminosity = 5 operation_req_access = list(ACCESS_THEATRE) diff --git a/code/game/mecha/combat/marauder.dm b/code/game/mecha/combat/marauder.dm index b82af2632e..21f8259e69 100644 --- a/code/game/mecha/combat/marauder.dm +++ b/code/game/mecha/combat/marauder.dm @@ -5,7 +5,7 @@ step_in = 5 max_integrity = 500 deflect_chance = 25 - armor = list(melee = 50, bullet = 55, laser = 40, energy = 30, bomb = 30, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 50, "bullet" = 55, "laser" = 40, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) max_temperature = 60000 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF infra_luminosity = 3 diff --git a/code/game/mecha/combat/phazon.dm b/code/game/mecha/combat/phazon.dm index 8909c635a9..4a4c33704a 100644 --- a/code/game/mecha/combat/phazon.dm +++ b/code/game/mecha/combat/phazon.dm @@ -1,3 +1,4 @@ +<<<<<<< HEAD /obj/mecha/combat/phazon desc = "This is a Phazon exosuit. The pinnacle of scientific research and pride of Nanotrasen, it uses cutting edge bluespace technology and expensive materials." name = "\improper Phazon" @@ -28,3 +29,35 @@ switch_damtype_action.Remove(user) phasing_action.Remove(user) +======= +/obj/mecha/combat/phazon + desc = "This is a Phazon exosuit. The pinnacle of scientific research and pride of Nanotrasen, it uses cutting edge bluespace technology and expensive materials." + name = "\improper Phazon" + icon_state = "phazon" + step_in = 2 + dir_in = 2 //Facing South. + step_energy_drain = 3 + max_integrity = 200 + deflect_chance = 30 + armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) + max_temperature = 25000 + infra_luminosity = 3 + wreckage = /obj/structure/mecha_wreckage/phazon + add_req_access = 1 + internal_damage_threshold = 25 + force = 15 + max_equip = 3 + phase_state = "phazon-phase" + +/obj/mecha/combat/phazon/GrantActions(mob/living/user, human_occupant = 0) + ..() + switch_damtype_action.Grant(user, src) + phasing_action.Grant(user, src) + + +/obj/mecha/combat/phazon/RemoveActions(mob/living/user, human_occupant = 0) + ..() + switch_damtype_action.Remove(user) + phasing_action.Remove(user) + +>>>>>>> d282c60... Quote the armor lists (#35668) diff --git a/code/game/mecha/combat/reticence.dm b/code/game/mecha/combat/reticence.dm index 18b50d3077..4cd8c01517 100644 --- a/code/game/mecha/combat/reticence.dm +++ b/code/game/mecha/combat/reticence.dm @@ -6,7 +6,7 @@ dir_in = 1 //Facing North. max_integrity = 100 deflect_chance = 3 - armor = list(melee = 25, bullet = 20, laser = 30, energy = 15, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 25, "bullet" = 20, "laser" = 30, "energy" = 15, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) max_temperature = 15000 wreckage = /obj/structure/mecha_wreckage/reticence operation_req_access = list(ACCESS_THEATRE) diff --git a/code/game/mecha/mecha.dm b/code/game/mecha/mecha.dm index db6ef6b6b9..61f6b64c4e 100644 --- a/code/game/mecha/mecha.dm +++ b/code/game/mecha/mecha.dm @@ -34,7 +34,7 @@ var/overload_step_energy_drain_min = 100 max_integrity = 300 //max_integrity is base health var/deflect_chance = 10 //chance to deflect the incoming projectiles, hits, or lesser the effect of ex_act. - armor = list(melee = 20, bullet = 10, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 20, "bullet" = 10, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) var/list/facing_modifiers = list(FRONT_ARMOUR = 1.5, SIDE_ARMOUR = 1, BACK_ARMOUR = 0.5) var/obj/item/stock_parts/cell/cell var/state = 0 diff --git a/code/game/mecha/working/ripley.dm b/code/game/mecha/working/ripley.dm index eaa09ff9b7..429d954451 100644 --- a/code/game/mecha/working/ripley.dm +++ b/code/game/mecha/working/ripley.dm @@ -9,7 +9,7 @@ max_integrity = 200 lights_power = 7 deflect_chance = 15 - armor = list(melee = 40, bullet = 20, laser = 10, energy = 20, bomb = 40, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 40, "bullet" = 20, "laser" = 10, "energy" = 20, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) max_equip = 6 wreckage = /obj/structure/mecha_wreckage/ripley var/list/cargo = new @@ -65,7 +65,7 @@ max_integrity = 250 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF lights_power = 7 - armor = list(melee = 40, bullet = 30, laser = 30, energy = 30, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) max_equip = 5 // More armor, less tools wreckage = /obj/structure/mecha_wreckage/ripley/firefighter diff --git a/code/game/objects/items/RCD.dm b/code/game/objects/items/RCD.dm index 9f146b8ff3..4a911f9002 100644 --- a/code/game/objects/items/RCD.dm +++ b/code/game/objects/items/RCD.dm @@ -22,7 +22,7 @@ ARCD w_class = WEIGHT_CLASS_NORMAL materials = list(MAT_METAL=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 abf4b7bd6f..4169e70dc9 100644 --- a/code/game/objects/items/RPD.dm +++ b/code/game/objects/items/RPD.dm @@ -181,7 +181,7 @@ GLOBAL_LIST_INIT(transit_tube_recipes, list( throw_range = 5 w_class = WEIGHT_CLASS_NORMAL materials = list(MAT_METAL=75000, MAT_GLASS=37500) - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) resistance_flags = FIRE_PROOF var/datum/effect_system/spark_spread/spark_system var/working = 0 diff --git a/code/game/objects/items/RSF.dm b/code/game/objects/items/RSF.dm index a01c0e7487..42d2b3dc45 100644 --- a/code/game/objects/items/RSF.dm +++ b/code/game/objects/items/RSF.dm @@ -14,7 +14,7 @@ RSF density = FALSE anchored = FALSE flags_1 = NOBLUDGEON_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) var/matter = 0 var/mode = 1 w_class = WEIGHT_CLASS_NORMAL diff --git a/code/game/objects/items/cards_ids.dm b/code/game/objects/items/cards_ids.dm index 2f506fb419..a7bd41999e 100644 --- a/code/game/objects/items/cards_ids.dm +++ b/code/game/objects/items/cards_ids.dm @@ -98,7 +98,7 @@ lefthand_file = 'icons/mob/inhands/equipment/idcards_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/idcards_righthand.dmi' slot_flags = SLOT_ID - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) resistance_flags = FIRE_PROOF | ACID_PROOF var/mining_points = 0 //For redeeming at mining equipment vendors var/list/access = list() diff --git a/code/game/objects/items/defib.dm b/code/game/objects/items/defib.dm index 23840ac217..d4e59c8542 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 5899b7c211..db7e2993ae 100644 --- a/code/game/objects/items/devices/PDA/PDA.dm +++ b/code/game/objects/items/devices/PDA/PDA.dm @@ -21,7 +21,7 @@ GLOBAL_LIST_EMPTY(PDAs) flags_1 = NOBLUDGEON_1 w_class = WEIGHT_CLASS_TINY slot_flags = SLOT_ID | 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 diff --git a/code/game/objects/items/devices/forcefieldprojector.dm b/code/game/objects/items/devices/forcefieldprojector.dm index e10c34a139..c0b32883e8 100644 --- a/code/game/objects/items/devices/forcefieldprojector.dm +++ b/code/game/objects/items/devices/forcefieldprojector.dm @@ -79,7 +79,7 @@ mouse_opacity = MOUSE_OPACITY_OPAQUE resistance_flags = INDESTRUCTIBLE CanAtmosPass = ATMOS_PASS_DENSITY - armor = list(melee = 0, bullet = 25, laser = 50, energy = 50, bomb = 25, bio = 100, rad = 100, fire = 100, acid = 100) + armor = list("melee" = 0, "bullet" = 25, "laser" = 50, "energy" = 50, "bomb" = 25, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) var/obj/item/device/forcefield/generator /obj/structure/projected_forcefield/Initialize(mapload, obj/item/device/forcefield/origin) diff --git a/code/game/objects/items/handcuffs.dm b/code/game/objects/items/handcuffs.dm index 839082c55e..3a66268bd3 100644 --- a/code/game/objects/items/handcuffs.dm +++ b/code/game/objects/items/handcuffs.dm @@ -36,7 +36,7 @@ throw_range = 5 materials = list(MAT_METAL=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/kitchen.dm b/code/game/objects/items/kitchen.dm index d67a3c8333..c626ba44cc 100644 --- a/code/game/objects/items/kitchen.dm +++ b/code/game/objects/items/kitchen.dm @@ -26,7 +26,7 @@ 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) var/datum/reagent/forkload //used to eat omelette /obj/item/kitchen/fork/suicide_act(mob/living/carbon/user) @@ -70,7 +70,7 @@ materials = list(MAT_METAL=12000) attack_verb = list("slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") sharpness = IS_SHARP_ACCURATE - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) var/bayonet = FALSE //Can this be attached to a gun? /obj/item/kitchen/knife/attack(mob/living/carbon/M, mob/living/carbon/user) @@ -155,7 +155,7 @@ throwforce = 12//fuck git materials = list() 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) /obj/item/kitchen/rollingpin name = "rolling pin" diff --git a/code/game/objects/items/melee/energy.dm b/code/game/objects/items/melee/energy.dm index 2f9e4231df..74ac616646 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 diff --git a/code/game/objects/items/pneumaticCannon.dm b/code/game/objects/items/pneumaticCannon.dm index 4b6557fde1..10f3cbf810 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 e5bc6ea715..210a6d6a33 100644 --- a/code/game/objects/items/powerfist.dm +++ b/code/game/objects/items/powerfist.dm @@ -11,7 +11,7 @@ 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 var/click_delay = 1.5 var/fisto_setting = 1 diff --git a/code/game/objects/items/religion.dm b/code/game/objects/items/religion.dm index b25184c4b1..1a4c2f5674 100644 --- a/code/game/objects/items/religion.dm +++ b/code/game/objects/items/religion.dm @@ -233,7 +233,7 @@ 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) /obj/item/clothing/suit/armor/plate/crusader/red icon_state = "crusader-red" @@ -247,7 +247,7 @@ 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" @@ -261,7 +261,7 @@ desc = "A religious-looking hat." alternate_worn_icon = 'icons/mob/large-worn-icons/64x64/head.dmi' flags_1 = 0 - 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 @@ -320,7 +320,7 @@ 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? flags_1 = NOSLIP_1 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 8baa73368e..628ffe4de0 100644 --- a/code/game/objects/items/shields.dm +++ b/code/game/objects/items/shields.dm @@ -1,7 +1,7 @@ /obj/item/shield name = "shield" block_chance = 50 - armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70) + armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70) /obj/item/shield/riot name = "riot shield" diff --git a/code/game/objects/items/singularityhammer.dm b/code/game/objects/items/singularityhammer.dm index 38a5ba4cec..9c120dae5d 100644 --- a/code/game/objects/items/singularityhammer.dm +++ b/code/game/objects/items/singularityhammer.dm @@ -1,3 +1,4 @@ +<<<<<<< HEAD /obj/item/twohanded/singularityhammer name = "singularity hammer" desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows." @@ -110,3 +111,117 @@ /obj/item/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons. icon_state = "mjollnir[wielded]" return +======= +/obj/item/twohanded/singularityhammer + name = "singularity hammer" + desc = "The pinnacle of close combat technology, the hammer harnesses the power of a miniaturized singularity to deal crushing blows." + icon_state = "mjollnir0" + lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi' + righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi' + flags_1 = CONDUCT_1 + slot_flags = SLOT_BACK + force = 5 + force_unwielded = 5 + force_wielded = 20 + throwforce = 15 + throw_range = 1 + w_class = WEIGHT_CLASS_HUGE + var/charged = 5 + 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" + +/obj/item/twohanded/singularityhammer/New() + ..() + START_PROCESSING(SSobj, src) + +/obj/item/twohanded/singularityhammer/Destroy() + STOP_PROCESSING(SSobj, src) + return ..() + +/obj/item/twohanded/singularityhammer/process() + if(charged < 5) + charged++ + return + +/obj/item/twohanded/singularityhammer/update_icon() //Currently only here to fuck with the on-mob icons. + icon_state = "mjollnir[wielded]" + return + +/obj/item/twohanded/singularityhammer/proc/vortex(turf/pull, mob/wielder) + for(var/atom/X in orange(5,pull)) + if(ismovableatom(X)) + var/atom/movable/A = X + if(A == wielder) + continue + if(A && !A.anchored && !ishuman(X)) + step_towards(A,pull) + step_towards(A,pull) + step_towards(A,pull) + else if(ishuman(X)) + var/mob/living/carbon/human/H = X + if(istype(H.shoes, /obj/item/clothing/shoes/magboots)) + var/obj/item/clothing/shoes/magboots/M = H.shoes + if(M.magpulse) + continue + H.apply_effect(20, KNOCKDOWN, 0) + step_towards(H,pull) + step_towards(H,pull) + step_towards(H,pull) + return + +/obj/item/twohanded/singularityhammer/afterattack(atom/A as mob|obj|turf|area, mob/user, proximity) + if(!proximity) + return + if(wielded) + if(charged == 5) + charged = 0 + if(istype(A, /mob/living/)) + var/mob/living/Z = A + Z.take_bodypart_damage(20,0) + playsound(user, 'sound/weapons/marauder.ogg', 50, 1) + var/turf/target = get_turf(A) + vortex(target,user) + +/obj/item/twohanded/mjollnir + name = "Mjolnir" + desc = "A weapon worthy of a god, able to strike with the force of a lightning bolt. It crackles with barely contained energy." + icon_state = "mjollnir0" + lefthand_file = 'icons/mob/inhands/weapons/hammers_lefthand.dmi' + righthand_file = 'icons/mob/inhands/weapons/hammers_righthand.dmi' + flags_1 = CONDUCT_1 + slot_flags = SLOT_BACK + force = 5 + force_unwielded = 5 + force_wielded = 25 + throwforce = 30 + throw_range = 7 + w_class = WEIGHT_CLASS_HUGE + +/obj/item/twohanded/mjollnir/proc/shock(mob/living/target) + target.Stun(60) + var/datum/effect_system/lightning_spread/s = new /datum/effect_system/lightning_spread + s.set_up(5, 1, target.loc) + s.start() + target.visible_message("[target.name] was shocked by [src]!", \ + "You feel a powerful shock course through your body sending you flying!", \ + "You hear a heavy electrical crack!") + var/atom/throw_target = get_edge_target_turf(target, get_dir(src, get_step_away(target, src))) + target.throw_at(throw_target, 200, 4) + return + +/obj/item/twohanded/mjollnir/attack(mob/living/M, mob/user) + ..() + if(wielded) + playsound(src.loc, "sparks", 50, 1) + shock(M) + +/obj/item/twohanded/mjollnir/throw_impact(atom/target) + . = ..