human 
Vars | |
| bleeding_bodyparts | Bleeding bodyparts (optimisation) |
|---|---|
| bodyparts | All external organs in src. |
| bodyparts_by_name | Map organ zones to external organs. |
| cached_body_height | Combined height of our body sprite |
| cached_body_min_x_offset | Leftmost offset of our overlays |
| cached_body_min_y_offset | Rightmost offset of our overlays |
| cached_body_width | Combined width of our body sprite |
| can_ride_typecache | What types of mobs are allowed to ride/buckle to this mob. Only human for now |
| emp_damage_multiplier_external | EMP damage multiplier for external organs |
| emp_damage_multiplier_internal | EMP damage multiplier for internal organs |
| physiology | Holder for the physiology datum |
| previous_damage_appearance | Store what the body last looked like, so we only have to update it if something changed |
| robotic_limb_repair_time | Time required to repair cybernetic limbs |
| splinted_limbs | Lazy list of all limbs we know are splinted. |
| tail | Name of tail image in species effects icon file. |
| wing | Same as tail but wing |
Procs | |
| Robotize | For transforming humans into robots (cyborgs). |
| add_comment | Helper function to add a "comment" to a data record. Used for medical or security records. |
| check_and_regenerate_organs | Regenerate missing limbs/organs with defined in species datum. |
| check_eye_prot | check_eye_prot() Returns a number between -1 to 2 |
| check_fractures | Returns a list with all fractured bodyparts. |
| check_internal_bleedings | Returns a list with all bodyparts affected by internal bleeding. |
| clean_face | Called on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal |
| electrocute_act | Calculates the siemens coeff based on clothing and species, can also restart hearts. |
| electrocution_animation | Turns a mob black, flashes a skeleton overlay. Just like a cartoon! |
| equip_to_slot | This is an UNSAFE proc. Use mob_can_equip() before calling this one! Or rather use equip_to_slot_if_possible(). Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it. |
| force_say | Makes the player force say what's in their current input box. Arguments: |
| get_assignment | gets assignment from wear_id ID or PDA itself Useful when player do something with computers |
| get_authentification_name | gets name from ID or ID inside PDA or PDA itself Useful when player do something with computers |
| get_authentification_rank | Get rank from ID from hands, wear_id, pda, and then from uniform |
| get_clothing_on_part | Get all the clothing on a specific body part |
| get_equipped_items | Used to return a list of equipped items on a human mob; does not by default include held items, see include_flags |
| get_eye_shine | Referenced cult constructs for shining in the dark. Needs to be above lighting effects such as shading. |
| get_face_name | Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable |
| get_id_from_hands | Gets ID card object from hands only |
| get_id_name | Gets name from ID or PDA itself, ID inside PDA doesn't matter. Useful when player is being seen by other mobs. |
| get_item_by_slot | Returns the item currently in the slot |
| get_permeability_protection_organ | This proc returns the permeability protection for a particular external organ. |
| get_runechat_color | Helper to get the mobs runechat colour span |
| get_slot_by_item | Returns the item current slot ID by passed item.
Returns null if slot is not found. |
| get_visible_name | repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere |
| getarmor_organ | This proc returns the armour value for a particular external organ. |
| handle_fire | FIRE CODE |
| handle_gas_interaction | Handles exposure to the skin of various gases. |
| handle_trace_chems | Handles chem traces |
| hitby | This proc handles being hit by a thrown atom. |
| make_unhatched_shadowling | Testing purpose. |
| on_embedimmune_trait_gain | Called when TRAIT_EMBEDIMMUNE is gained |
| on_fat | Called when TRAIT_FAT is gained or lost |
| on_no_dna_trait_gain | Called when TRAIT_NO_DNA is gained |
| on_no_hunger_trait_gain | Called when TRAIT_NO_HUNGER is gained |
| real_human_being | Determines if mob has and can use his hands like a human |
| recalculate_limbs_status | Proc used to recalculate traits and slowdowns after species change. |
| rev_malfunction | Malfunctioning atoms. |
| sec_hud_set_ID | Security HUDs! Basic mode shows only the job. |
| set_species | Change a mob's species. |
| setup_dna | Set up DNA and species. |
| setup_organless_effects | This proc is for holding effects applied when a mob is missing certain organs It is called very, very early in human init because all humans innately spawn with no organs and gain them during init Gaining said organs removes these effects |
| smart_equip_targeted | take the most recent item out of a slot or place held item in a slot |
| sync_organ_dna | Sync internal and exteranl organs with DNA unique enzymes. |
| thunk | Proc used to inflict stamina damage when user is moving from no gravity to positive gravity. |
| update_gene_status | Actual meat of gene buisness |
| update_head | Handles stuff to update when a mob equips/unequips a headgear. |
| update_nutrition_slowdown | Updates nutrition slowdown both for component users and species with TRAIT_NO_NUTRITION_EFFECTS |
| wash_hands | Wash the hands, cleaning either the gloves if equipped and not obscured, otherwise the hands themselves if they're not obscured. |
| wash_tg | Called when this human should be washed |
| wear_glasses_update | Handle stuff to update when a mob equips/unequips a glasses. |
| wear_mask_update | Handle stuff to update when a mob equips/unequips a mask. |
| wear_suit_update | Handles stuff to update when a mob equips/unequips a suit. |
| wearing_shock_proof_gloves | Returns if the carbon is wearing shock proof gloves |
Var Details
bleeding_bodyparts 
Bleeding bodyparts (optimisation)
bodyparts 
All external organs in src.
bodyparts_by_name 
Map organ zones to external organs.
