living 
Vars | |
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 |
ownedSoullinks | 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" |
sharedSoullinks | 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. |
Procs | |
AdjustConfused | Sets confusion to current amount + given, clamped between lower and higher bounds. |
AdjustDizzy | Sets dizziness to current amount + given, clamped between lower and higher bounds. |
AdjustDrowsy | Sets drowsiness to current amount + given, clamped between lower and higher bounds. |
AdjustDrunk | Sets drunkenness to current amount + given, clamped between lower and higher bounds. |
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. |
adjustBrainLoss | Applies damage to internal organ brain (if found). |
adjustBruteLoss | Applies brute damage to this mob. |
adjustCloneLoss | Applies clone (genetic) damage to this mob. |
adjustFireLoss | Applies burn damage to this mob. |
adjustHeartLoss | Applies damage to internal organ heart (if found). |
adjustOxyLoss | Applies oxy damage to this mob. |
adjustStaminaLoss | Applies stamina damage to this mob. |
adjustToxLoss | Applies toxic damage to this mob. |
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. |
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. |
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. |
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. |
clear_forced_look | Clears the mob's direction lock if enabled. |
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. |
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. |
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. |
heal_overall_damage | Heals ALL external organs, in random order. |
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. |
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 |
look_up | look_up Changes the perspective of the mob to any openspace turf above the mob |
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 |
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. |
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 |
remove_status_effect_absorption | Removes all effects absorptions of effect_type (or list of effect types) with the passed source. |
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. |
setCloneLoss | Sets cloneloss varaiable to passed value. Will not apply any resistance modifiers. |
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). |
setMaxHealth | Maxhealth var setter |
setOxyLoss | Sets oxyloss varaiable to passed value. Will not apply any resistance modifiers. |
setStaminaLoss | Sets staminaloss varaiable to passed value. Will not apply any resistance modifiers. |
setToxLoss | Sets toxloss varaiable to passed value. Will not apply any resistance modifiers. |
set_SSD | Updates mob's SSD status with all the necessaey checks. |
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. |
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. |
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 |
start_leaning | Makes the mob lean on an atom Arguments |
stop_ventcrawling | Moves living mob to the turf contents and cleanse ventcrawling stuff |
take_organ_damage | Damages ONE external organ, organ gets randomly selected from damagable ones. |
take_overall_damage | Damages ALL external organs, in random order. |
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. |
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
ownedSoullinks 
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"
sharedSoullinks 
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:
- amount - Amount to add. Can be negative to reduce duration.
- bound_lower - Minimum bound to set at least to. Defaults to 0.
- bound_upper - Maximum bound to set up to. Defaults to infinity.
AdjustDizzy
Sets dizziness to current amount + given, clamped between lower and higher bounds.
Arguments:
- amount - Amount to add. Can be negative to reduce duration.
- bound_lower - Minimum bound to set at least to. Defaults to 0.
- bound_upper - Maximum bound to set up to. Defaults to infinity.
AdjustDrowsy
Sets drowsiness to current amount + given, clamped between lower and higher bounds.
Arguments:
- amount - Amount to add. Can be negative to reduce duration.
- bound_lower - Minimum bound to set at least to. Defaults to 0.
- bound_upper - Maximum bound to set up to. Defaults to infinity.
AdjustDrunk
Sets drunkenness to current amount + given, clamped between lower and higher bounds.
Arguments:
- amount - Amount to add. Can be negative to reduce duration.
- bound_lower - Minimum bound to set at least to. Defaults to 0.
- bound_upper - Maximum bound to set up to. Defaults to infinity.
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
- source - the source of the effect absorption.
- effect_type - status effect identifier (can be list), used to register proper signals.
- duration - how long does the effect absorption last before it ends? -1 or null (or infinity) = infinite duration
- priority - what is this effect's priority to other effect absorptions? higher = more priority
- message - optional, "other message" arg of visible message, shown on trigger. Use %EFFECT_OWNER if you want the owner's name to be inserted.
- self_message - optional, "self message" arg of visible message, shown on trigger
- examine_message - optional, what is shown on examine of the mob.
- max_seconds_of_effect_blocked - optional, how many seconds of time can it block before deleting? the effect that breaks over this number is still blocked, even if it is much higher.
- delete_after_passing_max - optional, if
TRUE
, after passing the max seconds of effectss blocked, we will delete ourself. IfFALSE
, we will instead recharge after some time. - recharge_time - optional, if [delete_after_passing_max] is
FALSE
, this is how long we will wait before recharging. does nothing if [delete_after_passing_max] isTRUE
.
Returns TRUE
if any effect were applied, FALSE
otherwise
adjustBrainLoss
Applies damage to internal organ brain (if found).
Arguments:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers.
- used_weapon - Item that is attacking [src].
Returns STATUS_UPDATE_STAT if any changes were made, STATUS_UPDATE_NONE otherwise
adjustBruteLoss
Applies brute damage to this mob.
Arguments:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
- def_zone - What body zone is being hit. Or a reference to what bodypart is being hit.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers. Also will not apply fractures or internal bleedings.
- used_weapon - Item that is attacking [src].
- sharp - Sharpness of the weapon.
- silent - If TRUE will not spam red messages in chat.
- affect_robotic - If TRUE will apply damage to human robotic bodyparts.
Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise
adjustCloneLoss
Applies clone (genetic) damage to this mob.