() + if(isliving(target)) + shock(target) + +/obj/item/twohanded/mjollnir/update_icon() //Currently only here to fuck with the on-mob icons. + icon_state = "mjollnir[wielded]" + return +>>>>>>> d282c60... Quote the armor lists (#35668) diff --git a/code/game/objects/items/stacks/sheets/glass.dm b/code/game/objects/items/stacks/sheets/glass.dm index c0045c721b..d344f5eeda 100644 --- a/code/game/objects/items/stacks/sheets/glass.dm +++ b/code/game/objects/items/stacks/sheets/glass.dm @@ -19,7 +19,7 @@ GLOBAL_LIST_INIT(glass_recipes, list ( \ singular_name = "glass sheet" icon_state = "sheet-glass" materials = list(MAT_GLASS=MINERAL_MATERIAL_AMOUNT) - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 100) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 100) resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/glass grind_results = list("silicon" = 20) @@ -131,7 +131,7 @@ GLOBAL_LIST_INIT(reinforced_glass_recipes, list ( \ singular_name = "reinforced glass sheet" icon_state = "sheet-rglass" materials = list(MAT_METAL=MINERAL_MATERIAL_AMOUNT/2, MAT_GLASS=MINERAL_MATERIAL_AMOUNT) - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 100) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100) resistance_flags = ACID_PROOF merge_type = /obj/item/stack/sheet/rglass grind_results = list("silicon" = 20, "iron" = 10) diff --git a/code/game/objects/items/stacks/sheets/sheet_types.dm b/code/game/objects/items/stacks/sheets/sheet_types.dm index 0c0b942083..91b3ebeb55 100644 --- a/code/game/objects/items/stacks/sheets/sheet_types.dm +++ b/code/game/objects/items/stacks/sheets/sheet_types.dm @@ -157,7 +157,7 @@ GLOBAL_LIST_INIT(plasteel_recipes, list ( \ materials = list(MAT_METAL=2000, MAT_PLASMA=2000) 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("iron" = 20, "plasma" = 20) @@ -208,7 +208,7 @@ GLOBAL_LIST_INIT(wood_recipes, list ( \ icon_state = "sheet-wood" icon = 'icons/obj/stack_objects.dmi' 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 diff --git a/code/game/objects/items/stacks/tiles/tile_types.dm b/code/game/objects/items/stacks/tiles/tile_types.dm index 4e15cea273..2231207556 100644 --- a/code/game/objects/items/stacks/tiles/tile_types.dm +++ b/code/game/objects/items/stacks/tiles/tile_types.dm @@ -206,7 +206,7 @@ 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 6691462888..26c2c0b9db 100644 --- a/code/game/objects/items/storage/backpack.dm +++ b/code/game/objects/items/storage/backpack.dm @@ -42,7 +42,7 @@ flags_2 = NO_MAT_REDEMPTION_2 var/pshoom = 'sound/items/pshoom.ogg' var/alt_sound = 'sound/items/pshoom_2.ogg' - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 60, acid = 50) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 60, "acid" = 50) /obj/item/storage/backpack/holding/suicide_act(mob/living/user) diff --git a/code/game/objects/items/stunbaton.dm b/code/game/objects/items/stunbaton.dm index 05599597af..9f42a7c370 100644 --- a/code/game/objects/items/stunbaton.dm +++ b/code/game/objects/items/stunbaton.dm @@ -10,7 +10,7 @@ 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) var/stunforce = 140 var/status = 0 diff --git a/code/game/objects/items/tanks/tanks.dm b/code/game/objects/items/tanks/tanks.dm index 4b20b9695f..2e512c3ec4 100644 --- a/code/game/objects/items/tanks/tanks.dm +++ b/code/game/objects/items/tanks/tanks.dm @@ -13,7 +13,7 @@ throw_range = 4 materials = list(MAT_METAL = 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 dc0540307e..2d54eec334 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 44c44281c6..2ef3e52ff1 100644 --- a/code/game/objects/items/teleportation.dm +++ b/code/game/objects/items/teleportation.dm @@ -140,7 +140,7 @@ Frequency: throw_speed = 3 throw_range = 5 materials = list(MAT_METAL=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 cf2baba081..ed6233a0b6 100644 --- a/code/game/objects/items/tools/crowbar.dm +++ b/code/game/objects/items/tools/crowbar.dm @@ -11,11 +11,12 @@ force = 5 throwforce = 7 w_class = WEIGHT_CLASS_SMALL - materials = list(MAT_METAL=50) + materials = list(MAT_METAL=50) + 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) /obj/item/crowbar/suicide_act(mob/user) user.visible_message("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!") @@ -39,7 +40,8 @@ icon = 'icons/obj/abductor.dmi' usesound = 'sound/weapons/sonic_jackhammer.ogg' icon_state = "crowbar" - toolspeed = 0.1 + toolspeed = 0.1 + /obj/item/crowbar/large name = "crowbar" @@ -67,7 +69,8 @@ item_state = "jawsoflife" lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' - materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) + materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) + usesound = 'sound/items/jaws_pry.ogg' force = 15 toolspeed = 0.25 diff --git a/code/game/objects/items/tools/screwdriver.dm b/code/game/objects/items/tools/screwdriver.dm index ea7a762b1e..530580fab5 100644 --- a/code/game/objects/items/tools/screwdriver.dm +++ b/code/game/objects/items/tools/screwdriver.dm @@ -19,7 +19,7 @@ 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 7425835764..d7dd57fd2b 100644 --- a/code/game/objects/items/tools/weldingtool.dm +++ b/code/game/objects/items/tools/weldingtool.dm @@ -1,3 +1,4 @@ +<<<<<<< HEAD #define WELDER_FUEL_BURN_INTERVAL 13 /obj/item/weldingtool name = "welding tool" @@ -358,4 +359,366 @@ nextrefueltick = world.time + 10 reagents.add_reagent("welding_fuel", 1) +======= +#define WELDER_FUEL_BURN_INTERVAL 13 +/obj/item/weldingtool + name = "welding tool" + desc = "A standard edition welder provided by Nanotrasen." + icon = 'icons/obj/tools.dmi' + icon_state = "welder" + item_state = "welder" + lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' + righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' + flags_1 = CONDUCT_1 + slot_flags = SLOT_BELT + force = 3 + throwforce = 5 + hitsound = "swing_hit" + usesound = list('sound/items/welder.ogg', 'sound/items/welder2.ogg') + var/acti_sound = 'sound/items/welderactivate.ogg' + var/deac_sound = 'sound/items/welderdeactivate.ogg' + 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) + resistance_flags = FIRE_PROOF + + materials = list(MAT_METAL=70, MAT_GLASS=30) + var/welding = 0 //Whether or not the welding tool is off(0), on(1) or currently welding(2) + var/status = TRUE //Whether the welder is secured or unsecured (able to attach rods to it to make a flamethrower) + var/max_fuel = 20 //The max amount of fuel the welder can hold + var/change_icons = 1 + var/can_off_process = 0 + var/light_intensity = 2 //how powerful the emitted light is when used. + var/burned_fuel_for = 0 //when fuel was last removed + heat = 3800 + tool_behaviour = TOOL_WELDER + toolspeed = 1 + +/obj/item/weldingtool/Initialize() + . = ..() + create_reagents(max_fuel) + reagents.add_reagent("welding_fuel", max_fuel) + update_icon() + + +/obj/item/weldingtool/proc/update_torch() + if(welding) + add_overlay("[initial(icon_state)]-on") + item_state = "[initial(item_state)]1" + else + item_state = "[initial(item_state)]" + + +/obj/item/weldingtool/update_icon() + cut_overlays() + if(change_icons) + var/ratio = get_fuel() / max_fuel + ratio = CEILING(ratio*4, 1) * 25 + add_overlay("[initial(icon_state)][ratio]") + update_torch() + return + + +/obj/item/weldingtool/process() + switch(welding) + if(0) + force = 3 + damtype = "brute" + update_icon() + if(!can_off_process) + STOP_PROCESSING(SSobj, src) + return + //Welders left on now use up fuel, but lets not have them run out quite that fast + if(1) + force = 15 + damtype = "fire" + ++burned_fuel_for + if(burned_fuel_for >= WELDER_FUEL_BURN_INTERVAL) + use(1) + update_icon() + + //This is to start fires. process() is only called if the welder is on. + open_flame() + + +/obj/item/weldingtool/suicide_act(mob/user) + user.visible_message("[user] welds [user.p_their()] every orifice closed! It looks like [user.p_theyre()] trying to commit suicide!") + return (FIRELOSS) + + +/obj/item/weldingtool/attackby(obj/item/I, mob/user, params) + if(istype(I, /obj/item/screwdriver)) + flamethrower_screwdriver(I, user) + else if(istype(I, /obj/item/stack/rods)) + flamethrower_rods(I, user) + else + . = ..() + update_icon() + +/obj/item/weldingtool/proc/explode() + var/turf/T = get_turf(loc) + var/plasmaAmount = reagents.get_reagent_amount("plasma") + dyn_explosion(T, plasmaAmount/5)//20 plasma in a standard welder has a 4 power explosion. no breaches, but enough to kill/dismember holder + qdel(src) + +/obj/item/weldingtool/attack(mob/living/carbon/human/H, mob/user) + if(!istype(H)) + return ..() + + var/obj/item/bodypart/affecting = H.get_bodypart(check_zone(user.zone_selected)) + + if(affecting && affecting.status == BODYPART_ROBOTIC && user.a_intent != INTENT_HARM) + if(src.use_tool(H, user, 0, volume=50, amount=1)) + if(user == H) + user.visible_message("[user] starts to fix some of the dents on [H]'s [affecting.name].", + "You start fixing some of the dents on [H]'s [affecting.name].") + if(!do_mob(user, H, 50)) + return + item_heal_robotic(H, user, 15, 0) + else + return ..() + + +/obj/item/weldingtool/afterattack(atom/O, mob/user, proximity) + if(!proximity) + return + if(!status && O.is_refillable()) + reagents.trans_to(O, reagents.total_volume) + to_chat(user, "You empty [src]'s fuel tank into [O].") + update_icon() + if(isOn()) + use(1) + var/turf/location = get_turf(user) + location.hotspot_expose(700, 50, 1) + if(get_fuel() <= 0) + set_light(0) + + if(isliving(O)) + var/mob/living/L = O + if(L.IgniteMob()) + message_admins("[key_name_admin(user)] set [key_name_admin(L)] on fire") + log_game("[key_name(user)] set [key_name(L)] on fire") + + +/obj/item/weldingtool/attack_self(mob/user) + if(src.reagents.has_reagent("plasma")) + message_admins("[key_name_admin(user)] activated a rigged welder.") + explode() + switched_on(user) + if(welding) + set_light(light_intensity) + + update_icon() + + +// Returns the amount of fuel in the welder +/obj/item/weldingtool/proc/get_fuel() + return reagents.get_reagent_amount("welding_fuel") + + +// Uses fuel from the welding tool. +/obj/item/weldingtool/use(used = 0) + if(!isOn() || !check_fuel()) + return FALSE + + if(used) + burned_fuel_for = 0 + if(get_fuel() >= used) + reagents.remove_reagent("welding_fuel", used) + check_fuel() + return TRUE + else + return FALSE + + +//Turns off the welder if there is no more fuel (does this really need to be its own proc?) +/obj/item/weldingtool/proc/check_fuel(mob/user) + if(get_fuel() <= 0 && welding) + switched_on(user) + update_icon() + //mob icon update + if(ismob(loc)) + var/mob/M = loc + M.update_inv_hands(0) + + return 0 + return 1 + +//Switches the welder on +/obj/item/weldingtool/proc/switched_on(mob/user) + if(!status) + to_chat(user, "[src] can't be turned on while unsecured!") + return + welding = !welding + if(welding) + if(get_fuel() >= 1) + to_chat(user, "You switch [src] on.") + playsound(loc, acti_sound, 50, 1) + force = 15 + damtype = "fire" + hitsound = 'sound/items/welder.ogg' + update_icon() + START_PROCESSING(SSobj, src) + else + to_chat(user, "You need more fuel!") + switched_off(user) + else + to_chat(user, "You switch [src] off.") + playsound(loc, deac_sound, 50, 1) + switched_off(user) + +//Switches the welder off +/obj/item/weldingtool/proc/switched_off(mob/user) + welding = 0 + set_light(0) + + force = 3 + damtype = "brute" + hitsound = "swing_hit" + update_icon() + + +/obj/item/weldingtool/examine(mob/user) + ..() + to_chat(user, "It contains [get_fuel()] unit\s of fuel out of [max_fuel].") + +/obj/item/weldingtool/is_hot() + return welding * heat + +//Returns whether or not the welding tool is currently on. +/obj/item/weldingtool/proc/isOn() + return welding + +// When welding is about to start, run a normal tool_use_check, then flash a mob if it succeeds. +/obj/item/weldingtool/tool_start_check(mob/living/user, amount=0) + . = tool_use_check(user, amount) + if(. && user) + user.flash_act(light_intensity) + +// If welding tool ran out of fuel during a construction task, construction fails. +/obj/item/weldingtool/tool_use_check(mob/living/user, amount) + if(!isOn() || !check_fuel()) + to_chat(user, "[src] has to be on to complete this task!") + return FALSE + + if(get_fuel() >= amount) + return TRUE + else + to_chat(user, "You need more welding fuel to complete this task!") + return FALSE + + +/obj/item/weldingtool/proc/flamethrower_screwdriver(obj/item/I, mob/user) + if(welding) + to_chat(user, "Turn it off first!") + return + status = !status + if(status) + to_chat(user, "You resecure [src] and close the fuel tank.") + container_type = NONE + else + to_chat(user, "[src] can now be attached, modified, and refuelled.") + container_type = OPENCONTAINER + add_fingerprint(user) + +/obj/item/weldingtool/proc/flamethrower_rods(obj/item/I, mob/user) + if(!status) + var/obj/item/stack/rods/R = I + if (R.use(1)) + var/obj/item/flamethrower/F = new /obj/item/flamethrower(user.loc) + if(!remove_item_from_storage(F)) + user.transferItemToLoc(src, F, TRUE) + F.weldtool = src + add_fingerprint(user) + to_chat(user, "You add a rod to a welder, starting to build a flamethrower.") + user.put_in_hands(F) + else + to_chat(user, "You need one rod to start building a flamethrower!") + +/obj/item/weldingtool/ignition_effect(atom/A, mob/user) + if(use_tool(A, user, 0, amount=1)) + return "[user] casually lights [A] with [src], what a badass." + else + return "" + +/obj/item/weldingtool/largetank + name = "industrial welding tool" + desc = "A slightly larger welder with a larger tank." + icon_state = "indwelder" + max_fuel = 40 + materials = list(MAT_GLASS=60) + +/obj/item/weldingtool/largetank/cyborg + name = "integrated welding tool" + desc = "An advanced welder designed to be used in robotic systems." + toolspeed = 0.5 + +/obj/item/weldingtool/largetank/flamethrower_screwdriver() + return + + +/obj/item/weldingtool/mini + name = "emergency welding tool" + desc = "A miniature welder used during emergencies." + icon_state = "miniwelder" + max_fuel = 10 + w_class = WEIGHT_CLASS_TINY + materials = list(MAT_METAL=30, MAT_GLASS=10) + change_icons = 0 + +/obj/item/weldingtool/mini/flamethrower_screwdriver() + return + +/obj/item/weldingtool/abductor + name = "alien welding tool" + desc = "An alien welding tool. Whatever fuel it uses, it never runs out." + icon = 'icons/obj/abductor.dmi' + icon_state = "welder" + toolspeed = 0.1 + light_intensity = 0 + change_icons = 0 + +/obj/item/weldingtool/abductor/process() + if(get_fuel() <= max_fuel) + reagents.add_reagent("welding_fuel", 1) + ..() + +/obj/item/weldingtool/hugetank + name = "upgraded industrial welding tool" + desc = "An upgraded welder based of the industrial welder." + icon_state = "upindwelder" + item_state = "upindwelder" + max_fuel = 80 + materials = list(MAT_METAL=70, MAT_GLASS=120) + +/obj/item/weldingtool/experimental + name = "experimental welding tool" + desc = "An experimental welder capable of self-fuel generation and less harmful to the eyes." + icon_state = "exwelder" + item_state = "exwelder" + max_fuel = 40 + materials = list(MAT_METAL=70, MAT_GLASS=120) + var/last_gen = 0 + change_icons = 0 + can_off_process = 1 + light_intensity = 1 + toolspeed = 0.5 + var/nextrefueltick = 0 + +/obj/item/weldingtool/experimental/brass + name = "brass welding tool" + desc = "A brass welder that seems to constantly refuel itself. It is faintly warm to the touch." + resistance_flags = FIRE_PROOF | ACID_PROOF + icon_state = "brasswelder" + item_state = "brasswelder" + + +/obj/item/weldingtool/experimental/process() + ..