Shiptest 13 - Modules - TypesVar Details - Proc Details

human

Vars

blood_in_handsHow many "units of blood" we have on our hands
blood_particleblood particle effect
fbpWhether this human started with a full-body prosthesis
generic_adjectiveAdjective used in get_generic_name(), if any
grad_colorColour used for the hair gradient.
grad_styleStyle used for the hair gradient.

Procs

apply_damagedepending on the species, it will run the corresponding apply_damage code there
canUseHUDHUDs
check_reflectReflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object
check_shieldsGranted by prismwine
clean_faceCalled on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal
clean_lipsA wrapper for mob/living/carbon/human/proc/update_lips that tells us if there were lip styles to change
copy_clothing_prefscopies over clothing preferences like underwear to another human
do_cprPerforms CPR on the target after a delay.
electrocute_actCalculates the siemens coeff based on clothing and species, can also restart hearts.
get_body_temp_normalget_body_temperature Returns the body temperature with any modifications applied
handle_environmentEnvironment handlers for species
handle_fireFIRE CODE
sec_hud_set_IDSecurity HUDs! Basic mode shows only the job.
singularity_actOverrides the point value that the mob is worth
smart_equip_targetedtake the most recent item out of a slot or place held item in a slot
something_horribleDNA HELPER-PROCS
update_inv_backThe 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_beltThe 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_earsThe 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_glassesThe 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_headThe 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_legcuffedThe 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_neckThe 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_pocketsThe 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_storeThe 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_shoesThe 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_idThe 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_suitThe final thing we overlay. Set on build_worn_icon. icon file of the clothing Does this clothing need to be generated via greyscale?
update_lipsCleans the lips of any lipstick. Returns TRUE if the lips had any lipstick and was thus cleaned
washCalled when this human should be washed
wash_handsWash 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:

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