Space Station 13 - Modules - TypesVar Details - Proc Details

living

Vars

admin_prev_sleepingUsed for keeping track of previous sleeping value with admin freeze.
alphasList of alpha changelog from various sources
blood_volumeHow much blood the mob has
body_maptext_height_offsetThe height offset of a mob's maptext due to their current size.
body_positionVariable to track the body position of a mob, regardgless of the actual angle of rotation (usually matching it, but not necessarily).
body_position_pixel_x_offsetThe x amount a mob's sprite should be offset due to the current position they're in
body_position_pixel_y_offsetThe y amount a mob's sprite should be offset due to the current position they're in or size (e.g. lying down moves your sprite down)
can_buckle_toIs this mob allowed to be buckled/unbuckled to/from things?
current_sizeTracks the current size of the mob in relation to its original size. Use update_transform(resize) to change it.
current_turf_slowdownwhat multiplicative slowdown we get from turfs currently.
digestion_ratioControls how quickly reagents metabolize; largely governered by species attributes.
dirslash_enabledIf mob can attack by choosing direction
fire_stacksTracks how many stacks of fire we have on, max is usually 20
forced_lookThis can either be a numerical direction or a soft object reference (UID). It makes the mob always face towards the selected thing.
frozenUsed for preventing attacks on admin-frozen mobs.
gravity_stateWhat our current gravity state is. Used to avoid duplicate animates and such
health_doll_iconif this exists AND the normal sprite is bigger than 32x32, this is the replacement icon state (because health doll size limitations). the icon will always be screen_gen.dmi
holderThe holder for blood crawling
last_hallucinator_logUsed to log, what was last infliction to hallucination.
last_vent_dirThe last direction we moved in a vent. Used to make holding two directions feel nice
last_wordsFamous last words -- if succumbing, what the user's last words were
leaned_objectIf we are currently leaning on something, and what that object is
lying_angleNumber of degrees of rotation of a mob. 0 means no rotation, up-side facing NORTH. 90 means up-side rotated to face EAST, and so on.
lying_prevValue of lying lying_angle before last change. TODO: Remove the need for this.
max_staminaMaximum stamina, currently could be changed only with nutrition bonuses, MUST be lower than MAX_STAMINA_LOSS
metabolism_efficiencyMore or less efficiency to metabolize helpful/harmful reagents and regulate body temperature.
mobility_flagsFlags that determine the potential of a mob to perform certain actions. Do not change this directly.
now_pushingCurrently pushed movable
numbathe id a mob gets when it's created
on_fireThe "Are we on fire?" var
ownedSoullinksSoullinks we are the owner of
pipetrackerShould only exist if you're in a pipe
pull_handHand currently used for pulling/grabing
restingWhether living is resting currently.
rotate_on_lyingDoes the mob rotate when lying
say_logA log of what we've said, plain text, no spans or junk, essentially just each individual "message"
sharedSoullinksSoullinks we are a/the sharer of
slowed_by_pull_and_pushWhether the mob is slowed down when pulling/pushing other mobs and objects
smoke_delayUsed to prevent spam with smoke reagent reaction on mob.
stam_regen_start_modifierModifier of time until regeneration starts
stam_regen_start_timeUsed to halt stamina regen temporarily
status_effectsA list of all status effects the mob has
surgeriesA list of surgery datums. Generally empty, they're added when the player wants them.
ventcrawler_traitAllows living mobs to have innate ventcrawl trait defined here. Values are: TRAIT_VENTCRAWLER_ALWAYS / TRAIT_VENTCRAWLER_NUDE / TRAIT_VENTCRAWLER_ALIEN
weather_immunitiesList of weather immunity traits that are then added on Initialize(), see traits.dm.
xenobiology_spawnedWas this mob spawned by xenobiology magic? Used for mobcapping.