() + if(get_fuel() < max_fuel && nextrefueltick < world.time) + nextrefueltick = world.time + 10 + reagents.add_reagent("welding_fuel", 1) + +>>>>>>> d282c60... Quote the armor lists (#35668) #undef WELDER_FUEL_BURN_INTERVAL \ No newline at end of file diff --git a/code/game/objects/items/tools/wirecutters.dm b/code/game/objects/items/tools/wirecutters.dm index de5eb557dc..d2981fc839 100644 --- a/code/game/objects/items/tools/wirecutters.dm +++ b/code/game/objects/items/tools/wirecutters.dm @@ -19,7 +19,7 @@ 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" = "#1861d5", diff --git a/code/game/objects/items/tools/wrench.dm b/code/game/objects/items/tools/wrench.dm index 2b3c6e7bbe..6e399c0909 100644 --- a/code/game/objects/items/tools/wrench.dm +++ b/code/game/objects/items/tools/wrench.dm @@ -11,11 +11,12 @@ throwforce = 7 w_class = WEIGHT_CLASS_SMALL usesound = 'sound/items/ratchet.ogg' - materials = list(MAT_METAL=150) + materials = list(MAT_METAL=150) + 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) /obj/item/wrench/suicide_act(mob/user) user.visible_message("[user] is beating [user.p_them()]self to death with [src]! It looks like [user.p_theyre()] trying to commit suicide!") @@ -40,7 +41,8 @@ icon = 'icons/obj/abductor.dmi' icon_state = "wrench" usesound = 'sound/effects/empulse.ogg' - toolspeed = 0.1 + toolspeed = 0.1 + /obj/item/wrench/power name = "hand drill" @@ -50,7 +52,8 @@ lefthand_file = 'icons/mob/inhands/equipment/tools_lefthand.dmi' righthand_file = 'icons/mob/inhands/equipment/tools_righthand.dmi' usesound = 'sound/items/drill_use.ogg' - materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) //done for balance reasons, making them high value for research, but harder to get + materials = list(MAT_METAL=150,MAT_SILVER=50,MAT_TITANIUM=25) + //done for balance reasons, making them high value for research, but harder to get force = 8 //might or might not be too high, subject to change w_class = WEIGHT_CLASS_SMALL throwforce = 8 @@ -73,7 +76,8 @@ desc = "A medical wrench with common(medical?) uses. Can be found in your hand." icon_state = "wrench_medical" force = 2 //MEDICAL - throwforce = 4 + throwforce = 4 + attack_verb = list("wrenched", "medicaled", "tapped", "jabbed", "whacked") /obj/item/wrench/medical/suicide_act(mob/living/user) diff --git a/code/game/objects/items/twohanded.dm b/code/game/objects/items/twohanded.dm index a6f4a52f69..8962e7248d 100644 --- a/code/game/objects/items/twohanded.dm +++ b/code/game/objects/items/twohanded.dm @@ -231,7 +231,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' sharpness = IS_SHARP max_integrity = 200 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) resistance_flags = FIRE_PROOF /obj/item/twohanded/fireaxe/update_icon() //Currently only here to fuck with the on-mob icons. @@ -280,7 +280,7 @@ attack_verb = list("attacked", "slashed", "stabbed", "sliced", "torn", "ripped", "diced", "cut") block_chance = 75 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 var/hacked = FALSE var/brightness_on = 6 //TWICE AS BRIGHT AS A REGULAR ESWORD @@ -466,7 +466,7 @@ attack_verb = list("attacked", "poked", "jabbed", "torn", "gored") sharpness = IS_SHARP 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!!!" @@ -650,7 +650,7 @@ hitsound = 'sound/weapons/bladeslice.ogg' sharpness = IS_SHARP max_integrity = 200 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30) resistance_flags = FIRE_PROOF /obj/item/twohanded/pitchfork/demonic diff --git a/code/game/objects/items/vending_items.dm b/code/game/objects/items/vending_items.dm index 9321cfc3f0..42b8757b7e 100644 --- a/code/game/objects/items/vending_items.dm +++ b/code/game/objects/items/vending_items.dm @@ -14,7 +14,7 @@ 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) var/charges = list(0, 0, 0) //how many restocking "charges" the refill has for standard/contraband/coin products var/init_charges = list(0, 0, 0) diff --git a/code/game/objects/items/weaponry.dm b/code/game/objects/items/weaponry.dm index 34260eafe0..c476611ff9 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) @@ -63,7 +63,7 @@ block_chance = 50 sharpness = IS_SHARP max_integrity = 200 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) resistance_flags = FIRE_PROOF /obj/item/claymore/suicide_act(mob/user) @@ -210,7 +210,7 @@ block_chance = 50 sharpness = IS_SHARP max_integrity = 200 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 50) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 50) resistance_flags = FIRE_PROOF /obj/item/katana/cursed diff --git a/code/game/objects/structures.dm b/code/game/objects/structures.dm index 56b5469c86..39ad436b05 100644 --- a/code/game/objects/structures.dm +++ b/code/game/objects/structures.dm @@ -10,7 +10,7 @@ /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) diff --git a/code/game/objects/structures/barsigns.dm b/code/game/objects/structures/barsigns.dm index c9c9e8c931..41ab647897 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 = 250 - armor = list(melee = 20, bullet = 20, laser = 20, energy = 100, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 100, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) buildable_sign = 0 var/list/barsigns=list() var/list/hiddensigns diff --git a/code/game/objects/structures/crates_lockers/closets.dm b/code/game/objects/structures/crates_lockers/closets.dm index 3ebac6f65f..52fe7b9bf9 100644 --- a/code/game/objects/structures/crates_lockers/closets.dm +++ b/code/game/objects/structures/crates_lockers/closets.dm @@ -15,7 +15,7 @@ var/wall_mounted = 0 //never solid (You can always pass over it) max_integrity = 200 integrity_failure = 50 - armor = list(melee = 20, bullet = 10, laser = 10, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 60) + armor = list("melee" = 20, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 60) var/breakout_time = 1200 var/message_cooldown var/can_weld_shut = TRUE 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 215384054b..dd503d76f7 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 @@ -4,7 +4,7 @@ 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 /obj/structure/closet/secure_closet/run_obj_armor(damage_amount, damage_type, damage_flag = 0, attack_dir) diff --git a/code/game/objects/structures/crates_lockers/crates/secure.dm b/code/game/objects/structures/crates_lockers/crates/secure.dm index 57cc82662e..d52bd183ac 100644 --- a/code/game/objects/structures/crates_lockers/crates/secure.dm +++ b/code/game/objects/structures/crates_lockers/crates/secure.dm @@ -5,7 +5,7 @@ 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) diff --git a/code/game/objects/structures/displaycase.dm b/code/game/objects/structures/displaycase.dm index a4efc89701..94e6d62747 100644 --- a/code/game/objects/structures/displaycase.dm +++ b/code/game/objects/structures/displaycase.dm @@ -6,7 +6,7 @@ density = TRUE anchored = TRUE resistance_flags = ACID_PROOF - armor = list(melee = 30, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 0, rad = 0, fire = 70, acid = 100) + armor = list("melee" = 30, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 100) max_integrity = 200 integrity_failure = 50 var/obj/item/showpiece = null diff --git a/code/game/objects/structures/fireaxe.dm b/code/game/objects/structures/fireaxe.dm index a75056c31a..b9f0da2b1b 100644 --- a/code/game/objects/structures/fireaxe.dm +++ b/code/game/objects/structures/fireaxe.dm @@ -6,7 +6,7 @@ icon_state = "fireaxe" anchored = TRUE density = FALSE - armor = list(melee = 50, bullet = 20, laser = 0, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 90, acid = 50) + armor = list("melee" = 50, "bullet" = 20, "laser" = 0, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50) var/locked = TRUE var/open = FALSE max_integrity = 150 diff --git a/code/game/objects/structures/grille.dm b/code/game/objects/structures/grille.dm index 733ec9952b..f9828ea52a 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 integrity_failure = 20 var/rods_type = /obj/item/stack/rods diff --git a/code/game/objects/structures/holosign.dm b/code/game/objects/structures/holosign.dm index 38981d1d99..b9a750d2df 100644 --- a/code/game/objects/structures/holosign.dm +++ b/code/game/objects/structures/holosign.dm @@ -6,7 +6,7 @@ icon = 'icons/effects/effects.dmi' anchored = TRUE max_integrity = 1 - armor = list(melee = 0, bullet = 50, laser = 50, energy = 50, bomb = 0, bio = 0, rad = 0, fire = 20, acid = 20) + armor = list("melee" = 0, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 20) var/obj/item/holosign_creator/projector /obj/structure/holosign/New(loc, source_projector) diff --git a/code/game/objects/structures/lattice.dm b/code/game/objects/structures/lattice.dm index 83549a56d2..c6273f3049 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 var/number_of_rods = 1 diff --git a/code/game/objects/structures/mineral_doors.dm b/code/game/objects/structures/mineral_doors.dm index 35d1008474..7ae10816a6 100644 --- a/code/game/objects/structures/mineral_doors.dm +++ b/code/game/objects/structures/mineral_doors.dm @@ -15,7 +15,7 @@ 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 99903901bd..bd2c888b3c 100644 --- a/code/game/objects/structures/plasticflaps.dm +++ b/code/game/objects/structures/plasticflaps.dm @@ -3,7 +3,7 @@ desc = "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 layer = ABOVE_MOB_LAYER diff --git a/code/game/objects/structures/signs/_signs.dm b/code/game/objects/structures/signs/_signs.dm index c3547116fd..5a3488225e 100644 --- a/code/game/objects/structures/signs/_signs.dm +++ b/code/game/objects/structures/signs/_signs.dm @@ -5,7 +5,7 @@ density = FALSE 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 /obj/structure/sign/ComponentInitialize() diff --git a/code/game/objects/structures/tables_racks.dm b/code/game/objects/structures/tables_racks.dm index 7cb73ba52b..09ad92e396 100644 --- a/code/game/objects/structures/tables_racks.dm +++ b/code/game/objects/structures/tables_racks.dm @@ -159,7 +159,7 @@ 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() @@ -292,7 +292,7 @@ canSmoothWith = list(/obj/structure/table/reinforced, /obj/structure/table) max_integrity = 200 integrity_failure = 50 - armor = list(melee = 10, bullet = 30, laser = 30, energy = 100, bomb = 20, bio = 0, rad = 0, fire = 80, acid = 70) + armor = list("melee" = 10, "bullet" = 30, "laser" = 30, "energy" = 100, "bomb" = 20, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70) /obj/structure/table/reinforced/deconstruction_hints(mob/user) if(deconstruction_ready) diff --git a/code/game/shuttle_engines.dm b/code/game/shuttle_engines.dm index 257ae07a55..b169fc0b2c 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/modules/antagonists/abductor/equipment/abduction_gear.dm b/code/modules/antagonists/abductor/equipment/abduction_gear.dm index 26452e0945..dcc8be412f 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/device/abductor, @@ -26,8 +26,8 @@ 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/proc/toggle_nodrop() flags_1 ^= NODROP_1 diff --git a/code/modules/antagonists/blob/blob/blobs/core.dm b/code/modules/antagonists/blob/blob/blobs/core.dm index 9412e8582f..1140f540c4 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 = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 75, acid = 90) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 75, "acid" = 90) explosion_block = 6 point_return = -1 health_regen = 0 //we regen in Life() instead of when pulsed diff --git a/code/modules/antagonists/blob/blob/blobs/node.dm b/code/modules/antagonists/blob/blob/blobs/node.dm index a6bcd359a8..7d38ccd17f 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/shield.dm b/code/modules/antagonists/blob/blob/blobs/shield.dm index 551ec5d418..87dcd7bfdf 100644 --- a/code/modules/antagonists/blob/blob/blobs/shield.dm +++ b/code/modules/antagonists/blob/blob/blobs/shield.dm @@ -1,3 +1,4 @@ +<<<<<<< HEAD /obj/structure/blob/shield name = "strong blob" icon = 'icons/mob/blob.dmi' @@ -31,3 +32,38 @@ desc = initial(desc) atmosblock = TRUE air_update_turf(1) +======= +/obj/structure/blob/shield + name = "strong blob" + icon = 'icons/mob/blob.dmi' + icon_state = "blob_shield" + desc = "A solid wall of slightly twitching tendrils." + max_integrity = 150 + brute_resist = 0.25 + explosion_block = 3 + point_return = 4 + atmosblock = TRUE + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 90, "acid" = 90) + +/obj/structure/blob/shield/scannerreport() + if(atmosblock) + return "Will prevent the spread of atmospheric changes." + return "N/A" + +/obj/structure/blob/shield/core + point_return = 0 + +/obj/structure/blob/shield/update_icon() + ..() + if(obj_integrity <= 75) + icon_state = "blob_shield_damaged" + name = "weakened strong blob" + desc = "A wall of twitching tendrils." + atmosblock = FALSE + else + icon_state = initial(icon_state) + name = initial(name) + desc = initial(desc) + atmosblock = TRUE + air_update_turf(1) +>>>>>>> d282c60... Quote the armor lists (#35668) diff --git a/code/modules/antagonists/blob/blob/theblob.dm b/code/modules/antagonists/blob/blob/theblob.dm index c110ef272c..80d24bb080 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? diff --git a/code/modules/antagonists/changeling/powers/mutations.dm b/code/modules/antagonists/changeling/powers/mutations.dm index 118c692bc0..dce13f0aaa 100644 --- a/code/modules/antagonists/changeling/powers/mutations.dm +++ b/code/modules/antagonists/changeling/powers/mutations.dm @@ -446,7 +446,7 @@ desc = "A huge, bulky mass of pressure and temperature-resistant organic tissue, evolved to facilitate space travel." flags_1 = STOPSPRESSUREDMAGE_1 | NODROP_1 | DROPDEL_1 //Not THICKMATERIAL_1 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/device/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. /obj/item/clothing/suit/space/changeling/Initialize() . = ..