human
Vars | |
blood_in_hands | How many "units of blood" we have on our hands |
---|---|
blood_particle | blood particle effect |
fbp | Whether this human started with a full-body prosthesis |
generic_adjective | Adjective used in get_generic_name(), if any |
grad_color | Colour used for the hair gradient. |
grad_style | Style used for the hair gradient. |
Procs | |
apply_damage | depending on the species, it will run the corresponding apply_damage code there |
canUseHUD | HUDs |
check_reflect | Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object |
check_shields | Granted by prismwine |
clean_face | Called on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal |
clean_lips | A wrapper for mob/living/carbon/human/proc/update_lips that tells us if there were lip styles to change |
copy_clothing_prefs | copies over clothing preferences like underwear to another human |
do_cpr | Performs CPR on the target after a delay. |
electrocute_act | Calculates the siemens coeff based on clothing and species, can also restart hearts. |
get_body_temp_normal | get_body_temperature Returns the body temperature with any modifications applied |
handle_environment | Environment handlers for species |
handle_fire | FIRE CODE |
sec_hud_set_ID | Security HUDs! Basic mode shows only the job. |
singularity_act | Overrides the point value that the mob is worth |
smart_equip_targeted | take the most recent item out of a slot or place held item in a slot |
something_horrible | DNA HELPER-PROCS |
update_inv_back | The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale? |
update_inv_belt | The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale? |
update_inv_ears | The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale? |
update_inv_glasses | The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale? |
update_inv_head | The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale |
update_inv_legcuffed | The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale |
update_inv_neck | The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale? |
update_inv_pockets | The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale? |
update_inv_s_store | The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale? |
update_inv_shoes | The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale? |
update_inv_wear_id | The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale? |
update_inv_wear_suit | The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale? |
update_lips | Cleans the lips of any lipstick. Returns TRUE if the lips had any lipstick and was thus cleaned |
wash | Called when this human should be washed |
wash_hands | Wash the hands, cleaning either the gloves if equipped and not obscured, otherwise the hands themselves if they're not obscured. |
Var Details
blood_in_hands
How many "units of blood" we have on our hands
blood_particle
blood particle effect
fbp
Whether this human started with a full-body prosthesis
generic_adjective
Adjective used in get_generic_name(), if any
grad_color
Colour used for the hair gradient.
grad_style
Style used for the hair gradient.
Proc Details
apply_damage
depending on the species, it will run the corresponding apply_damage code there
canUseHUD
HUDs
check_reflect
Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object
check_shields
Granted by prismwine
clean_face
Called on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal
clean_lips
A wrapper for mob/living/carbon/human/proc/update_lips that tells us if there were lip styles to change
copy_clothing_prefs
copies over clothing preferences like underwear to another human
do_cpr
Performs CPR on the target after a delay.
electrocute_act
Calculates the siemens coeff based on clothing and species, can also restart hearts.
get_body_temp_normal
get_body_temperature Returns the body temperature with any modifications applied
This applies the result from proc/get_body_temp_normal_change() against the HUMAN_BODYTEMP_NORMAL for the species and returns the result
arguments:
- apply_change (optional) Default True This applies the changes to body temperature normal
handle_environment
Environment handlers for species
handle_fire
FIRE CODE
sec_hud_set_ID
Security HUDs! Basic mode shows only the job.
singularity_act
Overrides the point value that the mob is worth
smart_equip_targeted
take the most recent item out of a slot or place held item in a slot
something_horrible
DNA HELPER-PROCS
update_inv_back
The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale?
update_inv_belt
The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale?
update_inv_ears
The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale?
update_inv_glasses
The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale?
update_inv_head
The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale
update_inv_legcuffed
The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale
update_inv_neck
The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale?
update_inv_pockets
The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale?
update_inv_s_store
The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale?
update_inv_shoes
The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale?
update_inv_wear_id
The final thing we overlay. Set on build_worn_icon. icon file of the clothing The icon state to overlay Does this clothing need to be generated via greyscale?
update_inv_wear_suit
The final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale?
update_lips
Cleans the lips of any lipstick. Returns TRUE if the lips had any lipstick and was thus cleaned
wash
Called when this human should be washed
wash_hands
Wash the hands, cleaning either the gloves if equipped and not obscured, otherwise the hands themselves if they're not obscured.
Returns false if we couldn't wash our hands due to them being obscured, otherwise true