Procs

AdjustConfusedSets confusion to current amount + given, clamped between lower and higher bounds.
AdjustDizzySets dizziness to current amount + given, clamped between lower and higher bounds.
AdjustDrowsySets drowsiness to current amount + given, clamped between lower and higher bounds.
AdjustDrunkSets drunkenness to current amount + given, clamped between lower and higher bounds.
AmountBlindedEYE_BLIND
AmountClockSlurringCLOCKSLURRING
AmountCultSlurringCULTSLURRING
AmountDruggyDRUGGY
AmountHallucinateHALLUCINATION
AmountJitterJITTER
AmountLoseBreathLOSE_BREATH
AmountSilencedSILENT
AmountSluringSLURRING
AmountStutteringSTUTTERING
ConfusedSets confusion if it's higher than current.
CureBlindBlind
CureCoughingCoughing
CureEpilepsyEpilepsy
CureMuteMute
CureNearsightedNearsighted
CureNervousNervous
CureTourettesTourettes
DisorientedSets disoriented if it's higher than current.
DizzySets dizziness if it's higher than current.
DrowsySets drowsiness if it's higher than current.
DrunkSets drunkenness if it's higher than current.
IsSleepingSLEEPING
IsSlowedSLOWED
PermaSleepingUsed for admin freezing.
PushAMCalled when we want to push an atom/movable
SetConfusedSets confusion if it's higher than zero.
SetDisorientedSets disoriented.
SetDizzySets dizziness if it's higher than zero.
SetDrowsySets drowsiness if it's higher than zero.
SetDrunkSets drunkenness if it's higher than zero.
add_movespeed_mod_immunitiesIgnores specific slowdowns. Accepts a list of slowdowns.
add_status_effect_absorption[proc/apply_status_effect] wrapper specifically for /datum/status_effect/effect_absorption, specifically so that it's easier to apply effects absorptions with named arguments.
adjustBrainLossApplies damage to internal organ brain (if found).
adjustBruteLossApplies brute damage to this mob.
adjustCloneLossApplies clone (genetic) damage to this mob.
adjustFireLossApplies burn damage to this mob.
adjustHeartLossApplies damage to internal organ heart (if found).
adjustOxyLossApplies oxy damage to this mob.
adjustStaminaLossApplies stamina damage to this mob.
adjustToxLossApplies toxic damage to this mob.
adjust_slot_machine_lose_effectEmagged slotmachine default lose effect, return TRUE to destroy slotmachine
admin_Freezemob freeze procs
apply_afterswing_slowdownApplies slowdown for a period of time after performing cleave attack, used for cleave component
apply_damageApplies damage to this mob.
apply_damagesApplies multiple damages at once via apply_damage
apply_effectApplies passed status effect
apply_effectsApplies multiple status effects at once via apply_effect
apply_status_effectApplies a given status effect to this mob.
can_look_upChecks if the user is incapacitated or on cooldown.
can_run_surgeryCheck to see if a surgical operation proposed on ourselves is valid or not. We are the target of the surgery
can_unarmed_attackChecks if this mob is in a valid state to punch someone.
can_ventcrawlChecks if the mob is able to enter the vent, and provides feedback if they are unable to.
check_incapacitating_immunityChecks if we have incapacitating immunity. Godmode always passes this check.
clear_forced_lookClears the mob's direction lock if enabled.
do_jitter_animationHelper proc that causes the mob to do a jittering animation by jitter_amount. jitteriness will only apply up to 300 (maximum jitter effect).
electrocute_actAs the name suggests, this should be called to apply electric shocks.
gather_belongingsReturns a list of things that the provided mob has, including any storage-capable implants.
getBrainLossBrainloss var getter
getBruteLossBruteloss var getter
getCloneLossCloneloss var getter
getFireLossFireloss var getter
getHeartLossHeartloss var getter
getMaxHealthMaxhealth var getter
getOxyLossOxyloss var getter
getStaminaLossStaminaloss var getter
getToxLossToxloss var getter
get_active_pull_handGets movable in currently active hand.
get_all_status_effect_of_idGets every status effect of an ID and returns all of them in a list, rather than the individual 'has_status_effect'
get_blocking_resistanceCollects all possible flat damage resistances
get_blood_colorReturns the color of the mob's blood.
get_confusionReturns current amount of confusion, 0 if none.
get_crutchesReturns a modifier of all items considered as crutches in hands.
get_damage_amountReturns current mob's damage for passed damage type
get_disorientedReturns current amount of disoriented, 0 if none.
get_dizzinessReturns current amount of dizziness, 0 if none.
get_drowsinessReturns current amount of drowsiness, 0 if none.
get_drunkennessReturns current amount of drunkenness, 0 if none.
get_grab_upgrade_timeUsed to override grab upgrade speed.
get_inactive_pull_handGets movable in currently inactive hand.
get_incoming_damage_modifierCollects all possible modifiers for damagetypes
get_max_staminaReturns the maximum stamina of the mob with bonuses affecting it
get_pixel_y_offset_standingReturns what the body_position_pixel_y_offset should be if the current size were value
get_resist_chanceUsed to override victim resist chances.
get_status_effect_examinationsShows any and all examine text related to any status effects the user has.