() @@ -464,7 +464,7 @@ icon_state = "lingspacehelmet" desc = "A covering of pressure and temperature-resistant organic tissue with a glass-like chitin front." flags_1 = STOPSPRESSUREDMAGE_1 | NODROP_1 | DROPDEL_1 //Again, no THICKMATERIAL_1. - 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 /***************************************\ @@ -490,7 +490,7 @@ icon_state = "lingarmor" flags_1 = NODROP_1 | DROPDEL_1 body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS - armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 10, bio = 4, rad = 0, fire = 90, acid = 90) + armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90) flags_inv = HIDEJUMPSUIT cold_protection = 0 heat_protection = 0 @@ -505,5 +505,5 @@ desc = "A tough, hard covering of black chitin with transparent chitin in front." icon_state = "lingarmorhelmet" flags_1 = NODROP_1 | DROPDEL_1 - armor = list(melee = 40, bullet = 40, laser = 40, energy = 20, bomb = 10, bio = 4, rad = 0, fire = 90, acid = 90) + armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 10, "bio" = 4, "rad" = 0, "fire" = 90, "acid" = 90) flags_inv = HIDEEARS|HIDEHAIR|HIDEEYES|HIDEFACIALHAIR|HIDEFACE diff --git a/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm b/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm index df83ff4890..95ae8ff65f 100644 --- a/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm +++ b/code/modules/antagonists/clockcult/clock_items/clockwork_armor.dm @@ -7,7 +7,7 @@ w_class = WEIGHT_CLASS_NORMAL resistance_flags = FIRE_PROOF | ACID_PROOF flags_inv = HIDEEARS|HIDEHAIR|HIDEFACE - armor = list(melee = 50, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 50, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) /obj/item/clothing/head/helmet/clockwork/Initialize() . = ..() @@ -20,17 +20,17 @@ /obj/item/clothing/head/helmet/clockwork/ratvar_act() if(GLOB.ratvar_awakens) - 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) flags_1 |= STOPSPRESSUREDMAGE_1 max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT else if(GLOB.ratvar_approaches) - armor = list(melee = 70, bullet = 80, laser = -15, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 70, "bullet" = 80, "laser" = -15, "energy" = 25, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) flags_1 |= STOPSPRESSUREDMAGE_1 max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT else - armor = list(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 60, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) flags_1 &= ~STOPSPRESSUREDMAGE_1 max_heat_protection_temperature = initial(max_heat_protection_temperature) min_cold_protection_temperature = initial(min_cold_protection_temperature) @@ -67,7 +67,7 @@ cold_protection = CHEST|GROIN|LEGS heat_protection = CHEST|GROIN|LEGS resistance_flags = FIRE_PROOF | ACID_PROOF - armor = list(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 60, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) allowed = list(/obj/item/clockwork, /obj/item/clothing/glasses/wraith_spectacles, /obj/item/clothing/glasses/judicial_visor, /obj/item/device/mmi/posibrain/soul_vessel) /obj/item/clothing/suit/armor/clockwork/Initialize() @@ -81,17 +81,17 @@ /obj/item/clothing/suit/armor/clockwork/ratvar_act() if(GLOB.ratvar_awakens) - 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) flags_1 |= STOPSPRESSUREDMAGE_1 max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT else if(GLOB.ratvar_approaches) - armor = list(melee = 70, bullet = 80, laser = -15, energy = 25, bomb = 70, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 70, "bullet" = 80, "laser" = -15, "energy" = 25, "bomb" = 70, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) flags_1 |= STOPSPRESSUREDMAGE_1 max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT else - armor = list(melee = 60, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 60, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) flags_1 &= ~STOPSPRESSUREDMAGE_1 max_heat_protection_temperature = initial(max_heat_protection_temperature) min_cold_protection_temperature = initial(min_cold_protection_temperature) @@ -134,7 +134,7 @@ siemens_coefficient = 0 permeability_coefficient = 0.05 resistance_flags = FIRE_PROOF | ACID_PROOF - armor = list(melee = 80, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 80, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) /obj/item/clothing/gloves/clockwork/Initialize() . = ..() @@ -147,12 +147,12 @@ /obj/item/clothing/gloves/clockwork/ratvar_act() if(GLOB.ratvar_awakens) - 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) flags_1 |= STOPSPRESSUREDMAGE_1 max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT min_cold_protection_temperature = SPACE_HELM_MIN_TEMP_PROTECT else - armor = list(melee = 80, bullet = 70, laser = -25, energy = 0, bomb = 60, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 80, "bullet" = 70, "laser" = -25, "energy" = 0, "bomb" = 60, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) flags_1 &= ~STOPSPRESSUREDMAGE_1 max_heat_protection_temperature = initial(max_heat_protection_temperature) min_cold_protection_temperature = initial(min_cold_protection_temperature) diff --git a/code/modules/antagonists/cult/cult_items.dm b/code/modules/antagonists/cult/cult_items.dm index 6d4a5fce18..459aaa9f2d 100644 --- a/code/modules/antagonists/cult/cult_items.dm +++ b/code/modules/antagonists/cult/cult_items.dm @@ -275,7 +275,7 @@ 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 = 25, bio = 10, rad = 0, fire = 10, acid = 10) + armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10) cold_protection = HEAD min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT heat_protection = HEAD @@ -288,7 +288,7 @@ 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 = 25, bio = 10, rad = 0, fire = 10, acid = 10) + armor = list("melee" = 40, "bullet" = 30, "laser" = 40,"energy" = 20, "bomb" = 25, "bio" = 10, "rad" = 0, "fire" = 10, "acid" = 10) flags_inv = HIDEJUMPSUIT cold_protection = CHEST|GROIN|LEGS|ARMS min_cold_protection_temperature = ARMOR_MIN_TEMP_PROTECT @@ -321,7 +321,7 @@ item_state = "magus" desc = "A helm worn by the followers of Nar-Sie." flags_inv = HIDEFACE|HIDEHAIR|HIDEFACIALHAIR|HIDEEARS|HIDEEYES - 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 /obj/item/clothing/suit/magusred @@ -331,7 +331,7 @@ 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 @@ -339,7 +339,7 @@ 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() @@ -350,7 +350,7 @@ 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/sharpener/cult @@ -374,7 +374,7 @@ 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 @@ -384,7 +384,7 @@ 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 @@ -428,7 +428,7 @@ 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 @@ -438,7 +438,7 @@ 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/nukeop/equipment/nuclearbomb.dm b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm index 910caa7fca..e540525405 100644 --- a/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm +++ b/code/modules/antagonists/nukeop/equipment/nuclearbomb.dm @@ -513,7 +513,7 @@ 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 diff --git a/code/modules/assembly/flash.dm b/code/modules/assembly/flash.dm index b20a395e6d..9f5b21962a 100644 --- a/code/modules/assembly/flash.dm +++ b/code/modules/assembly/flash.dm @@ -245,7 +245,7 @@ materials = list(MAT_GLASS=7500, MAT_METAL=1000) attack_verb = list("shoved", "bashed") block_chance = 50 - armor = list(melee = 50, bullet = 50, laser = 50, energy = 0, bomb = 30, bio = 0, rad = 0, fire = 80, acid = 70) + armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 0, "bomb" = 30, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 70) /obj/item/device/assembly/flash/shield/flash_recharge(interval=10) if(times_used >= 4) diff --git a/code/modules/atmospherics/machinery/airalarm.dm b/code/modules/atmospherics/machinery/airalarm.dm index bb8f89812a..f757dbb7b3 100644 --- a/code/modules/atmospherics/machinery/airalarm.dm +++ b/code/modules/atmospherics/machinery/airalarm.dm @@ -69,7 +69,7 @@ req_access = list(ACCESS_ATMOSPHERICS) max_integrity = 250 integrity_failure = 80 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 100, bomb = 0, bio = 100, rad = 100, fire = 90, acid = 30) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 100, "bomb" = 0, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 30) resistance_flags = FIRE_PROOF var/danger_level = 0 diff --git a/code/modules/atmospherics/machinery/atmosmachinery.dm b/code/modules/atmospherics/machinery/atmosmachinery.dm index 0f57bd85e9..03f487a2f7 100644 --- a/code/modules/atmospherics/machinery/atmosmachinery.dm +++ b/code/modules/atmospherics/machinery/atmosmachinery.dm @@ -53,7 +53,7 @@ Pipelines + Other Objects -> Pipe network 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) SSair.atmos_machinery += src diff --git a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm index df76a47b82..e0f89a374e 100644 --- a/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm +++ b/code/modules/atmospherics/machinery/components/unary_devices/cryo.dm @@ -7,7 +7,7 @@ density = TRUE anchored = 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 state_open = FALSE circuit = /obj/item/circuitboard/machine/cryo_tube diff --git a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm index f52483f1ae..ce532f9ed8 100644 --- a/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm +++ b/code/modules/atmospherics/machinery/components/unary_devices/thermomachine.dm @@ -8,7 +8,7 @@ density = TRUE anchored = 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 circuit = /obj/item/circuitboard/machine/thermomachine pipe_flags = PIPING_ONE_PER_TURF | PIPING_DEFAULT_LAYER_ONLY diff --git a/code/modules/atmospherics/machinery/other/meter.dm b/code/modules/atmospherics/machinery/other/meter.dm index 6582dad6df..fd3b82dfa5 100644 --- a/code/modules/atmospherics/machinery/other/meter.dm +++ b/code/modules/atmospherics/machinery/other/meter.dm @@ -12,7 +12,7 @@ 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/target_layer = PIPING_LAYER_DEFAULT /obj/machinery/meter/Destroy() diff --git a/code/modules/atmospherics/machinery/portable/canister.dm b/code/modules/atmospherics/machinery/portable/canister.dm index 13649a742a..56fe498603 100644 --- a/code/modules/atmospherics/machinery/portable/canister.dm +++ b/code/modules/atmospherics/machinery/portable/canister.dm @@ -17,7 +17,7 @@ var/can_max_release_pressure = (ONE_ATMOSPHERE * 10) var/can_min_release_pressure = (ONE_ATMOSPHERE / 10) - armor = list(melee = 50, bullet = 50, laser = 50, energy = 100, bomb = 10, bio = 100, rad = 100, fire = 80, acid = 50) + armor = list("melee" = 50, "bullet" = 50, "laser" = 50, "energy" = 100, "bomb" = 10, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 50) max_integrity = 250 integrity_failure = 100 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 f21e005b9a..a584c2ceef 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) var/datum/gas_mixture/air_contents diff --git a/code/modules/awaymissions/mission_code/snowdin.dm b/code/modules/awaymissions/mission_code/snowdin.dm index 707f004eb1..21c19fab5e 100644 --- a/code/modules/awaymissions/mission_code/snowdin.dm +++ b/code/modules/awaymissions/mission_code/snowdin.dm @@ -559,7 +559,7 @@ /obj/item/clothing/under/syndicate/coldres name = "insulated tactical turtleneck" desc = "A non-descript 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 /obj/item/clothing/shoes/combat/coldres diff --git a/code/modules/clothing/chameleon.dm b/code/modules/clothing/chameleon.dm index 1fd046babb..609d341243 100644 --- a/code/modules/clothing/chameleon.dm +++ b/code/modules/clothing/chameleon.dm @@ -180,7 +180,7 @@ random_sensor = FALSE 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 @@ -213,7 +213,7 @@ item_state = "armor" blood_overlay_type = "armor" resistance_flags = NONE - armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) var/datum/action/item_action/chameleon/change/chameleon_action @@ -238,7 +238,7 @@ 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 @@ -264,7 +264,7 @@ item_state = "ygloves" resistance_flags = NONE - armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) var/datum/action/item_action/chameleon/change/chameleon_action @@ -290,7 +290,7 @@ item_color = "grey" resistance_flags = NONE - armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) var/datum/action/item_action/chameleon/change/chameleon_action @@ -313,7 +313,7 @@ // The camohat, I mean, holographic hat projection, is part of the // drone itself. flags_1 = NODROP_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) // which means it offers no protection, it's just air and light /obj/item/clothing/head/chameleon/drone/Initialize() @@ -330,7 +330,7 @@ icon_state = "gas_alt" item_state = "gas_alt" resistance_flags = NONE - armor = list(melee = 5, bullet = 5, laser = 5, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) flags_1 = BLOCK_GAS_SMOKE_EFFECT_1 | MASKINTERNALS_1 flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEFACIALHAIR @@ -365,7 +365,7 @@ /obj/item/clothing/mask/chameleon/drone //Same as the drone chameleon hat, undroppable and no protection flags_1 = NODROP_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) // Can drones use the voice changer part? Let's not find out. vchange = 0 @@ -388,7 +388,7 @@ permeability_coefficient = 0.05 resistance_flags = NONE pockets = /obj/item/storage/internal/pocket/shoes - armor = list(melee = 10, bullet = 10, laser = 10, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 10, "bullet" = 10, "laser" = 10, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) var/datum/action/item_action/chameleon/change/chameleon_action diff --git a/code/modules/clothing/glasses/_glasses.dm b/code/modules/clothing/glasses/_glasses.dm index a439511fe2..0cf375c8dd 100644 --- a/code/modules/clothing/glasses/_glasses.dm +++ b/code/modules/clothing/glasses/_glasses.dm @@ -97,7 +97,7 @@ 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) if(slot == slot_glasses) diff --git a/code/modules/clothing/gloves/color.dm b/code/modules/clothing/gloves/color.dm index 171310add9..1a0404430e 100644 --- a/code/modules/clothing/gloves/color.dm +++ b/code/modules/clothing/gloves/color.dm @@ -154,7 +154,7 @@ 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 97afd78c38..70274c45d7 100644 --- a/code/modules/clothing/gloves/miscellaneous.dm +++ b/code/modules/clothing/gloves/miscellaneous.dm @@ -22,7 +22,7 @@ heat_protection = HANDS max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT resistance_flags = NONE - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 70, acid = 30) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 30) /obj/item/clothing/gloves/combat name = "combat gloves" @@ -37,7 +37,7 @@ heat_protection = HANDS max_heat_protection_temperature = GLOVES_MAX_TEMP_PROTECT resistance_flags = NONE - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 80, acid = 50) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 50) /obj/item/clothing/gloves/bracer @@ -54,4 +54,4 @@ 