carbon
Vars | |
can_be_shoved_into | Can other carbons be shoved into this one to make it fall? |
---|---|
co2overloadtime | This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks. |
cold_protection | Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection |
damageoverlaytemp | CPR cooldown. |
disgust | Same as handcuffs but for legs. Bear traps use this. |
dna | only used by humans. |
dream_timer | Timer to remove the dream_sequence timer when the mob is deleted |
dreaming | Can't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU. |
ears | only used by humans. |
failed_last_breath | last mind to control this mob, for blood-based cloning |
glasses | only used by humans. |
handcuffed | How many dream images we have left to send |
heat_protection | used to halt stamina regen temporarily Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection |
icon_render_keys | Total level of visualy impairing items |
internal_organs_slot | List of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know. |
last_mind | Carbon |
legcuffed | Whether or not the mob is handcuffed |
limb_icon_cache | a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems) |
mothdust | WS edit - moth dust when hugging |
quirk_cooldown | List of quirk cooldowns to track |
shoes | only used by humans |
silent | Same as [above][/mob/living/carbon/var/internal_organs], but stores "slot ID" - "organ" pairs for easy access. |
stam_regen_start_time | Overall drunkenness |
transformation_timer | Timer id of any transformation |
Procs | |
add_bodypart | Proc to hook behavior on bodypart additions. |
adjustOrganLoss | If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the damage proc on that organ. |
adjust_bodytemperature | Adjust the body temperature of a mob expanded for carbon mobs allowing the use of insulation and change steps |
cause_bleeding | Apply bleeding to one random bodypart. |
cause_overall_bleeding | Apply bleeding to all bodyparts |
check_self_for_injuries | Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel |
check_virus | Medical HUD! Basic mode needs suit sensors on. |
disarm | Attempt to disarm the target mob. Will shove the target mob back, and drop them if they're in front of something dense or another carbon. |
electrocute_act | Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects. |
getOrganLoss | If an organ exists in the slot requested, return the amount of damage that organ has |
get_bandaged_parts | Gets a list of bandaged parts |
get_bleeding_parts | Gets a list of bleeding bodyparts, argument ignore_staunched = are we actively bleeding (no treatment) |
get_blood_dna_list | Get the mobs dna list |
get_broken_limbs | Gets a list of broken bodyparts |
get_cold_protection | This returns the percentage of protection from cold as a value from 0 - 1 temperature is the temperature you're being exposed to |
get_heat_protection | This returns the percentage of protection from heat as a value from 0 - 1 temperature is the temperature you're being exposed to |
get_insulation_protection | Get the insulation that is appropriate to the temperature you're being exposed to. All clothing, natural insulation, and traits are combined returning a single value. |
get_traumas | TRAUMAS |
give | Proc called when offering an item to another player |
handle_environment | Base carbon environment handler, adds natural stabilization |
handle_liver | Decides if the liver is failing or not. |
has_equipped | This proc is called after an item has been successfully handled and equipped to a slot. |
heal_bleeding | Heal bleeding from one random bodypart |
heal_bodypart_damage | Heals ONE bodypart randomly selected from damaged ones. |
heal_overall_bleeding | Heal bleeding from all bodyparts |
heal_overall_damage | Heal MANY bodyparts, in random order |
humanize | Humanize |
lying_angle_on_lying_down | Special carbon interaction on lying down, to transform its sprite by a rotation. |
mend_fractures | BROKEN BONES |
natural_bodytemperature_stabilization | Used to stabilize the body temperature back to normal on living mobs |
open_close_eyes | Applies the mob's speed variable to a movespeed modifier. |
remove_all_embedded_objects | Remove all embedded objects from all limbs on the carbon mob |
remove_bodypart | Proc to hook behavior on bodypart removals. |
remove_embedded_object | Remove a specific embedded item from the carbon mob |
secondary_shock | Called slightly after electrocute act to reduce jittering and apply a secondary stun. |
setOrganLoss | If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the set damage proc on that organ, which can set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss. |
set_handcuffed | Modifies the handcuffed value if a different value is passed, returning FALSE otherwise. The variable should only be changed through this proc. |
share_bodytemperature | Have two mobs share body heat between each other. Account for the insulation and max temperature change range for the mob |
should_electrocute | Returns whether or not the carbon should be able to be shocked |
spray_blood | This proc is a helper for spraying blood for things like slashing/piercing wounds and dismemberment. |
take | Proc called when the player clicks the give alert |
take_bodypart_damage | Damages ONE bodypart randomly selected from damagable ones. |
take_overall_damage | damage MANY bodyparts, in random order |
update_hands_on_rotate | Extremely special handling for species with abnormal hand placement. This essentially rebuilds the hand overlay every rotation, with every direction having a unique pixel offset for in-hands. On species gain, a signal is registered to track direction changes. SPECIAL_HAND_OVERLAY is for rendering items under the body. |
wearing_shock_proof_gloves | Returns if the carbon is wearing shock proof gloves |
Var Details
can_be_shoved_into
Can other carbons be shoved into this one to make it fall?
co2overloadtime
This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
cold_protection
Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection
damageoverlaytemp
CPR cooldown.
disgust
Same as handcuffs but for legs. Bear traps use this.
dna
only used by humans.
dream_timer
Timer to remove the dream_sequence timer when the mob is deleted
dreaming
Can't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.
ears
only used by humans.
failed_last_breath
last mind to control this mob, for blood-based cloning
glasses
only used by humans.
handcuffed
How many dream images we have left to send
heat_protection
used to halt stamina regen temporarily Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection
icon_render_keys
Total level of visualy impairing items
internal_organs_slot
List of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know.
last_mind
Carbon
legcuffed
Whether or not the mob is handcuffed
limb_icon_cache
a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
mothdust
WS edit - moth dust when hugging
quirk_cooldown
List of quirk cooldowns to track
shoes
only used by humans
silent
Same as [above][/mob/living/carbon/var/internal_organs], but stores "slot ID" - "organ" pairs for easy access.
stam_regen_start_time
Overall drunkenness
transformation_timer
Timer id of any transformation
Proc Details
add_bodypart
Proc to hook behavior on bodypart additions.
adjustOrganLoss
If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the damage proc on that organ.