get_total_tintChecks eye covering items for visually impairing tinting, such as welding masks. 0 & 1 = no impairment, 2 = welding mask overlay, 3 = casual blindness.
get_upChange the [body_position] to STANDING_UP and update associated behavior.
grabCalled when a mob is grabbing another mob.
grab_checks_callbackAddtitional checks for do_after.
grabbedbyCalled when this mob is grabbed by another mob.
grant_guardian_actionsGrants all existing /datum/action/guardian type actions to the src mob.
gravity_setupLiving Mob use event based gravity We check here to ensure we haven't dropped any gravity changes
grippedbyProc to upgrade a simple pull into a more aggressive grab.
hallucinate_livingSpawns an hallucination for the mob.
handle_SSDHandles mob SSD status.
handle_fireBurns a mob and slowly puts the fires out. Returns TRUE if the mob is on fire
handle_ventcrawlHandles the entrance and exit on ventcrawling
has_organic_damageTRUE if human has damage on organic bodyparts, FALSE otherwise
has_virusWhether a virus worthy displaying on the HUD is present.
heal_damage_typeSimply a wrapper for calling mob adjustXLoss() procs to heal a certain damage type, when you don't know what damage type you're healing exactly.
heal_damagesHeal multiple damages at once via heal_damage_type
heal_ordered_damageHeal up to amount damage, in a given order
heal_organ_damageHeals ONE external organ, organ gets randomly selected from damagable ones.
heal_overall_damageHeals ALL external organs, in random order.
hitbyThis proc handles being hit by a thrown atom.
ignore_slowdownIgnores all slowdowns that lack the IGNORE_NOSLOW flag.
incapacitatedChecks if a mob is incapacitated. Normally being restrained or agressively grabbed counts as incapacitated unless there is a flag being used to check if it's ignored.
is_strongProc that checks if our mob is strong enough to prevent mecha melee attacks from pushing and paralyzing
look_downlook_down Changes the perspective of the mob to any openspace turf below the mob
look_uplook_up Changes the perspective of the mob to any openspace turf above the mob
lying_angle_on_lying_downSpecial interaction on lying down, to transform its sprite by a rotation. Used on carbon level.
lying_angle_on_movementCalled by mob Move() when the lying_angle is different than zero, to better visually simulate crawling.
move_into_ventMoves living mob directly into the vent as a ventcrawler
on_fakedeath_trait_gainCalled when [TRAIT_FAKEDEATH] is added to the mob.
on_fakedeath_trait_lossCalled when [TRAIT_FAKEDEATH] is removed from the mob.
on_fallCalled when mob changes from a standing position into a prone while lacking the ability to stand up at the moment.
on_floored_endProc to append behavior to the condition of being floored. Called when the condition ends.
on_floored_startProc to append behavior to the condition of being floored. Called when the condition starts.
on_floored_trait_gainCalled when TRAIT_FLOORED is added to the mob.
on_floored_trait_lossCalled when TRAIT_FLOORED is removed from the mob.
on_force_gravityCalled when TRAIT_FORCED_GRAVITY is gained or lost
on_forced_standing_trait_gainCalled when TRAIT_FORCED_STANDING is added to the mob.
on_forced_standing_trait_lossCalled when TRAIT_FORCED_STANDING is removed from the mob.
on_grab_quick_equipProc extender of quick equip verb when user tries to equip grab or pull. Returning TRUE will add 1s. cooldown on the next move.
on_handsblocked_endProc to append behavior to the condition of being handsblocked. Called when the condition ends.
on_handsblocked_startProc to append behavior to the condition of being handsblocked. Called when the condition starts.
on_handsblocked_trait_gainCalled when TRAIT_HANDS_BLOCKED is added to the mob.
on_handsblocked_trait_lossCalled when TRAIT_HANDS_BLOCKED is removed from the mob.
on_ignore_damage_slowdownCalled when [TRAIT_IGNOREDAMAGESLOWDOWN] is gained or lost
on_ignore_gravityCalled when TRAIT_IGNORING_GRAVITY is gained or lost
on_immobilized_trait_gainCalled when TRAIT_IMMOBILIZED is added to the mob.
on_immobilized_trait_lossCalled when TRAIT_IMMOBILIZED is removed from the mob.
on_incapacitated_trait_gainCalled when TRAIT_INCAPACITATED is added to the mob.
on_incapacitated_trait_lossCalled when TRAIT_INCAPACITATED is removed from the mob.
on_knockedout_trait_gainCalled when TRAIT_KNOCKEDOUT is added to the mob.
on_knockedout_trait_lossCalled when TRAIT_KNOCKEDOUT is removed from the mob.
on_loc_force_gravityCalled when our loc's TRAIT_FORCED_GRAVITY is gained or lost
on_lying_downProc to append behavior related to lying down.
on_movement_type_flag_disabledFrom [element/movetype_handler/on_movement_type_trait_loss()]
on_movement_type_flag_enabledFrom [element/movetype_handler/on_movement_type_trait_gain()]
on_negate_gravityCalled when TRAIT_NEGATES_GRAVITY is gained or lost
on_no_breath_trait_gainCalled when [TRAIT_NO_BREATH] is gained or lost
on_pull_blocked_trait_gainCalled when TRAIT_PULL_BLOCKED is added to the mob.
on_pull_blocked_trait_lossCalled when TRAIT_PULL_BLOCKED is removed from the mob.
on_restrained_trait_gainCalled when TRAIT_RESTRAINED is added to the mob.