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) diff --git a/code/modules/clothing/head/hardhat.dm b/code/modules/clothing/head/hardhat.dm index 51a1131f1c..db3dda1dd2 100644 --- a/code/modules/clothing/head/hardhat.dm +++ b/code/modules/clothing/head/hardhat.dm @@ -6,7 +6,7 @@ var/brightness_on = 4 //luminosity when on var/on = FALSE item_color = "yellow" //Determines used sprites: hardhat[on]_[item_color] and hardhat[on]_[item_color]2 (lying down sprite) - armor = list(melee = 15, bullet = 5, laser = 20,energy = 10, bomb = 20, bio = 10, rad = 20, fire = 100, acid = 50) + armor = list("melee" = 15, "bullet" = 5, "laser" = 20,"energy" = 10, "bomb" = 20, "bio" = 10, "rad" = 20, "fire" = 100, "acid" = 50) flags_inv = 0 actions_types = list(/datum/action/item_action/toggle_helmet_light) resistance_flags = FIRE_PROOF diff --git a/code/modules/clothing/head/helmet.dm b/code/modules/clothing/head/helmet.dm index f6482063ea..b231ac9df6 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 = 35, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 35, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) flags_inv = HIDEEARS cold_protection = HEAD min_cold_protection_temperature = HELMET_MIN_TEMP_PROTECT @@ -41,7 +41,7 @@ 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 @@ -62,7 +62,7 @@ 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) @@ -117,7 +117,7 @@ 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 @@ -138,7 +138,7 @@ 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 @@ -151,7 +151,7 @@ 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" @@ -179,7 +179,7 @@ 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 @@ -189,7 +189,7 @@ 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 @@ -198,7 +198,7 @@ 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 flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH strip_delay = 80 @@ -232,7 +232,7 @@ 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 diff --git a/code/modules/clothing/head/jobs.dm b/code/modules/clothing/head/jobs.dm index 0a1adb1dca..37e392b7d8 100644 --- a/code/modules/clothing/head/jobs.dm +++ b/code/modules/clothing/head/jobs.dm @@ -26,7 +26,7 @@ icon_state = "captain" item_state = "that" flags_inv = 0 - armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) strip_delay = 60 dog_fashion = /datum/dog_fashion/head/captain @@ -44,7 +44,7 @@ name = "head of personnel's cap" icon_state = "hopcap" desc = "The symbol of true bureaucratic micromanagement." - armor = list(melee = 25, bullet = 15, laser = 25, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 25, "bullet" = 15, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) dog_fashion = /datum/dog_fashion/head/hop //Chaplain @@ -123,7 +123,7 @@ 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 = "" @@ -144,7 +144,7 @@ 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 @@ -152,7 +152,7 @@ name = "security beret" desc = "A robust beret with the security insignia emblazoned on it. Uses reinforced fabric to offer sufficent protection." icon_state = "beret_badge" - armor = list(melee = 40, bullet = 30, laser = 30,energy = 10, bomb = 25, bio = 0, rad = 0, fire = 20, acid = 50) + armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 20, "acid" = 50) strip_delay = 60 dog_fashion = null @@ -165,7 +165,7 @@ name = "warden's beret" desc = "A special beret with the Warden's insignia emblazoned on it. For wardens with class." icon_state = "wardenberet" - armor = list(melee = 40, bullet = 30, laser = 30, energy = 10, bomb = 25, bio = 0, rad = 0, fire = 30, acid = 50) + armor = list("melee" = 40, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 50) strip_delay = 60 /obj/item/clothing/head/beret/sec/navyofficer diff --git a/code/modules/clothing/head/misc.dm b/code/modules/clothing/head/misc.dm index 544d9e7b12..0e4acfe983 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/powdered_wig @@ -185,7 +185,7 @@ name = "fedora" icon_state = "fedora" item_state = "fedora" - 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) desc = "A really cool hat if you're a mobster. A really lame hat if you're not." pockets = /obj/item/storage/internal/pocket/small @@ -279,7 +279,7 @@ 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 = "" diff --git a/code/modules/clothing/head/misc_special.dm b/code/modules/clothing/head/misc_special.dm index 43ea1928fc..fe238f3ab7 100644 --- a/code/modules/clothing/head/misc_special.dm +++ b/code/modules/clothing/head/misc_special.dm @@ -20,7 +20,7 @@ materials = list(MAT_METAL=1750, MAT_GLASS=400) flash_protect = 2 tint = 2 - armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 60) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 60) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE actions_types = list(/datum/action/item_action/toggle) visor_flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE @@ -42,7 +42,7 @@ item_color = "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 @@ -112,7 +112,7 @@ item_state = "hardhat0_pumpkin" item_color = "pumpkin" flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR - 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 @@ -149,7 +149,7 @@ item_state = "hardhat0_reindeer" item_color = "reindeer" flags_inv = 0 - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) brightness_on = 1 //luminosity when on dynamic_hair_suffix = "" diff --git a/code/modules/clothing/head/soft_caps.dm b/code/modules/clothing/head/soft_caps.dm index 6c5f0cb529..5c7514541d 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" item_color = "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 diff --git a/code/modules/clothing/masks/gasmask.dm b/code/modules/clothing/masks/gasmask.dm index e7894a586c..694c290f4b 100644 --- a/code/modules/clothing/masks/gasmask.dm +++ b/code/modules/clothing/masks/gasmask.dm @@ -20,7 +20,7 @@ materials = list(MAT_METAL=4000, MAT_GLASS=2000) flash_protect = 2 tint = 2 - armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 55) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 55) actions_types = list(/datum/action/item_action/toggle) flags_inv = HIDEEARS|HIDEEYES|HIDEFACE flags_cover = MASKCOVERSEYES @@ -40,7 +40,7 @@ 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 446a15c547..c0200d889c 100644 --- a/code/modules/clothing/masks/miscellaneous.dm +++ b/code/modules/clothing/masks/miscellaneous.dm @@ -28,7 +28,7 @@ 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) /obj/item/clothing/mask/surgical/attack_self(mob/user) diff --git a/code/modules/clothing/shoes/miscellaneous.dm b/code/modules/clothing/shoes/miscellaneous.dm index b33ac3e688..f4c37b281d 100644 --- a/code/modules/clothing/shoes/miscellaneous.dm +++ b/code/modules/clothing/shoes/miscellaneous.dm @@ -13,7 +13,7 @@ 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 @@ -24,7 +24,7 @@ desc = "High speed, no drag combat boots." permeability_coefficient = 0.01 flags_1 = NOSLIP_1 - 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." @@ -55,7 +55,7 @@ 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) /obj/item/clothing/shoes/galoshes/dry name = "absorbent galoshes" diff --git a/code/modules/clothing/spacesuits/_spacesuits.dm b/code/modules/clothing/spacesuits/_spacesuits.dm index f9a53a1551..a2cd5bce75 100644 --- a/code/modules/clothing/spacesuits/_spacesuits.dm +++ b/code/modules/clothing/spacesuits/_spacesuits.dm @@ -7,7 +7,7 @@ flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 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) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR|HIDEFACIALHAIR dynamic_hair_suffix = "" dynamic_fhair_suffix = "" @@ -34,7 +34,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals) slowdown = 1 - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 50, fire = 80, acid = 70) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 50, "fire" = 80, "acid" = 70) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT 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 1d126d43b2..94553b3964 100644 --- a/code/modules/clothing/spacesuits/chronosuit.dm +++ b/code/modules/clothing/spacesuits/chronosuit.dm @@ -4,7 +4,7 @@ icon_state = "chronohelmet" item_state = "chronohelmet" slowdown = 1 - armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90, fire = 100, acid = 100) + armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 100) resistance_flags = FIRE_PROOF | ACID_PROOF var/obj/item/clothing/suit/space/chronos/suit = null @@ -24,7 +24,7 @@ icon_state = "chronosuit" item_state = "chronosuit" actions_types = list(/datum/action/item_action/toggle) - armor = list(melee = 60, bullet = 60, laser = 60, energy = 60, bomb = 30, bio = 90, rad = 90, fire = 100, acid = 1000) + armor = list("melee" = 60, "bullet" = 60, "laser" = 60, "energy" = 60, "bomb" = 30, "bio" = 90, "rad" = 90, "fire" = 100, "acid" = 1000) resistance_flags = FIRE_PROOF | ACID_PROOF var/list/chronosafe_items = list(/obj/item/chrono_eraser, /obj/item/gun/energy/chrono_gun) var/list/hands_nodrop = list() diff --git a/code/modules/clothing/spacesuits/flightsuit.dm b/code/modules/clothing/spacesuits/flightsuit.dm index f515dacc74..fa992d8c40 100644 --- a/code/modules/clothing/spacesuits/flightsuit.dm +++ b/code/modules/clothing/spacesuits/flightsuit.dm @@ -19,7 +19,7 @@ icon_state = FLIGHTPACK_SPRITE_BASE item_state = FLIGHTPACK_SPRITE_BASE actions_types = list(/datum/action/item_action/flightpack/toggle_flight, /datum/action/item_action/flightpack/engage_boosters, /datum/action/item_action/flightpack/toggle_stabilizers, /datum/action/item_action/flightpack/change_power, /datum/action/item_action/flightpack/toggle_airbrake) - armor = list(melee = 20, bullet = 20, laser = 20, energy = 10, bomb = 30, bio = 100, rad = 75, fire = 100, acid = 75) + armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 30, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75) w_class = WEIGHT_CLASS_BULKY slot_flags = SLOT_BACK resistance_flags = FIRE_PROOF @@ -758,7 +758,7 @@ helmettype = /obj/item/clothing/head/helmet/space/hardsuit/flightsuit jetpack = null actions_types = list(/datum/action/item_action/flightsuit/toggle_helmet, /datum/action/item_action/flightsuit/toggle_boots, /datum/action/item_action/flightsuit/toggle_flightpack, /datum/action/item_action/flightsuit/lock_suit) - armor = list(melee = 20, bullet = 20, laser = 20, energy = 10, bomb = 30, bio = 100, rad = 75, fire = 100, acid = 100) + armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 30, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 100) max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT var/locked_strip_delay = 80 var/obj/item/device/flightpack/pack = null @@ -1078,7 +1078,7 @@ resistance_flags = FIRE_PROOF | ACID_PROOF brightness_on = 7 light_color = "#30ffff" - armor = list(melee = 20, bullet = 20, laser = 20, energy = 10, bomb = 30, bio = 100, rad = 75, fire = 100, acid = 100) + armor = list("melee" = 20, "bullet" = 20, "laser" = 20, "energy" = 10, "bomb" = 30, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 100) max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT var/list/datahuds = list(DATA_HUD_SECURITY_ADVANCED, DATA_HUD_MEDICAL_ADVANCED, DATA_HUD_DIAGNOSTIC_BASIC) var/zoom_range = 12 diff --git a/code/modules/clothing/spacesuits/hardsuit.dm b/code/modules/clothing/spacesuits/hardsuit.dm index ae3fb11fbe..0e0008e2ea 100644 --- a/code/modules/clothing/spacesuits/hardsuit.dm +++ b/code/modules/clothing/spacesuits/hardsuit.dm @@ -5,7 +5,7 @@ icon_state = "hardsuit0-engineering" item_state = "eng_helm" max_integrity = 300 - armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75) + armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75) var/basestate = "hardsuit" var/brightness_on = 4 //luminosity when on var/on = FALSE @@ -96,7 +96,7 @@ icon_state = "hardsuit-engineering" item_state = "eng_hardsuit" max_integrity = 300 - armor = list(melee = 10, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 50, acid = 75) + armor = list("melee" = 10, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 50, "acid" = 75) allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals, /obj/item/device/t_scanner, /obj/item/construction/rcd, /obj/item/pipe_dispenser) siemens_coefficient = 0 var/obj/item/clothing/head/helmet/space/hardsuit/helmet @@ -166,7 +166,7 @@ desc = "A special helmet designed for work in a hazardous, low-pressure environment. Has radiation shielding." icon_state = "hardsuit0-engineering" item_state = "eng_helm" - armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 100, acid = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75) item_color = "engineering" resistance_flags = FIRE_PROOF @@ -175,7 +175,7 @@ desc = "A special suit that protects against hazardous, low pressure environments. Has radiation shielding." icon_state = "hardsuit-engineering" item_state = "eng_hardsuit" - armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 75, fire = 100, acid = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 100, "acid" = 75) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine resistance_flags = FIRE_PROOF @@ -186,7 +186,7 @@ icon_state = "hardsuit0-atmospherics" item_state = "atmo_helm" item_color = "atmospherics" - armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 25, fire = 100, acid = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75) heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT @@ -195,7 +195,7 @@ 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) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 25, "fire" = 100, "acid" = 75) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/atmos @@ -208,7 +208,7 @@ icon_state = "hardsuit0-white" item_state = "ce_helm" item_color = "white" - armor = list(melee = 40, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 90, fire = 100, acid = 90) + armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 90, "fire" = 100, "acid" = 90) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT @@ -217,7 +217,7 @@ 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 = 90, fire = 100, acid = 90) + armor = list("melee" = 40, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 90, "fire" = 100, "acid" = 90) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/engine/elite @@ -233,7 +233,7 @@ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF heat_protection = HEAD - armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75) brightness_on = 7 allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator) @@ -245,7 +245,7 @@ item_state = "mining_hardsuit" max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF - armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 