Arguments:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers.
- used_weapon - Item that is attacking [src].
Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise
adjustFireLoss
Applies burn damage to this mob.
Arguments:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
- def_zone - What body zone is being hit. Or a reference to what bodypart is being hit.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers. Also will not apply fractures or internal bleedings.
- used_weapon - Item that is attacking [src].
- sharp - Sharpness of the weapon.
- silent - If TRUE will not spam red messages in chat.
- affect_robotic - If TRUE will apply damage to human robotic bodyparts.
Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise
adjustHeartLoss
Applies damage to internal organ heart (if found).
Arguments:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
Returns STATUS_UPDATE_STAT if any changes were made, STATUS_UPDATE_NONE otherwise
adjustOxyLoss
Applies oxy damage to this mob.
Arguments:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers.
- used_weapon - Item that is attacking [src].
Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise
adjustStaminaLoss
Applies stamina damage to this mob.
Arguments:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers.
- used_weapon - Item that is attacking [src].
Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise
adjustToxLoss
Applies toxic damage to this mob.
Arguments:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers.
- used_weapon - Item that is attacking [src].
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:
- damage - Amount of damage.
- damagetype - What type of damage to do. one of [BRUTE], [BURN], [TOX], [OXY], [STAMINA], [CLONE], [BRAIN].
- def_zone - What body zone is being hit. Or a reference to what bodypart is being hit.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- sharp - Sharpness of the weapon.
- used_weapon - Item that is attacking [src].
- spread_damage - For humans, spreads the damage across all bodyparts rather than just the targeted zone.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers. Also will not apply fractures or internal bleedings.
- silent - If TRUE will not spam red messages in chat.
- updating_health - If TRUE calls update health in associative damage proc.
- update_damage_icon - If TRUE updates mob's damage icon. Mostly used in tandem with apply_damages.
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:
- check_flags - bitflag of status flags that must be set in order for the incapacitating effect to succeed. Passing NONE will always return
FALSE
. - force_apply - whether we ignore incapacitating immunity with the exception of godmode.
Returns TRUE
if immune, FALSE
otherwise
clear_forced_look
Clears the mob's direction lock if enabled.
Arguments:
- quiet - Whether to display a chat message.
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:
- H - The name of the hallucination. "xeno", etc.
- specific - used to specify a particular hallucination
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:
- brute - Amount of brute damage to heal.
- burn - Amount of burn damage to heal.
- updating_health - If TRUE calls update health on success.
- internal - If TRUE will mend fractures and stop internal bleedings.
- affect_robotic - If TRUE will apply damage to human robotic bodyparts.
Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise
heal_overall_damage
Heals ALL external organs, in random order.
Arguments:
- brute - Amount of brute damage to heal.
- burn - Amount of burn damage to heal.
- updating_health - If TRUE calls update health on success.
- internal - If TRUE will mend fractures and stop internal bleedings.
- affect_robotic - If TRUE will apply damage to human robotic bodyparts.
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:
- ignore_flags (optional) bitflags that determine if special situations are exempt from being considered incapacitated
bitflags: (see code/__DEFINES/flags.dm)
- INC_IGNORE_RESTRAINED - mob in a restraint (handcuffs/straightjacket) is not considered incapacitated
- INC_IGNORE_GRABBED - mob that is agressively grabbed is not considered incapacitated
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:
- ventcrawl_target - The vent into which we are moving the mob
- message - if TRUE shows visible message to everyone
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:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
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:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
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:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
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:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
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:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
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:
- amount - Amount of damage.
- updating_health - If TRUE calls update health on success.
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:
- enable (boolean) -
TRUE
to set SSD status,FALSE
to remove.
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:
- a - The atom to face towards.
- track - If TRUE, updates our direction relative to the atom when moving.
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
- atom/lean_target - the target the mob is trying to lean on
- leaning_offset - pixel offset to apply on the mob when leaning
stop_ventcrawling
Moves living mob to the turf contents and cleanse ventcrawling stuff
Arguments:
- message - if TRUE shows visible message to everyone
Returns TRUE
on success.
take_organ_damage
Damages ONE external organ, organ gets randomly selected from damagable ones.
Arguments:
- brute - Amount of brute damage to apply.
- burn - Amount of burn damage to apply.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers. Also will not apply fractures or internal bleedings.
- updating_health - If TRUE calls update health on success.
- used_weapon - Item that is attacking [src].
- sharp - Sharpness of the weapon.
- silent - If TRUE will not spam red messages in chat.
- affect_robotic - If TRUE will apply damage to human robotic bodyparts.
Returns STATUS_UPDATE_HEALTH if any changes were made, STATUS_UPDATE_NONE otherwise
take_overall_damage
Damages ALL external organs, in random order.
Arguments:
- brute - Amount of brute damage to apply.
- burn - Amount of burn damage to apply.
- blocked - Percent modifier to damage. 100 = 100% less damage dealt, 50% = 50% less damage dealt.
- forced - "Force" exactly the damage dealt. This means it skips any damage modifiers. Also will not apply fractures or internal bleedings.
- updating_health - If TRUE calls update health on success.
- used_weapon - Item that is attacking [src].
- sharp - Sharpness of the weapon.
- silent - If TRUE will not spam red messages in chat.
- affect_robotic - If TRUE will apply damage to human robotic bodyparts.
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.