on_restrained_trait_lossCalled when TRAIT_RESTRAINED is removed from the mob.
on_standing_upProc to append behavior related to lying down.
on_ui_blocked_trait_gainCalled when TRAIT_UI_BLOCKED is added to the mob.
on_ui_blocked_trait_lossCalled when TRAIT_UI_BLOCKED is removed from the mob.
post_get_upAny post effects like icons changes place here
post_lying_on_restAny post effects like icons changes place here
projectile_allow_throughSpecial projectiles handling for living mobs
pull_on_lifeUpdates grabbed victim status effects.
refresh_gravityHandles gravity effects. Call if something about our gravity has potentially changed!
register_init_signalsCalled on /mob/living/Initialize(mapload), for the mob to register to relevant signals.
remove_guardian_actionsRemoves all /datum/action/guardian type actions from the src mob.
remove_movespeed_mod_immunitiesUnignores specific slowdowns. Accepts a list of slowdowns.
remove_status_effectRemoves all instances of a given status effect from this mob
remove_status_effect_absorptionRemoves all effects absorptions of effect_type (or list of effect types) with the passed source.
run_resistproc extender of [/mob/living/verb/resist] meant to make the process queable if the server is overloaded when the verb is called
send_item_attack_messageSends a default message feedback about being attacked by other mob
setBrainLossSets the damage for the internal organ brain to passed value (if found). Will not apply any resistance modifiers.
setCloneLossSets cloneloss varaiable to passed value. Will not apply any resistance modifiers.
setGrabStateUpdates the grab state of the mob and updates movespeed
setHeartLossSets the damage for the internal organ heart to passed value (if found).
setMaxHealthMaxhealth var setter
setOxyLossSets oxyloss varaiable to passed value. Will not apply any resistance modifiers.
setStaminaLossSets staminaloss varaiable to passed value. Will not apply any resistance modifiers.
setToxLossSets toxloss varaiable to passed value. Will not apply any resistance modifiers.
set_SSDUpdates mob's SSD status with all the necessaey checks.
set_body_positionChanges the value of the [living/body_position] variable. Call this before set_lying_angle()
set_buckledReports the event of the change in value of the buckled variable.
set_forced_lookSets the mob's direction lock towards a given atom.
set_healthSets the current mob's health value. Do not call directly if you don't know what you are doing, use the damage procs, instead.
set_lying_angleChanges the inclination angle of a mob, used by humans and others to differentiate between standing up and prone positions.
set_lying_on_restChange the [body_position] to LYING_DOWN and update associated behavior.
set_max_staminaMax stamina MUST be lower than MAX_STAMINA_LOSS otherwise everything will explode
set_num_handsProc to modify the value of num_hands and hook behavior associated to this event.
set_num_legsProc to modify the value of num_legs and hook behavior associated to this event.
set_restingProc to hook behavior to the change of value in the resting variable.
set_usable_handsProc to modify the value of usable_hands and hook behavior associated to this event.
set_usable_legsProc to modify the value of usable_legs and hook behavior associated to this event.
shared_living_ui_distancepublic
start_leaningMakes the mob lean on an atom Arguments
stop_ventcrawlingMoves living mob to the turf contents and cleanse ventcrawling stuff
take_organ_damageDamages ONE external organ, organ gets randomly selected from damagable ones.
take_overall_damageDamages ALL external organs, in random order.
teleport_away_while_leaningYou fall on your face if you get teleported while leaning
transfer_blood_toBLOOD TRANSFERS
undense_changedCalled when TRAIT_UNDENSE is gained or lost
unignore_slowdownUnignores all slowdowns that lack the IGNORE_NOSLOW flag.
update_fullscreenProc used to handle the fullscreen overlay updates, realistically meant for the reset_perspective() proc.
update_hands_HUDUpdates hands HUD element.
update_layerProc used to correctly update current layer for living mobs.
update_movespeed_damage_modifiersUpdates damage slowdown accordingly to the current health
update_pipe_visionEverything related to pipe vision on ventcrawling is handled by update_pipe_vision(). Called on exit, entrance, and pipenet differences (e.g. moving to a new pipenet). One important thing to note however is that the movement of the client's eye is handled by the relaymove() proc in /obj/machinery/atmospherics. We move first and then call update. Dont flip this around
update_restingProc to append and redefine behavior to the change of the /mob/living/var/resting variable.
update_transformCalled whenever the mob is to be resized or when lying/standing up for carbons. IMPORTANT: Multiple animate() calls do not stack well, so try to do them all at once if you can.
zMoveWe want to relay the zmovement to the buckled atom when possible and only run what we can't have on buckled.zMove() or buckled.can_z_move() here. This way we can avoid esoteric bugs, copypasta and inconsistencies.