75) allowed = list(/obj/item/device/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 @@ -258,7 +258,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_helm" item_color = "syndi" - armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 50, acid = 90) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90) on = TRUE var/obj/item/clothing/suit/space/hardsuit/syndi/linkedsuit = null actions_types = list(/datum/action/item_action/toggle_helmet_mode) @@ -336,7 +336,7 @@ item_state = "syndie_hardsuit" item_color = "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) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 90) allowed = list(/obj/item/gun, /obj/item/ammo_box,/obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/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 @@ -348,7 +348,7 @@ 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" item_color = "syndielite" - armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100) + armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT visor_flags_inv = 0 @@ -364,7 +364,7 @@ icon_state = "hardsuit0-syndielite" item_color = "syndielite" helmettype = /obj/item/clothing/head/helmet/space/hardsuit/syndi/elite - armor = list(melee = 60, bullet = 60, laser = 50, energy = 25, bomb = 55, bio = 100, rad = 70, fire = 100, acid = 100) + armor = list("melee" = 60, "bullet" = 60, "laser" = 50, "energy" = 25, "bomb" = 55, "bio" = 100, "rad" = 70, "fire" = 100, "acid" = 100) heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -399,7 +399,7 @@ item_state = "wiz_helm" item_color = "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) + armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) heat_protection = HEAD //Uncomment to enable firesuit protection max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT @@ -410,7 +410,7 @@ 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) + armor = list("melee" = 40, "bullet" = 40, "laser" = 40, "energy" = 20, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) 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_SUIT_MAX_TEMP_PROTECT @@ -425,7 +425,7 @@ item_state = "medical_helm" item_color = "medical" flash_protect = 0 - armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 10, bio = 100, rad = 60, fire = 60, acid = 75) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75) scan_reagents = 1 /obj/item/clothing/suit/space/hardsuit/medical @@ -434,7 +434,7 @@ desc = "A special suit that protects against hazardous, low pressure environments. Built with lightweight materials for easier movement." item_state = "medical_hardsuit" allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals, /obj/item/storage/firstaid, /obj/item/device/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) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 75) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/medical //Research Director hardsuit @@ -445,7 +445,7 @@ item_color = "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) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80) var/obj/machinery/doppler_array/integrated/bomb_radar scan_reagents = 1 actions_types = list(/datum/action/item_action/toggle_helmet_light, /datum/action/item_action/toggle_research_scanner) @@ -475,7 +475,7 @@ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT //Same as an emergency firesuit. Not ideal for extended exposure. allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals, /obj/item/gun/energy/wormhole_projector, /obj/item/hand_tele, /obj/item/device/aicard) - armor = list(melee = 30, bullet = 5, laser = 10, energy = 5, bomb = 100, bio = 100, rad = 60, fire = 60, acid = 80) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 100, "bio" = 100, "rad" = 60, "fire" = 60, "acid" = 80) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/rd @@ -487,7 +487,7 @@ icon_state = "hardsuit0-sec" item_state = "sec_helm" item_color = "sec" - armor = list(melee = 35, bullet = 15, laser = 30,energy = 10, bomb = 10, bio = 100, rad = 50, fire = 75, acid = 75) + armor = list("melee" = 35, "bullet" = 15, "laser" = 30,"energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75) /obj/item/clothing/suit/space/hardsuit/security @@ -495,7 +495,7 @@ 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) + armor = list("melee" = 35, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 75, "acid" = 75) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security /obj/item/clothing/suit/space/hardsuit/security/Initialize() @@ -508,14 +508,14 @@ desc = "A special bulky helmet designed for work in a hazardous, low pressure environment. Has an additional layer of armor." icon_state = "hardsuit0-hos" item_color = "hos" - armor = list(melee = 45, bullet = 25, laser = 30, energy = 10, bomb = 25, bio = 100, rad = 50, fire = 95, acid = 95) + armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95) /obj/item/clothing/suit/space/hardsuit/security/hos 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) + armor = list("melee" = 45, "bullet" = 25, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 100, "rad" = 50, "fire" = 95, "acid" = 95) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/security/hos jetpack = /obj/item/tank/jetpack/suit @@ -525,7 +525,7 @@ 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) + armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) resistance_flags = FIRE_PROOF | ACID_PROOF flags_inv = HIDEEARS|HIDEEYES|HIDEFACE|HIDEHAIR //we want to see the mask heat_protection = HEAD @@ -540,7 +540,7 @@ 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) + armor = list("melee" = 40, "bullet" = 50, "laser" = 50, "energy" = 25, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) resistance_flags = FIRE_PROOF | ACID_PROOF heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT //this needed to be added a long fucking time ago @@ -556,7 +556,7 @@ 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) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30) item_color = "clown" /obj/item/clothing/suit/space/hardsuit/clown @@ -564,7 +564,7 @@ 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) + armor = list("melee" = 30, "bullet" = 5, "laser" = 10, "energy" = 5, "bomb" = 10, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 30) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/clown /obj/item/clothing/suit/space/hardsuit/clown/mob_can_equip(mob/M, slot) @@ -615,7 +615,7 @@ 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) + armor = list("melee" = 30, "bullet" = 15, "laser" = 30, "energy" = 10, "bomb" = 10, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) resistance_flags = FIRE_PROOF | ACID_PROOF var/current_charges = 3 var/max_charges = 3 //How many charges total the shielding has @@ -682,7 +682,7 @@ item_color = "ert_medical" flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 | NODROP_1 //Dont want people changing into the other teams gear 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) + armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95) slowdown = 0 max_charges = 5 @@ -710,7 +710,7 @@ icon_state = "hardsuit0-ert_medical" item_state = "hardsuit0-ert_medical" item_color = "ert_medical" - armor = list(melee = 0, bullet = 30, laser = 30, energy = 30, bomb = 50, bio = 100, rad = 100, fire = 95, acid = 95) + armor = list("melee" = 0, "bullet" = 30, "laser" = 30, "energy" = 30, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 95, "acid" = 95) /obj/item/clothing/head/helmet/space/hardsuit/shielded/ctf/red @@ -737,7 +737,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_hardsuit" item_color = "syndi" - armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) allowed = list(/obj/item/gun, /obj/item/ammo_box, /obj/item/ammo_casing, /obj/item/melee/baton, /obj/item/melee/transforming/energy/sword/saber, /obj/item/restraints/handcuffs, /obj/item/tank/internals) helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/syndi slowdown = 0 @@ -753,7 +753,7 @@ icon_state = "hardsuit1-syndi" item_state = "syndie_helm" item_color = "syndi" - armor = list(melee = 40, bullet = 50, laser = 30, energy = 15, bomb = 35, bio = 100, rad = 50, fire = 100, acid = 100) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30, "energy" = 15, "bomb" = 35, "bio" = 100, "rad" = 50, "fire" = 100, "acid" = 100) ///SWAT version /obj/item/clothing/suit/space/hardsuit/shielded/swat @@ -765,7 +765,7 @@ max_charges = 4 current_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) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT helmettype = /obj/item/clothing/head/helmet/space/hardsuit/shielded/swat @@ -777,7 +777,7 @@ icon_state = "deathsquad" item_state = "deathsquad" item_color = "syndi" - armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT actions_types = list() diff --git a/code/modules/clothing/spacesuits/miscellaneous.dm b/code/modules/clothing/spacesuits/miscellaneous.dm index e88b33e993..79c208f8c2 100644 --- a/code/modules/clothing/spacesuits/miscellaneous.dm +++ b/code/modules/clothing/spacesuits/miscellaneous.dm @@ -20,7 +20,7 @@ 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) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -35,7 +35,7 @@ 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) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_SUIT_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -49,7 +49,7 @@ 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) + armor = list("melee" = 40, "bullet" = 30, "laser" = 30,"energy" = 30, "bomb" = 50, "bio" = 90, "rad" = 20, "fire" = 100, "acid" = 100) strip_delay = 120 resistance_flags = FIRE_PROOF | ACID_PROOF @@ -61,7 +61,7 @@ Contains: dynamic_fhair_suffix = "+generic" flags_1 = STOPSPRESSUREDMAGE_1 flags_inv = 0 - armor = list(melee = 80, bullet = 80, laser = 50, energy = 50, bomb = 100, bio = 100, rad = 100, fire = 100, acid = 100) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -76,7 +76,7 @@ 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) + armor = list("melee" = 80, "bullet" = 80, "laser" = 50, "energy" = 50, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF @@ -135,7 +135,7 @@ Contains: desc = "Yarr." icon_state = "pirate" item_state = "pirate" - armor = list(melee = 30, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 60, acid = 75) + armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75) flags_1 = STOPSPRESSUREDMAGE_1 flags_inv = HIDEHAIR strip_delay = 40 @@ -156,7 +156,7 @@ 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) + armor = list("melee" = 30, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 60, "acid" = 75) strip_delay = 40 equip_delay_other = 20 @@ -167,7 +167,7 @@ Contains: icon_state = "hardsuit0-ert_commander" item_state = "hardsuit0-ert_commander" item_color = "ert_commander" - armor = list(melee = 65, bullet = 50, laser = 50, energy = 50, bomb = 50, bio = 100, rad = 100, fire = 80, acid = 80) + armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80) strip_delay = 130 flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 | NODROP_1 brightness_on = 7 @@ -179,7 +179,7 @@ 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) + armor = list("melee" = 65, "bullet" = 50, "laser" = 50, "energy" = 50, "bomb" = 50, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80) slowdown = 0 strip_delay = 130 @@ -228,7 +228,7 @@ 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) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65) /obj/item/clothing/head/helmet/space/eva name = "EVA helmet" @@ -236,14 +236,14 @@ 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) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 20, "fire" = 50, "acid" = 65) /obj/item/clothing/head/helmet/space/freedom name = "eagle helmet" 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) + armor = list("melee" = 20, "bullet" = 40, "laser" = 30, "energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF | FIRE_PROOF @@ -254,7 +254,7 @@ 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) + armor = list("melee" = 20, "bullet" = 40, "laser" = 30,"energy" = 25, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 80, "acid" = 80) strip_delay = 130 max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT resistance_flags = ACID_PROOF | FIRE_PROOF @@ -266,7 +266,7 @@ 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) //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) //As whimpy as a space carp brightness_on = 0 //luminosity when on actions_types = list() flags_1 = STOPSPRESSUREDMAGE_1 | THICKMATERIAL_1 | NODROP_1 @@ -278,7 +278,7 @@ 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) //As whimpy whimpy whoo + armor = list("melee" = -20, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 75, "fire" = 60, "acid" = 75) //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 @@ -335,7 +335,7 @@ 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) + armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0) strip_delay = 65 /obj/item/clothing/suit/space/fragile @@ -345,7 +345,7 @@ 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) + armor = list("melee" = 5, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 0, "acid" = 0) strip_delay = 65 /obj/item/clothing/suit/space/fragile/hit_reaction(mob/living/carbon/human/owner, atom/movable/hitby, attack_text = "the attack", final_block_chance = 0, damage = 0, attack_type = MELEE_ATTACK) diff --git a/code/modules/clothing/spacesuits/plasmamen.dm b/code/modules/clothing/spacesuits/plasmamen.dm index a56afb94ae..d8c3b55048 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) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75) resistance_flags = FIRE_PROOF icon_state = "plasmaman_suit" item_state = "plasmaman_suit" @@ -41,7 +41,7 @@ icon_state = "plasmaman-helm" item_state = "plasmaman-helm" strip_delay = 80 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 100, rad = 0, fire = 100, acid = 75) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 0, "fire" = 100, "acid" = 75) resistance_flags = FIRE_PROOF var/brightness_on = 4 //luminosity when the light is on var/on = FALSE diff --git a/code/modules/clothing/spacesuits/syndi.dm b/code/modules/clothing/spacesuits/syndi.dm index 41d40eddf8..6d42b2d78f 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) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85) /obj/item/clothing/suit/space/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) + armor = list("melee" = 40, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 80, "acid" = 85) //Green syndicate space suit diff --git a/code/modules/clothing/suits/_suits.dm b/code/modules/clothing/suits/_suits.dm index 43b30b383e..1cf1d4640d 100644 --- a/code/modules/clothing/suits/_suits.dm +++ b/code/modules/clothing/suits/_suits.dm @@ -3,7 +3,7 @@ name = "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 = SLOT_OCLOTHING var/blood_overlay_type = "suit" var/togglename = null diff --git a/code/modules/clothing/suits/armor.dm b/code/modules/clothing/suits/armor.dm index 3e044108fb..f3ce410933 100644 --- a/code/modules/clothing/suits/armor.dm +++ b/code/modules/clothing/suits/armor.dm @@ -9,7 +9,7 @@ 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) + armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) /obj/item/clothing/suit/armor/Initialize() . = ..