Shiptest 13 - Modules - TypesVar Details - Proc Details

carbon

Vars

can_be_shoved_intoCan other carbons be shoved into this one to make it fall?
co2overloadtimeThis 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_protectionProtection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection
damageoverlaytempCPR cooldown.
disgustSame as handcuffs but for legs. Bear traps use this.
dnaonly used by humans.
dream_timerTimer to remove the dream_sequence timer when the mob is deleted
dreamingCan't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.
earsonly used by humans.
failed_last_breathlast mind to control this mob, for blood-based cloning
glassesonly used by humans.
handcuffedHow many dream images we have left to send
heat_protectionused to halt stamina regen temporarily Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection
icon_render_keysTotal level of visualy impairing items
internal_organs_slotList of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know.
last_mindCarbon
legcuffedWhether or not the mob is handcuffed
limb_icon_cachea collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
mothdustWS edit - moth dust when hugging
quirk_cooldownList of quirk cooldowns to track
shoesonly used by humans
silentSame as [above][/mob/living/carbon/var/internal_organs], but stores "slot ID" - "organ" pairs for easy access.
stam_regen_start_timeOverall drunkenness
transformation_timerTimer id of any transformation

Procs

add_bodypartProc to hook behavior on bodypart additions.
adjustOrganLossIf 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_bodytemperatureAdjust the body temperature of a mob expanded for carbon mobs allowing the use of insulation and change steps
cause_bleedingApply bleeding to one random bodypart.
cause_overall_bleedingApply bleeding to all bodyparts
check_self_for_injuriesCheck 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_virusMedical HUD! Basic mode needs suit sensors on.
disarmAttempt 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_actAdds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.
getOrganLossIf an organ exists in the slot requested, return the amount of damage that organ has
get_bandaged_partsGets a list of bandaged parts
get_bleeding_partsGets a list of bleeding bodyparts, argument ignore_staunched = are we actively bleeding (no treatment)
get_blood_dna_listGet the mobs dna list
get_broken_limbsGets a list of broken bodyparts
get_cold_protectionThis returns the percentage of protection from cold as a value from 0 - 1 temperature is the temperature you're being exposed to
get_heat_protectionThis returns the percentage of protection from heat as a value from 0 - 1 temperature is the temperature you're being exposed to
get_insulation_protectionGet 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_traumasTRAUMAS
giveProc called when offering an item to another player
handle_environmentBase carbon environment handler, adds natural stabilization
handle_liverDecides if the liver is failing or not.
has_equippedThis proc is called after an item has been successfully handled and equipped to a slot.
heal_bleedingHeal bleeding from one random bodypart
heal_bodypart_damageHeals ONE bodypart randomly selected from damaged ones.
heal_overall_bleedingHeal bleeding from all bodyparts
heal_overall_damageHeal MANY bodyparts, in random order
humanizeHumanize
lying_angle_on_lying_downSpecial carbon interaction on lying down, to transform its sprite by a rotation.
mend_fracturesBROKEN BONES
natural_bodytemperature_stabilizationUsed to stabilize the body temperature back to normal on living mobs
open_close_eyesApplies the mob's speed variable to a movespeed modifier.
remove_all_embedded_objectsRemove all embedded objects from all limbs on the carbon mob
remove_bodypartProc to hook behavior on bodypart removals.
remove_embedded_objectRemove a specific embedded item from the carbon mob
secondary_shockCalled slightly after electrocute act to reduce jittering and apply a secondary stun.
setOrganLossIf 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_handcuffedModifies the handcuffed value if a different value is passed, returning FALSE otherwise. The variable should only be changed through this proc.
share_bodytemperatureHave two mobs share body heat between each other. Account for the insulation and max temperature change range for the mob
should_electrocuteReturns whether or not the carbon should be able to be shocked
spray_bloodThis proc is a helper for spraying blood for things like slashing/piercing wounds and dismemberment.
takeProc called when the player clicks the give alert
take_bodypart_damageDamages ONE bodypart randomly selected from damagable ones.
take_overall_damagedamage MANY bodyparts, in random order
update_hands_on_rotateExtremely 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_glovesReturns 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:

adjust_bodytemperature

Adjust the body temperature of a mob expanded for carbon mobs allowing the use of insulation and change steps

vars:

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:

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:

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:

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:

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:

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:

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