Var Details

admin_prev_sleeping

Used for keeping track of previous sleeping value with admin freeze.

alphas

List of alpha changelog from various sources

blood_volume

How much blood the mob has

body_maptext_height_offset

The height offset of a mob's maptext due to their current size.

body_position

Variable to track the body position of a mob, regardgless of the actual angle of rotation (usually matching it, but not necessarily).

body_position_pixel_x_offset

The x amount a mob's sprite should be offset due to the current position they're in

body_position_pixel_y_offset

The y amount a mob's sprite should be offset due to the current position they're in or size (e.g. lying down moves your sprite down)

can_buckle_to

Is this mob allowed to be buckled/unbuckled to/from things?

current_size

Tracks the current size of the mob in relation to its original size. Use update_transform(resize) to change it.

current_turf_slowdown

what multiplicative slowdown we get from turfs currently.

digestion_ratio

Controls how quickly reagents metabolize; largely governered by species attributes.

dirslash_enabled

If mob can attack by choosing direction

fire_stacks

Tracks how many stacks of fire we have on, max is usually 20

forced_look

This can either be a numerical direction or a soft object reference (UID). It makes the mob always face towards the selected thing.

frozen

Used for preventing attacks on admin-frozen mobs.

gravity_state

What our current gravity state is. Used to avoid duplicate animates and such

health_doll_icon

if this exists AND the normal sprite is bigger than 32x32, this is the replacement icon state (because health doll size limitations). the icon will always be screen_gen.dmi

holder

The holder for blood crawling

last_hallucinator_log

Used to log, what was last infliction to hallucination.

last_vent_dir

The last direction we moved in a vent. Used to make holding two directions feel nice

last_words

Famous last words -- if succumbing, what the user's last words were

leaned_object

If we are currently leaning on something, and what that object is

lying_angle

Number of degrees of rotation of a mob. 0 means no rotation, up-side facing NORTH. 90 means up-side rotated to face EAST, and so on.

lying_prev

Value of lying lying_angle before last change. TODO: Remove the need for this.

max_stamina

Maximum stamina, currently could be changed only with nutrition bonuses, MUST be lower than MAX_STAMINA_LOSS

metabolism_efficiency

More or less efficiency to metabolize helpful/harmful reagents and regulate body temperature.

mobility_flags

Flags that determine the potential of a mob to perform certain actions. Do not change this directly.

now_pushing

Currently pushed movable

numba

the id a mob gets when it's created

on_fire

The "Are we on fire?" var

Soullinks we are the owner of

pipetracker

Should only exist if you're in a pipe

pull_hand

Hand currently used for pulling/grabing

resting

Whether living is resting currently.

rotate_on_lying

Does the mob rotate when lying

say_log

A log of what we've said, plain text, no spans or junk, essentially just each individual "message"

Soullinks we are a/the sharer of

slowed_by_pull_and_push

Whether the mob is slowed down when pulling/pushing other mobs and objects

smoke_delay

Used to prevent spam with smoke reagent reaction on mob.

stam_regen_start_modifier

Modifier of time until regeneration starts

stam_regen_start_time

Used to halt stamina regen temporarily

status_effects

A list of all status effects the mob has

surgeries

A list of surgery datums. Generally empty, they're added when the player wants them.

ventcrawler_trait

Allows living mobs to have innate ventcrawl trait defined here. Values are: TRAIT_VENTCRAWLER_ALWAYS / TRAIT_VENTCRAWLER_NUDE / TRAIT_VENTCRAWLER_ALIEN

weather_immunities

List of weather immunity traits that are then added on Initialize(), see traits.dm.

xenobiology_spawned

Was this mob spawned by xenobiology magic? Used for mobcapping.

Proc Details

AdjustConfused

Sets confusion to current amount + given, clamped between lower and higher bounds.

Arguments:

AdjustDizzy

Sets dizziness to current amount + given, clamped between lower and higher bounds.

Arguments:

AdjustDrowsy

Sets drowsiness to current amount + given, clamped between lower and higher bounds.

Arguments:

AdjustDrunk

Sets drunkenness to current amount + given, clamped between lower and higher bounds.

Arguments:

AmountBlinded

EYE_BLIND

AmountClockSlurring

CLOCKSLURRING

AmountCultSlurring

CULTSLURRING

AmountDruggy

DRUGGY

AmountHallucinate

HALLUCINATION

AmountJitter

JITTER

AmountLoseBreath

LOSE_BREATH

AmountSilenced

SILENT

AmountSluring

SLURRING

AmountStuttering

STUTTERING

Confused

Sets confusion if it's higher than current.

CureBlind

Blind

CureCoughing

Coughing

CureEpilepsy

Epilepsy

CureMute

Mute

CureNearsighted

Nearsighted

CureNervous

Nervous

CureTourettes

Tourettes

Disoriented

Sets disoriented if it's higher than current.

Dizzy

Sets dizziness if it's higher than current.

Drowsy

Sets drowsiness if it's higher than current.

Drunk

Sets drunkenness if it's higher than current.

IsSleeping

SLEEPING

IsSlowed

SLOWED

PermaSleeping

Used for admin freezing.

PushAM

Called when we want to push an atom/movable

SetConfused

Sets confusion if it's higher than zero.

SetDisoriented

Sets disoriented.

SetDizzy

Sets dizziness if it's higher than zero.

SetDrowsy

Sets drowsiness if it's higher than zero.

SetDrunk

Sets drunkenness if it's higher than zero.

add_movespeed_mod_immunities

Ignores specific slowdowns. Accepts a list of slowdowns.

add_status_effect_absorption

[proc/apply_status_effect] wrapper specifically for /datum/status_effect/effect_absorption, specifically so that it's easier to apply effects absorptions with named arguments.

If the mob already has an effect absorption from the same source, will not re-apply the effect, unless the new effect's priority is higher than the old effect's priority.

Arguments

Returns TRUE if any effect were applied, FALSE otherwise

adjustBrainLoss

Applies damage to internal organ brain (if found).

Arguments:

Returns STATUS_UPDATE_STAT if any changes were made, STATUS_UPDATE_NONE otherwise

adjustBruteLoss

Applies brute damage to this mob.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

adjustCloneLoss

Applies clone (genetic) damage to this mob.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

adjustFireLoss

Applies burn damage to this mob.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

adjustHeartLoss

Applies damage to internal organ heart (if found).