() @@ -46,7 +46,7 @@ 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) + armor = list("melee" = 30, "bullet" = 30, "laser" = 30, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 70, "acid" = 90) cold_protection = CHEST|GROIN|LEGS|ARMS heat_protection = CHEST|GROIN|LEGS|ARMS strip_delay = 80 @@ -92,7 +92,7 @@ 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) + armor = list("melee" = 50, "bullet" = 40, "laser" = 50, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 90) dog_fashion = null resistance_flags = FIRE_PROOF @@ -115,7 +115,7 @@ 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) + armor = list("melee" = 50, "bullet" = 10, "laser" = 10, "energy" = 10, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 80, "acid" = 80) strip_delay = 80 equip_delay_other = 60 @@ -125,7 +125,7 @@ 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) + armor = list("melee" = 35, "bullet" = 25, "laser" = 25, "energy" = 10, "bomb" = 25, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS /obj/item/clothing/suit/armor/bulletproof @@ -134,7 +134,7 @@ icon_state = "bulletproof" item_state = "armor" blood_overlay_type = "armor" - armor = list(melee = 15, bullet = 60, laser = 10, energy = 10, bomb = 40, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 15, "bullet" = 60, "laser" = 10, "energy" = 10, "bomb" = 40, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) strip_delay = 70 equip_delay_other = 50 @@ -144,7 +144,7 @@ icon_state = "armor_reflec" item_state = "armor_reflec" blood_overlay_type = "armor" - armor = list(melee = 10, bullet = 10, laser = 60, energy = 50, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 10, "bullet" = 10, "laser" = 60, "energy" = 50, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF var/hit_reflect_chance = 40 @@ -175,7 +175,7 @@ icon_state = "reactiveoff" item_state = "reactiveoff" blood_overlay_type = "armor" - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 100) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 100) actions_types = list(/datum/action/item_action/toggle) resistance_flags = INDESTRUCTIBLE | LAVA_PROOF | FIRE_PROOF | ACID_PROOF hit_reaction_chance = 50 @@ -361,7 +361,7 @@ 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" @@ -374,7 +374,7 @@ 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 @@ -382,7 +382,7 @@ flags_1 = THICKMATERIAL_1 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" diff --git a/code/modules/clothing/suits/bio.dm b/code/modules/clothing/suits/bio.dm index bfd4415b3a..bb6a6ca070 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 comtaminants." permeability_coefficient = 0.01 flags_1 = THICKMATERIAL_1 - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 100, rad = 80, fire = 30, acid = 100) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100) flags_inv = HIDEMASK|HIDEEARS|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR|HIDEFACE resistance_flags = ACID_PROOF flags_cover = HEADCOVERSEYES | HEADCOVERSMOUTH @@ -22,7 +22,7 @@ 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/device/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 = 80, fire = 30, acid = 100) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 100, "rad" = 80, "fire" = 30, "acid" = 100) flags_inv = HIDEGLOVES|HIDESHOES|HIDEJUMPSUIT strip_delay = 70 equip_delay_other = 70 @@ -46,11 +46,11 @@ //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 537dd86639..03f549fbe8 100644 --- a/code/modules/clothing/suits/cloaks.dm +++ b/code/modules/clothing/suits/cloaks.dm @@ -61,7 +61,7 @@ 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/device/flashlight, /obj/item/tank/internals, /obj/item/pickaxe, /obj/item/twohanded/spear, /obj/item/twohanded/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|GROIN|ARMS @@ -69,7 +69,7 @@ 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 @@ -77,7 +77,7 @@ icon_state = "dragon" desc = "A suit of armour fashioned from the remains of an ash drake." allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe, /obj/item/twohanded/spear) - armor = list(melee = 70, bullet = 30, laser = 50, energy = 40, bomb = 70, bio = 60, rad = 50, fire = 100, acid = 100) + armor = list("melee" = 70, "bullet" = 30, "laser" = 50, "energy" = 40, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100) hoodtype = /obj/item/clothing/head/hooded/cloakhood/drake heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS @@ -88,7 +88,7 @@ name = "drake helm" icon_state = "dragon" desc = "The skull of a dragon." - armor = list(melee = 70, bullet = 30, laser = 50, energy = 40, bomb = 70, bio = 60, rad = 50, fire = 100, acid = 100) + armor = list("melee" = 70, "bullet" = 30, "laser" = 50, "energy" = 40, "bomb" = 70, "bio" = 60, "rad" = 50, "fire" = 100, "acid" = 100) heat_protection = HEAD max_heat_protection_temperature = FIRE_IMMUNITY_HELM_MAX_TEMP_PROTECT resistance_flags = FIRE_PROOF | ACID_PROOF diff --git a/code/modules/clothing/suits/jobs.dm b/code/modules/clothing/suits/jobs.dm index e6331eb8b8..08338d1e7c 100644 --- a/code/modules/clothing/suits/jobs.dm +++ b/code/modules/clothing/suits/jobs.dm @@ -94,7 +94,7 @@ 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 @@ -187,6 +187,6 @@ 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 diff --git a/code/modules/clothing/suits/labcoat.dm b/code/modules/clothing/suits/labcoat.dm index 7c7599af3d..b89d0c464b 100644 --- a/code/modules/clothing/suits/labcoat.dm +++ b/code/modules/clothing/suits/labcoat.dm @@ -6,7 +6,7 @@ blood_overlay_type = "coat" body_parts_covered = CHEST|ARMS allowed = list(/obj/item/device/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/device/healthanalyzer, /obj/item/device/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/soap, /obj/item/device/sensor_device, /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 = 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) diff --git a/code/modules/clothing/suits/miscellaneous.dm b/code/modules/clothing/suits/miscellaneous.dm index 5a2e5ade3c..154f1bffdd 100644 --- a/code/modules/clothing/suits/miscellaneous.dm +++ b/code/modules/clothing/suits/miscellaneous.dm @@ -381,7 +381,7 @@ desc = "A thick jacket with a rubbery, water-resistant shell." icon_state = "pufferjacket" item_state = "hostrench" - 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" @@ -390,7 +390,7 @@ item_state = "armor" body_parts_covered = CHEST|GROIN cold_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" @@ -469,7 +469,7 @@ body_parts_covered = CHEST|GROIN|ARMS cold_protection = CHEST|GROIN|ARMS min_cold_protection_temperature = FIRE_SUIT_MIN_TEMP_PROTECT - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) allowed = list(/obj/item/device/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/clothing/head/hooded/winterhood @@ -485,7 +485,7 @@ name = "captain's winter coat" 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() @@ -499,7 +499,7 @@ name = "security winter coat" 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() @@ -514,7 +514,7 @@ icon_state = "coatmedical" item_state = "coatmedical" allowed = list(/obj/item/device/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/device/healthanalyzer, /obj/item/device/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 @@ -525,7 +525,7 @@ icon_state = "coatscience" item_state = "coatscience" allowed = list(/obj/item/device/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/device/healthanalyzer, /obj/item/device/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 @@ -535,7 +535,7 @@ name = "engineering winter coat" 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/device/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/device/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 @@ -575,7 +575,7 @@ icon_state = "coatminer" item_state = "coatminer" allowed = list(/obj/item/pickaxe, /obj/item/device/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 = 10, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) hoodtype = /obj/item/clothing/head/hooded/winterhood/miner /obj/item/clothing/head/hooded/winterhood/miner diff --git a/code/modules/clothing/suits/utility.dm b/code/modules/clothing/suits/utility.dm index 22b5ee421b..9fce4145b7 100644 --- a/code/modules/clothing/suits/utility.dm +++ b/code/modules/clothing/suits/utility.dm @@ -57,7 +57,7 @@ desc = "Use in case of bomb." icon_state = "bombsuit" flags_1 = THICKMATERIAL_1 - 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 dynamic_hair_suffix = "" dynamic_fhair_suffix = "" @@ -82,7 +82,7 @@ flags_1 = THICKMATERIAL_1 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 heat_protection = CHEST|GROIN|LEGS|FEET|ARMS|HANDS max_heat_protection_temperature = ARMOR_MAX_TEMP_PROTECT @@ -121,7 +121,7 @@ desc = "A hood with radiation protective properties. The label reads, 'Made with lead. Please do not consume insulation.'" flags_1 = THICKMATERIAL_1 flags_inv = HIDEMASK|HIDEEARS|HIDEFACE|HIDEEYES|HIDEHAIR|HIDEFACIALHAIR - 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 @@ -143,7 +143,7 @@ body_parts_covered = CHEST|GROIN|LEGS|FEET|ARMS|HANDS allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals/emergency_oxygen, /obj/item/tank/internals/plasmaman, /obj/item/device/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 diff --git a/code/modules/clothing/suits/wiz_robe.dm b/code/modules/clothing/suits/wiz_robe.dm index 008ced69ea..0ac6dba14e 100644 --- a/code/modules/clothing/suits/wiz_robe.dm +++ b/code/modules/clothing/suits/wiz_robe.dm @@ -4,7 +4,7 @@ icon_state = "wizard" gas_transfer_coefficient = 0.01 // IT'S MAGICAL OKAY JEEZ +1 TO NOT DIE permeability_coefficient = 0.01 - armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 20, bio = 20, rad = 20, fire = 100, acid = 100) + armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100) strip_delay = 50 equip_delay_other = 50 resistance_flags = FIRE_PROOF | ACID_PROOF @@ -34,7 +34,7 @@ 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 dog_fashion = /datum/dog_fashion/head/blue_wizard @@ -66,7 +66,7 @@ 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) + armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 20, "bio" = 20, "rad" = 20, "fire" = 100, "acid" = 100) allowed = list(/obj/item/teleportation_scroll) flags_inv = HIDEJUMPSUIT strip_delay = 50 @@ -123,7 +123,7 @@ item_state = "wizrobe" gas_transfer_coefficient = 1 permeability_coefficient = 1 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) resistance_flags = FLAMMABLE /obj/item/clothing/head/wizard/marisa/fake @@ -132,7 +132,7 @@ icon_state = "marisa" gas_transfer_coefficient = 1 permeability_coefficient = 1 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) resistance_flags = FLAMMABLE /obj/item/clothing/suit/wizrobe/marisa/fake @@ -142,7 +142,7 @@ item_state = "marisarobe" gas_transfer_coefficient = 1 permeability_coefficient = 1 - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) resistance_flags = FLAMMABLE /obj/item/clothing/suit/wizrobe/paper @@ -194,7 +194,7 @@ 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 @@ -205,7 +205,7 @@ 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 62fd5b5f5a..dd290fdaa2 100644 --- a/code/modules/clothing/under/_under.dm +++ b/code/modules/clothing/under/_under.dm @@ -4,7 +4,7 @@ body_parts_covered = CHEST|GROIN|LEGS|ARMS permeability_coefficient = 0.9 slot_flags = SLOT_ICLOTHING - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) var/fitted = FEMALE_UNIFORM_FULL // For use in alternate clothing styles for women var/has_sensor = HAS_SENSORS // For the crew computer var/random_sensor = TRUE diff --git a/code/modules/clothing/under/accessories.dm b/code/modules/clothing/under/accessories.dm index df0783e4e7..946769ba41 100644 --- a/code/modules/clothing/under/accessories.dm +++ b/code/modules/clothing/under/accessories.dm @@ -207,7 +207,7 @@ icon_state = "plasma" item_color = "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. materials = list(MAT_PLASMA=1000) /obj/item/clothing/accessory/medal/plasma/temperature_expose(datum/gas_mixture/air, exposed_temperature, exposed_volume) @@ -318,7 +318,7 @@ desc = "A hunter's talisman, some say the old gods smile on those who wear it." icon_state = "talisman" item_color = "talisman" - armor = list(melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, bio = 20, rad = 5, fire = 0, acid = 25) + armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25) /obj/item/clothing/accessory/skullcodpiece @@ -327,4 +327,4 @@ icon_state = "skull" item_color = "skull" above_suit = TRUE - armor = list(melee = 5, bullet = 5, laser = 5, energy = 5, bomb = 20, bio = 20, rad = 5, fire = 0, acid = 25) + armor = list("melee" = 5, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 20, "bio" = 20, "rad" = 5, "fire" = 0, "acid" = 25) diff --git a/code/modules/clothing/under/jobs/civilian.dm b/code/modules/clothing/under/jobs/civilian.dm index 6d522a3706..1115d822ed 100644 --- a/code/modules/clothing/under/jobs/civilian.dm +++ b/code/modules/clothing/under/jobs/civilian.dm @@ -92,7 +92,7 @@ name = "janitor's jumpsuit" icon_state = "janitor" item_color = "janitor" - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/under/lawyer desc = "Slick threads." diff --git a/code/modules/clothing/under/jobs/engineering.dm b/code/modules/clothing/under/jobs/engineering.dm index cd69aec17e..4ee0963a64 100644 --- a/code/modules/clothing/under/jobs/engineering.dm +++ b/code/modules/clothing/under/jobs/engineering.dm @@ -5,7 +5,7 @@ icon_state = "chiefengineer" item_state = "gy_suit" item_color = "chief" - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10, fire = 80, acid = 40) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 80, "acid" = 40) resistance_flags = NONE /obj/item/clothing/under/rank/atmospheric_technician @@ -22,7 +22,7 @@ icon_state = "engine" item_state = "engi_suit" item_color = "engine" - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 10, fire = 60, acid = 20) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 10, "fire" = 60, "acid" = 20) resistance_flags = NONE /obj/item/clothing/under/rank/roboticist diff --git a/code/modules/clothing/under/jobs/medsci.dm b/code/modules/clothing/under/jobs/medsci.dm index 553424de71..e506f726df 100644 --- a/code/modules/clothing/under/jobs/medsci.dm +++ b/code/modules/clothing/under/jobs/medsci.dm @@ -7,7 +7,7 @@ icon_state = "director" item_state = "lb_suit" item_color = "director" - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 10, rad = 0, fire = 0, acid = 35) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 35) can_adjust = FALSE /obj/item/clothing/under/rank/research_director/alt @@ -16,7 +16,7 @@ icon_state = "rdwhimsy" item_state = "rdwhimsy" item_color = "rdwhimsy" - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) can_adjust = TRUE alt_covers_chest = TRUE @@ -26,7 +26,7 @@ icon_state = "rdturtle" item_state = "p_suit" item_color = "rdturtle" - armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 10, bio = 10, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 10, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) can_adjust = TRUE alt_covers_chest = TRUE @@ -37,7 +37,7 @@ item_state = "w_suit" item_color = "toxinswhite" permeability_coefficient = 0.5 - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 10, bio = 0, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 10, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/under/rank/chemist @@ -47,7 +47,7 @@ item_state = "w_suit" item_color = "chemistrywhite" permeability_coefficient = 0.5 - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 50, acid = 65) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 50, "acid" = 65) /* * Medical @@ -59,7 +59,7 @@ item_state = "w_suit" item_color = "cmo" permeability_coefficient = 0.5 - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/under/rank/geneticist desc = "It's made of a special fiber that gives special protection against biohazards. It has a genetics rank stripe on it." @@ -68,7 +68,7 @@ item_state = "w_suit" item_color = "geneticswhite" permeability_coefficient = 0.5 - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/under/rank/virologist desc = "It's made of a special fiber that gives special protection against biohazards. It has a virologist rank stripe on it." @@ -77,7 +77,7 @@ item_state = "w_suit" item_color = "virologywhite" permeability_coefficient = 0.5 - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/under/rank/nursesuit desc = "It's a jumpsuit commonly worn by nursing staff in the medical department." @@ -86,7 +86,7 @@ item_state = "w_suit" item_color = "nursesuit" permeability_coefficient = 0.5 - 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) fitted = NO_FEMALE_UNIFORM can_adjust = FALSE @@ -97,7 +97,7 @@ item_state = "w_suit" item_color = "medical" permeability_coefficient = 0.5 - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 10, rad = 0, fire = 0, acid = 0) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 10, "rad" = 0, "fire" = 0, "acid" = 0) /obj/item/clothing/under/rank/medical/blue name = "medical scrubs" diff --git a/code/modules/clothing/under/jobs/security.dm b/code/modules/clothing/under/jobs/security.dm index 0fdb155526..be8a113f22 100644 --- a/code/modules/clothing/under/jobs/security.dm +++ b/code/modules/clothing/under/jobs/security.dm @@ -15,7 +15,7 @@ icon_state = "rsecurity" item_state = "r_suit" item_color = "rsecurity" - armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 30) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30) strip_delay = 50 alt_covers_chest = TRUE sensor_mode = SENSOR_COORDS @@ -35,7 +35,7 @@ icon_state = "rwarden" item_state = "r_suit" item_color = "rwarden" - armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 30) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30) strip_delay = 50 alt_covers_chest = TRUE sensor_mode = 3 @@ -57,7 +57,7 @@ icon_state = "detective" item_state = "det" item_color = "detective" - armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 30, acid = 30) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 30, "acid" = 30) strip_delay = 50 alt_covers_chest = TRUE sensor_mode = 3 @@ -80,7 +80,7 @@ icon_state = "rhos" item_state = "r_suit" item_color = "rhos" - armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 50) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 50) strip_delay = 60 alt_covers_chest = TRUE sensor_mode = 3 diff --git a/code/modules/clothing/under/miscellaneous.dm b/code/modules/clothing/under/miscellaneous.dm index 1fccac5c43..18ec26a9a5 100644 --- a/code/modules/clothing/under/miscellaneous.dm +++ b/code/modules/clothing/under/miscellaneous.dm @@ -144,7 +144,7 @@ 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) + armor = list("melee" = 100, "bullet" = 100, "laser" = 100,"energy" = 100, "bomb" = 100, "bio" = 100, "rad" = 100, "fire" = 100, "acid" = 100) 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 @@ -617,7 +617,7 @@ icon_state = "plasmaman" item_state = "plasmaman" item_color = "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 can_adjust = FALSE strip_delay = 80 diff --git a/code/modules/clothing/under/syndicate.dm b/code/modules/clothing/under/syndicate.dm index 0db0ea11e9..34ba1b8bb1 100644 --- a/code/modules/clothing/under/syndicate.dm +++ b/code/modules/clothing/under/syndicate.dm @@ -5,7 +5,7 @@ item_state = "bl_suit" item_color = "syndicate" has_sensor = NO_SENSORS - armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 40) + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40) alt_covers_chest = TRUE /obj/item/clothing/under/syndicate/tacticool @@ -14,7 +14,7 @@ icon_state = "tactifool" item_state = "bl_suit" item_color = "tactifool" - armor = list(melee = 0, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 50, acid = 40) + armor = list("melee" = 0, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 50, "acid" = 40) /obj/item/clothing/under/syndicate/sniper name = "Tactical turtleneck suit" @@ -36,7 +36,7 @@ icon_state = "trackpants" item_color = "trackpants" can_adjust = FALSE - 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) resistance_flags = NONE /obj/item/clothing/under/syndicate/combat diff --git a/code/modules/clothing/under/trek.dm b/code/modules/clothing/under/trek.dm index e4069a7fad..9564d03909 100644 --- a/code/modules/clothing/under/trek.dm +++ b/code/modules/clothing/under/trek.dm @@ -19,7 +19,7 @@ icon_state = "trek_engsec" item_color = "trek_engsec" item_state = "r_suit" - armor = list(melee = 10, bullet = 0, laser = 0,energy = 0, bomb = 0, bio = 0, rad = 0, fire = 0, acid = 0) //more sec than eng, but w/e. + armor = list("melee" = 10, "bullet" = 0, "laser" = 0,"energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 0, "acid" = 0) //more sec than eng, but w/e. strip_delay = 50 /obj/item/clothing/under/trek/medsci diff --git a/code/modules/events/holiday/xmas.dm b/code/modules/events/holiday/xmas.dm index 8986c6a44b..ce6c167dde 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/integrated_electronics/core/assemblies.dm b/code/modules/integrated_electronics/core/assemblies.dm index 362342942b..510d7da94e 100644 --- a/code/modules/integrated_electronics/core/assemblies.dm +++ b/code/modules/integrated_electronics/core/assemblies.dm @@ -21,7 +21,7 @@ var/charge_delay = 4 var/use_cyborg_cell = TRUE max_integrity = 50 - 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) /obj/item/device/electronic_assembly/proc/check_interactivity(mob/user) return user.canUseTopic(src, BE_CLOSE) diff --git a/code/modules/library/lib_items.dm b/code/modules/library/lib_items.dm index 7ecb0529ba..92122411e4 100644 --- a/code/modules/library/lib_items.dm +++ b/code/modules/library/lib_items.dm @@ -20,7 +20,7 @@ opacity = 0 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 = 0 var/list/allowed_books = list(/obj/item/book, /obj/item/spellbook, /obj/item/storage/book) //Things allowed in the bookcase diff --git a/code/modules/mining/equipment/explorer_gear.dm b/code/modules/mining/equipment/explorer_gear.dm index 57754cfb45..fc26fac0bc 100644 --- a/code/modules/mining/equipment/explorer_gear.dm +++ b/code/modules/mining/equipment/explorer_gear.dm @@ -10,7 +10,7 @@ max_heat_protection_temperature = FIRE_SUIT_MAX_TEMP_PROTECT heat_protection = CHEST|GROIN|LEGS|ARMS hoodtype = /obj/item/clothing/head/hooded/explorer - armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50) + armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50) allowed = list(/obj/item/device/flashlight, /obj/item/tank/internals, /obj/item/resonator, /obj/item/device/mining_scanner, /obj/item/device/t_scanner/adv_mining_scanner, /obj/item/gun/energy/kinetic_accelerator, /obj/item/pickaxe) resistance_flags = FIRE_PROOF @@ -22,7 +22,7 @@ flags_inv = HIDEHAIR|HIDEFACE|HIDEEARS min_cold_protection_temperature = FIRE_HELM_MIN_TEMP_PROTECT max_heat_protection_temperature = FIRE_HELM_MAX_TEMP_PROTECT - armor = list(melee = 30, bullet = 20, laser = 20, energy = 20, bomb = 50, bio = 100, rad = 50, fire = 50, acid = 50) + armor = list("melee" = 30, "bullet" = 20, "laser" = 20, "energy" = 20, "bomb" = 50, "bio" = 100, "rad" = 50, "fire" = 50, "acid" = 50) resistance_flags = FIRE_PROOF /obj/item/clothing/mask/gas/explorer @@ -33,7 +33,7 @@ visor_flags_inv = HIDEFACIALHAIR visor_flags_cover = MASKCOVERSMOUTH actions_types = list(/datum/action/item_action/adjust) - armor = list(melee = 10, bullet = 5, laser = 5, energy = 5, bomb = 0, bio = 50, rad = 0, fire = 20, acid = 40) + armor = list("melee" = 10, "bullet" = 5, "laser" = 5, "energy" = 5, "bomb" = 0, "bio" = 50, "rad" = 0, "fire" = 20, "acid" = 40) resistance_flags = FIRE_PROOF /obj/item/clothing/mask/gas/explorer/attack_self(mob/user) diff --git a/code/modules/mining/equipment/marker_beacons.dm b/code/modules/mining/equipment/marker_beacons.dm index e93e3713c3..b1a4d522de 100644 --- a/code/modules/mining/equipment/marker_beacons.dm +++ b/code/modules/mining/equipment/marker_beacons.dm @@ -72,7 +72,7 @@ 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/human/species_types/golems.dm b/code/modules/mob/living/carbon/human/species_types/golems.dm index 2fd9812340..621eeb609a 100644 --- a/code/modules/mob/living/carbon/human/species_types/golems.dm +++ b/code/modules/mob/living/carbon/human/species_types/golems.dm @@ -696,7 +696,7 @@ 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 diff --git a/code/modules/modular_computers/computers/item/computer.dm b/code/modules/modular_computers/computers/item/computer.dm index e1cc2f3cb6..2d50d4a186 100644 --- a/code/modules/modular_computers/computers/item/computer.dm +++ b/code/modules/modular_computers/computers/item/computer.dm @@ -31,7 +31,7 @@ integrity_failure = 50 max_integrity = 100 - 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) // Important hardware (must be installed for computer to work) diff --git a/code/modules/ninja/suit/head.dm b/code/modules/ninja/suit/head.dm index 7ada5de3ea..a62f871f56 100644 --- a/code/modules/ninja/suit/head.dm +++ b/code/modules/ninja/suit/head.dm @@ -5,7 +5,7 @@ name = "ninja hood" icon_state = "s-ninja" item_state = "s-ninja_mask" - armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 25, fire = 100, acid = 100) + armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 25, "fire" = 100, "acid" = 100) strip_delay = 12 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF blockTracking = 1//Roughly the only unique thing about this helmet. diff --git a/code/modules/ninja/suit/shoes.dm b/code/modules/ninja/suit/shoes.dm index 4cc0bc86c9..df8caf0291 100644 --- a/code/modules/ninja/suit/shoes.dm +++ b/code/modules/ninja/suit/shoes.dm @@ -7,7 +7,7 @@ permeability_coefficient = 0.01 flags_1 = NOSLIP_1 resistance_flags = LAVA_PROOF | FIRE_PROOF | ACID_PROOF - armor = list(melee = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 100, acid = 100) + armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 100, "acid" = 100) strip_delay = 120 cold_protection = FEET min_cold_protection_temperature = SHOES_MIN_TEMP_PROTECT diff --git a/code/modules/ninja/suit/suit.dm b/code/modules/ninja/suit/suit.dm index 4e7ad477e2..ff539b8c29 100644 --- a/code/modules/ninja/suit/suit.dm +++ b/code/modules/ninja/suit/suit.dm @@ -19,7 +19,7 @@ Contents: 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 = 60, bullet = 50, laser = 30,energy = 15, bomb = 30, bio = 30, rad = 30, fire = 100, acid = 100) + armor = list("melee" = 60, "bullet" = 50, "laser" = 30,"energy" = 15, "bomb" = 30, "bio" = 30, "rad" = 30, "fire" = 100, "acid" = 100) strip_delay = 12 actions_types = list(/datum/action/item_action/initialize_ninja_suit, /datum/action/item_action/ninjasmoke, /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, /datum/action/item_action/toggle_glove) diff --git a/code/modules/power/apc.dm b/code/modules/power/apc.dm index c68b2bedb0..fcc0d3a7b3 100644 --- a/code/modules/power/apc.dm +++ b/code/modules/power/apc.dm @@ -116,7 +116,7 @@ if (!req_access) req_access = list(ACCESS_ENGINE_EQUIP) if (!armor) - armor = list(melee = 20, bullet = 20, laser = 10, energy = 100, bomb = 30, bio = 100, rad = 100, fire = 90, acid = 50) + armor = list("melee" = 20, "bullet" = 20, "laser" = 10, "energy" = 100, "bomb" = 30, "bio" = 100, "rad" = 100, "fire" = 90, "acid" = 50) ..() GLOB.apcs_list += src diff --git a/code/modules/power/lighting.dm b/code/modules/power/lighting.dm index 022b1f7d5b..719aa082ca 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 4f39d34954..4315cf70b5 100644 --- a/code/modules/power/singularity/field_generator.dm +++ b/code/modules/power/singularity/field_generator.dm @@ -28,7 +28,7 @@ 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 diff --git a/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm b/code/modules/power/singularity/particle_accelerator/particle_accelerator.dm index b7808abc1f..9f7c3ba05a 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/reagents/reagent_containers/glass.dm b/code/modules/reagents/reagent_containers/glass.dm index 9d26b65151..f8a01b16f0 100644 --- a/code/modules/reagents/reagent_containers/glass.dm +++ b/code/modules/reagents/reagent_containers/glass.dm @@ -230,7 +230,7 @@ flags_inv = HIDEHAIR slot_flags = 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( \ slot_back, slot_wear_id,\ slot_w_uniform, slot_wear_suit,\ diff --git a/code/modules/recycling/disposal/bin.dm b/code/modules/recycling/disposal/bin.dm index 71235045f3..5b9212339a 100644 --- a/code/modules/recycling/disposal/bin.dm +++ b/code/modules/recycling/disposal/bin.dm @@ -6,7 +6,7 @@ icon = 'icons/obj/atmospherics/pipes/disposal.dmi' anchored = TRUE 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 interact_open = TRUE