Arguments:
- slot - organ slot, like [ORGAN_SLOT_HEART]
- amount - damage to be done
- maximum - currently an arbitrarily large number, can be set so as to limit damage
adjust_bodytemperature
Adjust the body temperature of a mob expanded for carbon mobs allowing the use of insulation and change steps
vars:
- amount The amount of degrees to change body temperature by
- min_temp (optional) The minimum body temperature after adjustment
- max_temp (optional) The maximum body temperature after adjustment
- use_insulation (optional) modifies the amount based on the amount of insulation the mob has
- use_steps (optional) Use the body temp divisors and max change rates
- hardsuit_fix (optional) num HUMAN_BODYTEMP_NORMAL - H.bodytemperature Use hardsuit override until hardsuits fix is done...
cause_bleeding
Apply bleeding to one random bodypart.
cause_overall_bleeding
Apply bleeding to all bodyparts
check_self_for_injuries
Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel
check_virus
Medical HUD! Basic mode needs suit sensors on.
disarm
Attempt to disarm the target mob. Will shove the target mob back, and drop them if they're in front of something dense or another carbon.
electrocute_act
Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.
getOrganLoss
If an organ exists in the slot requested, return the amount of damage that organ has
Arguments:
- slot - organ slot, like [ORGAN_SLOT_HEART]
get_bandaged_parts
Gets a list of bandaged parts
get_bleeding_parts
Gets a list of bleeding bodyparts, argument ignore_staunched = are we actively bleeding (no treatment)
get_blood_dna_list
Get the mobs dna list
get_broken_limbs
Gets a list of broken bodyparts
get_cold_protection
This returns the percentage of protection from cold as a value from 0 - 1 temperature is the temperature you're being exposed to
get_heat_protection
This returns the percentage of protection from heat as a value from 0 - 1 temperature is the temperature you're being exposed to
get_insulation_protection
Get the insulation that is appropriate to the temperature you're being exposed to. All clothing, natural insulation, and traits are combined returning a single value.
required temperature The Temperature that you're being exposed to
return the percentage of protection as a value from 0 - 1
get_traumas
TRAUMAS
give
Proc called when offering an item to another player
This handles creating an alert and adding an overlay to it
handle_environment
Base carbon environment handler, adds natural stabilization
handle_liver
Decides if the liver is failing or not.
has_equipped
This proc is called after an item has been successfully handled and equipped to a slot.
heal_bleeding
Heal bleeding from one random bodypart
heal_bodypart_damage
Heals ONE bodypart randomly selected from damaged ones.
It automatically updates damage overlays if necessary
It automatically updates health status
heal_overall_bleeding
Heal bleeding from all bodyparts
heal_overall_damage
Heal MANY bodyparts, in random order
humanize
Humanize
lying_angle_on_lying_down
Special carbon interaction on lying down, to transform its sprite by a rotation.
mend_fractures
BROKEN BONES
natural_bodytemperature_stabilization
Used to stabilize the body temperature back to normal on living mobs
vars:
- environment The environment gas mix
open_close_eyes
Applies the mob's speed variable to a movespeed modifier.
Applies the speed variable to a movespeed variable. If the speed is 0, removes the movespeed modifier.
remove_all_embedded_objects
Remove all embedded objects from all limbs on the carbon mob
remove_bodypart
Proc to hook behavior on bodypart removals.
remove_embedded_object
Remove a specific embedded item from the carbon mob
secondary_shock
Called slightly after electrocute act to reduce jittering and apply a secondary stun.
setOrganLoss
If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the set damage proc on that organ, which can set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.
Arguments:
- slot - organ slot, like [ORGAN_SLOT_HEART]
- amount - damage to be set to
set_handcuffed
Modifies the handcuffed value if a different value is passed, returning FALSE otherwise. The variable should only be changed through this proc.
share_bodytemperature
Have two mobs share body heat between each other. Account for the insulation and max temperature change range for the mob
vars:
- M The mob/living/carbon that is sharing body heat
should_electrocute
Returns whether or not the carbon should be able to be shocked
spray_blood
This proc is a helper for spraying blood for things like slashing/piercing wounds and dismemberment.
The strength of the splatter in the second argument determines how much it can dirty and how far it can go
Arguments:
- splatter_direction: Which direction the blood is flying
- splatter_strength: How many tiles it can go, and how many items it can pass over and dirty
take
Proc called when the player clicks the give alert
Handles checking if the player taking the item has open slots and is in range of the offerer Also deals with the actual transferring of the item to the players hands Arguments:
- offerer - The person giving the original item
- I - The item being given by the offerer
take_bodypart_damage
Damages ONE bodypart randomly selected from damagable ones.
It automatically updates damage overlays if necessary
It automatically updates health status
take_overall_damage
damage MANY bodyparts, in random order
update_hands_on_rotate
Extremely special handling for species with abnormal hand placement. This essentially rebuilds the hand overlay every rotation, with every direction having a unique pixel offset for in-hands. On species gain, a signal is registered to track direction changes. SPECIAL_HAND_OVERLAY is for rendering items under the body.
wearing_shock_proof_gloves
Returns if the carbon is wearing shock proof gloves