Arguments:

Returns STATUS_UPDATE_STAT if any changes were made, STATUS_UPDATE_NONE otherwise

adjustOxyLoss

Applies oxy damage to this mob.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

adjustStaminaLoss

Applies stamina damage to this mob.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

adjustToxLoss

Applies toxic damage to this mob.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

adjust_slot_machine_lose_effect

Emagged slotmachine default lose effect, return TRUE to destroy slotmachine

admin_Freeze

mob freeze procs

apply_afterswing_slowdown

Applies slowdown for a period of time after performing cleave attack, used for cleave component

apply_damage

Applies damage to this mob.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

apply_damages

Applies multiple damages at once via apply_damage

apply_effect

Applies passed status effect

apply_effects

Applies multiple status effects at once via apply_effect

apply_status_effect

Applies a given status effect to this mob.

new_effect - TYPEPATH of a status effect to apply. Additional status effect arguments can be passed.

Returns the instance of the created effected, if successful. Returns 'null' if unsuccessful.

can_look_up

Checks if the user is incapacitated or on cooldown.

can_run_surgery

Check to see if a surgical operation proposed on ourselves is valid or not. We are the target of the surgery

can_unarmed_attack

Checks if this mob is in a valid state to punch someone.

(Potentially) gives feedback to the mob if they cannot.

can_ventcrawl

Checks if the mob is able to enter the vent, and provides feedback if they are unable to.

check_incapacitating_immunity

Checks if we have incapacitating immunity. Godmode always passes this check.

Arguments:

Returns TRUE if immune, FALSE otherwise

clear_forced_look

Clears the mob's direction lock if enabled.

Arguments:

do_jitter_animation

Helper proc that causes the mob to do a jittering animation by jitter_amount. jitteriness will only apply up to 300 (maximum jitter effect).

electrocute_act

As the name suggests, this should be called to apply electric shocks.

gather_belongings

Returns a list of things that the provided mob has, including any storage-capable implants.

getBrainLoss

Brainloss var getter

getBruteLoss

Bruteloss var getter

getCloneLoss

Cloneloss var getter

getFireLoss

Fireloss var getter

getHeartLoss

Heartloss var getter

getMaxHealth

Maxhealth var getter

getOxyLoss

Oxyloss var getter

getStaminaLoss

Staminaloss var getter

getToxLoss

Toxloss var getter

get_active_pull_hand

Gets movable in currently active hand.

get_all_status_effect_of_id

Gets every status effect of an ID and returns all of them in a list, rather than the individual 'has_status_effect'

get_blocking_resistance

Collects all possible flat damage resistances

get_blood_color

Returns the color of the mob's blood.

get_confusion

Returns current amount of confusion, 0 if none.

get_crutches

Returns a modifier of all items considered as crutches in hands.

get_damage_amount

Returns current mob's damage for passed damage type

get_disoriented

Returns current amount of disoriented, 0 if none.

get_dizziness

Returns current amount of dizziness, 0 if none.

get_drowsiness

Returns current amount of drowsiness, 0 if none.

get_drunkenness

Returns current amount of drunkenness, 0 if none.

get_grab_upgrade_time

Used to override grab upgrade speed.

get_inactive_pull_hand

Gets movable in currently inactive hand.

get_incoming_damage_modifier

Collects all possible modifiers for damagetypes

get_max_stamina

Returns the maximum stamina of the mob with bonuses affecting it

get_pixel_y_offset_standing

Returns what the body_position_pixel_y_offset should be if the current size were value

get_resist_chance

Used to override victim resist chances.

get_status_effect_examinations

Shows any and all examine text related to any status effects the user has.

get_total_tint

Checks eye covering items for visually impairing tinting, such as welding masks. 0 & 1 = no impairment, 2 = welding mask overlay, 3 = casual blindness.

get_up

Change the [body_position] to STANDING_UP and update associated behavior.

grab

Called when a mob is grabbing another mob.

grab_checks_callback

Addtitional checks for do_after.

grabbedby

Called when this mob is grabbed by another mob.

grant_guardian_actions

Grants all existing /datum/action/guardian type actions to the src mob.

Called whenever the host gains their gauardian.

gravity_setup

Living Mob use event based gravity We check here to ensure we haven't dropped any gravity changes

grippedby

Proc to upgrade a simple pull into a more aggressive grab.

hallucinate_living

Spawns an hallucination for the mob.

Arguments:

handle_SSD

Handles mob SSD status.

handle_fire

Burns a mob and slowly puts the fires out. Returns TRUE if the mob is on fire

handle_ventcrawl

Handles the entrance and exit on ventcrawling

has_organic_damage

TRUE if human has damage on organic bodyparts, FALSE otherwise

has_virus

Whether a virus worthy displaying on the HUD is present.

heal_damage_type

Simply a wrapper for calling mob adjustXLoss() procs to heal a certain damage type, when you don't know what damage type you're healing exactly.

heal_damages

Heal multiple damages at once via heal_damage_type

heal_ordered_damage

Heal up to amount damage, in a given order

heal_organ_damage

Heals ONE external organ, organ gets randomly selected from damagable ones.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

heal_overall_damage

Heals ALL external organs, in random order.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

hitby

This proc handles being hit by a thrown atom.

ignore_slowdown

Ignores all slowdowns that lack the IGNORE_NOSLOW flag.

incapacitated

Checks if a mob is incapacitated. Normally being restrained or agressively grabbed counts as incapacitated unless there is a flag being used to check if it's ignored.

