diff --git a/code/game/machinery/_machinery.dm b/code/game/machinery/_machinery.dm index d901fa007b..871ad7e4d9 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..239bbd5c60 100644 --- a/code/game/machinery/telecomms/machines/message_server.dm +++ b/code/game/machinery/telecomms/machines/message_server.dm @@ -1,181 +1,180 @@ -/* - 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("
" \
- + "", "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"
-
+/*
+ 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("
" \
+ + "", "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"
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..caaa3e3a00 100644
--- a/code/game/mecha/combat/durand.dm
+++ b/code/game/mecha/combat/durand.dm
@@ -1,22 +1,21 @@
-/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)
-
+/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)
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..15b865c1e9 100644
--- a/code/game/mecha/combat/phazon.dm
+++ b/code/game/mecha/combat/phazon.dm
@@ -1,30 +1,29 @@
-/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)
-
+/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)
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 b1d4e065c4..8bda5d5e78 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..365395f1ee 100644
--- a/code/game/objects/items/singularityhammer.dm
+++ b/code/game/objects/items/singularityhammer.dm
@@ -1,112 +1,112 @@
-/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
+/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
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..61b44d658e 100644
--- a/code/game/objects/items/tools/weldingtool.dm
+++ b/code/game/objects/items/tools/weldingtool.dm
@@ -18,7 +18,7 @@
throw_speed = 3
throw_range = 5
w_class = WEIGHT_CLASS_SMALL
- armor = list(melee = 0, bullet = 0, laser = 0, energy = 0, bomb = 0, bio = 0, rad = 0, fire = 100, acid = 30)
+ armor = list("melee" = 0, "bullet" = 0, "laser" = 0, "energy" = 0, "bomb" = 0, "bio" = 0, "rad" = 0, "fire" = 100, "acid" = 30)
resistance_flags = FIRE_PROOF
materials = list(MAT_METAL=70, MAT_GLASS=30)
@@ -357,5 +357,5 @@
if(get_fuel() < max_fuel && nextrefueltick < world.time)
nextrefueltick = world.time + 10
reagents.add_reagent("welding_fuel", 1)
-
-#undef WELDER_FUEL_BURN_INTERVAL
\ No newline at end of file
+
+#undef WELDER_FUEL_BURN_INTERVAL
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..a83f4294b2 100644
--- a/code/modules/antagonists/blob/blob/blobs/shield.dm
+++ b/code/modules/antagonists/blob/blob/blobs/shield.dm
@@ -1,33 +1,33 @@
-/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)
+/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)
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 06772fc314..a393ab71e0 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
@@ -756,7 +756,7 @@
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
@@ -1076,7 +1076,7 @@
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 98eed7649b..828fe940b7 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)
@@ -635,7 +635,7 @@
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
@@ -702,7 +702,7 @@
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
@@ -730,7 +730,7 @@
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
@@ -757,7 +757,7 @@
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
@@ -773,7 +773,7 @@
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
@@ -785,7 +785,7 @@
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
@@ -797,7 +797,7 @@
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 7a68181f0c..fdc1aeffe7 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 377020e33a..8b0b4cd256 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