Arguments:

bitflags: (see code/__DEFINES/flags.dm)

is_strong

Proc that checks if our mob is strong enough to prevent mecha melee attacks from pushing and paralyzing

look_down

look_down Changes the perspective of the mob to any openspace turf below the mob

This also checks if an openspace turf is below the mob before looking down or resets the perspective if already looking up

look_up

look_up Changes the perspective of the mob to any openspace turf above the mob

This also checks if an openspace turf is above the mob before looking up or resets the perspective if already looking up

lying_angle_on_lying_down

Special interaction on lying down, to transform its sprite by a rotation. Used on carbon level.

lying_angle_on_movement

Called by mob Move() when the lying_angle is different than zero, to better visually simulate crawling.

move_into_vent

Moves living mob directly into the vent as a ventcrawler

Arguments:

Returns TRUE on success.

on_fakedeath_trait_gain

Called when [TRAIT_FAKEDEATH] is added to the mob.

on_fakedeath_trait_loss

Called when [TRAIT_FAKEDEATH] is removed from the mob.

on_fall

Called when mob changes from a standing position into a prone while lacking the ability to stand up at the moment.

on_floored_end

Proc to append behavior to the condition of being floored. Called when the condition ends.

on_floored_start

Proc to append behavior to the condition of being floored. Called when the condition starts.

on_floored_trait_gain

Called when TRAIT_FLOORED is added to the mob.

on_floored_trait_loss

Called when TRAIT_FLOORED is removed from the mob.

on_force_gravity

Called when TRAIT_FORCED_GRAVITY is gained or lost

on_forced_standing_trait_gain

Called when TRAIT_FORCED_STANDING is added to the mob.

on_forced_standing_trait_loss

Called when TRAIT_FORCED_STANDING is removed from the mob.

on_grab_quick_equip

Proc extender of quick equip verb when user tries to equip grab or pull. Returning TRUE will add 1s. cooldown on the next move.

on_handsblocked_end

Proc to append behavior to the condition of being handsblocked. Called when the condition ends.

on_handsblocked_start

Proc to append behavior to the condition of being handsblocked. Called when the condition starts.

on_handsblocked_trait_gain

Called when TRAIT_HANDS_BLOCKED is added to the mob.

on_handsblocked_trait_loss

Called when TRAIT_HANDS_BLOCKED is removed from the mob.

on_ignore_damage_slowdown

Called when [TRAIT_IGNOREDAMAGESLOWDOWN] is gained or lost

on_ignore_gravity

Called when TRAIT_IGNORING_GRAVITY is gained or lost

on_immobilized_trait_gain

Called when TRAIT_IMMOBILIZED is added to the mob.

on_immobilized_trait_loss

Called when TRAIT_IMMOBILIZED is removed from the mob.

on_incapacitated_trait_gain

Called when TRAIT_INCAPACITATED is added to the mob.

on_incapacitated_trait_loss

Called when TRAIT_INCAPACITATED is removed from the mob.

on_knockedout_trait_gain

Called when TRAIT_KNOCKEDOUT is added to the mob.

on_knockedout_trait_loss

Called when TRAIT_KNOCKEDOUT is removed from the mob.

on_loc_force_gravity

Called when our loc's TRAIT_FORCED_GRAVITY is gained or lost

on_lying_down

Proc to append behavior related to lying down.

on_movement_type_flag_disabled

From [element/movetype_handler/on_movement_type_trait_loss()]

on_movement_type_flag_enabled

From [element/movetype_handler/on_movement_type_trait_gain()]

on_negate_gravity

Called when TRAIT_NEGATES_GRAVITY is gained or lost

on_no_breath_trait_gain

Called when [TRAIT_NO_BREATH] is gained or lost

on_pull_blocked_trait_gain

Called when TRAIT_PULL_BLOCKED is added to the mob.

on_pull_blocked_trait_loss

Called when TRAIT_PULL_BLOCKED is removed from the mob.

on_restrained_trait_gain

Called when TRAIT_RESTRAINED is added to the mob.

on_restrained_trait_loss

Called when TRAIT_RESTRAINED is removed from the mob.

on_standing_up

Proc to append behavior related to lying down.

on_ui_blocked_trait_gain

Called when TRAIT_UI_BLOCKED is added to the mob.

on_ui_blocked_trait_loss

Called when TRAIT_UI_BLOCKED is removed from the mob.

post_get_up

Any post effects like icons changes place here

post_lying_on_rest

Any post effects like icons changes place here

projectile_allow_through

Special projectiles handling for living mobs

pull_on_life

Updates grabbed victim status effects.

refresh_gravity

Handles gravity effects. Call if something about our gravity has potentially changed!

register_init_signals

Called on /mob/living/Initialize(mapload), for the mob to register to relevant signals.

remove_guardian_actions

Removes all /datum/action/guardian type actions from the src mob.

Called whenever the host loses their guardian.

remove_movespeed_mod_immunities

Unignores specific slowdowns. Accepts a list of slowdowns.

remove_status_effect

Removes all instances of a given status effect from this mob

removed_effect - TYPEPATH of a status effect to remove. Additional status effect arguments can be passed - these are passed into before_remove.

Returns TRUE if at least one was removed.

remove_status_effect_absorption

Removes all effects absorptions of effect_type (or list of effect types) with the passed source.

Returns TRUE if any effects were deleted, FALSE otherwise

run_resist

proc extender of [/mob/living/verb/resist] meant to make the process queable if the server is overloaded when the verb is called

send_item_attack_message

Sends a default message feedback about being attacked by other mob

setBrainLoss

Sets the damage for the internal organ brain to passed value (if found). Will not apply any resistance modifiers.

Arguments:

Returns STATUS_UPDATE_STAT if any changes were made, STATUS_UPDATE_NONE otherwise

setCloneLoss

Sets cloneloss varaiable to passed value. Will not apply any resistance modifiers.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

setGrabState

Updates the grab state of the mob and updates movespeed

setHeartLoss

Sets the damage for the internal organ heart to passed value (if found).

Arguments:

Returns STATUS_UPDATE_STAT if any changes were made, STATUS_UPDATE_NONE otherwise

setMaxHealth

Maxhealth var setter

setOxyLoss

Sets oxyloss varaiable to passed value. Will not apply any resistance modifiers.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

setStaminaLoss

Sets staminaloss varaiable to passed value. Will not apply any resistance modifiers.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

setToxLoss

Sets toxloss varaiable to passed value. Will not apply any resistance modifiers.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

set_SSD

Updates mob's SSD status with all the necessaey checks.

Arguments:

Returns TRUE on success, FALSE otherwise.

set_body_position

Changes the value of the [living/body_position] variable. Call this before set_lying_angle()

set_buckled

Reports the event of the change in value of the buckled variable.

set_forced_look

Sets the mob's direction lock towards a given atom.

Arguments:

set_health

Sets the current mob's health value. Do not call directly if you don't know what you are doing, use the damage procs, instead.

set_lying_angle

Changes the inclination angle of a mob, used by humans and others to differentiate between standing up and prone positions.

In BYOND-angles 0 is NORTH, 90 is EAST, 180 is SOUTH and 270 is WEST. This usually means that 0 is standing up, 90 and 270 are horizontal positions to right and left respectively, and 180 is upside-down. Mobs that do now follow these conventions due to unusual sprites should require a special handling or redefinition of this proc, due to the density and layer changes. The return of this proc is the previous value of the modified lying_angle if a change was successful (might include zero), or null if no change was made.

set_lying_on_rest

Change the [body_position] to LYING_DOWN and update associated behavior.

set_max_stamina

Max stamina MUST be lower than MAX_STAMINA_LOSS otherwise everything will explode

set_num_hands

Proc to modify the value of num_hands and hook behavior associated to this event.

set_num_legs

Proc to modify the value of num_legs and hook behavior associated to this event.

set_resting

Proc to hook behavior to the change of value in the resting variable.

set_usable_hands

Proc to modify the value of usable_hands and hook behavior associated to this event.

set_usable_legs

Proc to modify the value of usable_legs and hook behavior associated to this event.

shared_living_ui_distance

public

Distance versus interaction check.

required src_object atom/movable The object which owns the UI.

return UI_state The state of the UI.

start_leaning

Makes the mob lean on an atom Arguments

stop_ventcrawling

Moves living mob to the turf contents and cleanse ventcrawling stuff

Arguments:

Returns TRUE on success.

take_organ_damage

Damages ONE external organ, organ gets randomly selected from damagable ones.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

take_overall_damage

Damages ALL external organs, in random order.

Arguments:

Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise

teleport_away_while_leaning

You fall on your face if you get teleported while leaning

transfer_blood_to

BLOOD TRANSFERS

undense_changed

Called when TRAIT_UNDENSE is gained or lost

unignore_slowdown

Unignores all slowdowns that lack the IGNORE_NOSLOW flag.

update_fullscreen

Proc used to handle the fullscreen overlay updates, realistically meant for the reset_perspective() proc.

update_hands_HUD

Updates hands HUD element.

update_layer

Proc used to correctly update current layer for living mobs.

update_movespeed_damage_modifiers

Updates damage slowdown accordingly to the current health

update_pipe_vision

Everything related to pipe vision on ventcrawling is handled by update_pipe_vision(). Called on exit, entrance, and pipenet differences (e.g. moving to a new pipenet). One important thing to note however is that the movement of the client's eye is handled by the relaymove() proc in /obj/machinery/atmospherics. We move first and then call update. Dont flip this around

update_resting

Proc to append and redefine behavior to the change of the /mob/living/var/resting variable.

update_transform

Called whenever the mob is to be resized or when lying/standing up for carbons. IMPORTANT: Multiple animate() calls do not stack well, so try to do them all at once if you can.

zMove

We want to relay the zmovement to the buckled atom when possible and only run what we can't have on buckled.zMove() or buckled.can_z_move() here. This way we can avoid esoteric bugs, copypasta and inconsistencies.