cached_body_height 
Combined height of our body sprite
cached_body_min_x_offset 
Leftmost offset of our overlays
cached_body_min_y_offset 
Rightmost offset of our overlays
cached_body_width 
Combined width of our body sprite
can_ride_typecache 
What types of mobs are allowed to ride/buckle to this mob. Only human for now
emp_damage_multiplier_external 
EMP damage multiplier for external organs
emp_damage_multiplier_internal 
EMP damage multiplier for internal organs
physiology 
Holder for the physiology datum
previous_damage_appearance 
Store what the body last looked like, so we only have to update it if something changed
robotic_limb_repair_time 
Time required to repair cybernetic limbs
splinted_limbs 
Lazy list of all limbs we know are splinted.
tail 
Name of tail image in species effects icon file.
wing 
Same as tail but wing
Proc Details
Robotize
For transforming humans into robots (cyborgs).
Arguments:
- cell_type: A type path of the cell the new borg should receive.
- connect_to_default_AI: TRUE if you want /robot/New() to handle connecting the borg to the AI with the least borgs.
- AI: A reference to the AI we want to connect to.
add_comment
Helper function to add a "comment" to a data record. Used for medical or security records.
check_and_regenerate_organs
Regenerate missing limbs/organs with defined in species datum.
check_eye_prot
check_eye_prot() Returns a number between -1 to 2
check_fractures
Returns a list with all fractured bodyparts.
check_internal_bleedings
Returns a list with all bodyparts affected by internal bleeding.
clean_face
Called on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal
electrocute_act
Calculates the siemens coeff based on clothing and species, can also restart hearts.
electrocution_animation
Turns a mob black, flashes a skeleton overlay. Just like a cartoon!
equip_to_slot
This is an UNSAFE proc. Use mob_can_equip() before calling this one! Or rather use equip_to_slot_if_possible(). Initial is used to indicate whether or not this is the initial equipment (job datums etc) or just a player doing it.
force_say
Makes the player force say what's in their current input box. Arguments:
- alter_phrases - Optional list of alternate suffixes to blurt out
- immediate - If [TRUE], the say must be invoked inline due to side effects that may cause the mob to be unable to speak
- major - If [TRUE], a "major action" triggered the force say, which may have additional side effects
get_assignment
gets assignment from wear_id ID or PDA itself Useful when player do something with computers
get_authentification_name
gets name from ID or ID inside PDA or PDA itself Useful when player do something with computers
get_authentification_rank
Get rank from ID from hands, wear_id, pda, and then from uniform
get_clothing_on_part
Get all the clothing on a specific body part
get_equipped_items
Used to return a list of equipped items on a human mob; does not by default include held items, see include_flags
Argument(s):
- Optional - include_flags, (see obj.flags.dm) describes which optional things to include or not (pockets, accessories, held items)
get_eye_shine
Referenced cult constructs for shining in the dark. Needs to be above lighting effects such as shading.
get_face_name
Returns "Unknown" if facially disfigured and real_name if not. Useful for setting name when polyacided or when updating a human's name variable
get_id_from_hands
Gets ID card object from hands only
get_id_name
Gets name from ID or PDA itself, ID inside PDA doesn't matter. Useful when player is being seen by other mobs.
Arguments:
- if_no_id - What to return if we have no ID or PDA
get_item_by_slot
Returns the item currently in the slot
get_permeability_protection_organ
This proc returns the permeability protection for a particular external organ.
get_runechat_color
Helper to get the mobs runechat colour span
Basically just a quick redirect to the DNA handler that gets the species-specific colour handler
get_slot_by_item
Returns the item current slot ID by passed item.
Returns null if slot is not found.
get_visible_name
repurposed proc. Now it combines get_id_name() and get_face_name() to determine a mob's name variable. Made into a seperate proc as it'll be useful elsewhere
getarmor_organ
This proc returns the armour value for a particular external organ.
handle_fire
FIRE CODE
handle_gas_interaction
Handles exposure to the skin of various gases.
handle_trace_chems
Handles chem traces
hitby
This proc handles being hit by a thrown atom.
make_unhatched_shadowling
Testing purpose.
on_embedimmune_trait_gain
Called when TRAIT_EMBEDIMMUNE is gained
on_fat
Called when TRAIT_FAT is gained or lost
on_no_dna_trait_gain
Called when TRAIT_NO_DNA is gained
on_no_hunger_trait_gain
Called when TRAIT_NO_HUNGER is gained
real_human_being
Determines if mob has and can use his hands like a human
recalculate_limbs_status
Proc used to recalculate traits and slowdowns after species change.
rev_malfunction
Malfunctioning atoms.
sec_hud_set_ID
Security HUDs! Basic mode shows only the job.
set_species
Change a mob's species.
Arguments:
- new_species - The user's new species.
- use_default_color - If
TRUE, use the species' default color for the new mob. - delay_icon_update - If
TRUE, UpdateAppearance() won't be called in this proc. - skip_same_check - If
TRUE, don't bail out early if we would be changing to our current species and run through everything anyway. - retain_damage - If
TRUE, damage on the mob will be re-applied post-transform. Otherwise, the mob will have its organs healed. - transformation - If
TRUE, don't apply new species traits to the mob. A false value should be used when creating a new mob instead of transforming into a new species. - keep_missing_bodyparts - If
TRUE, any bodyparts (legs, head, etc.) and racial internal organs (heart, liver, etc.) that were missing on the mob before species change will be missing post-change as well. Note that racial internal organs of new species (kidan lantern, wryn antennae, etc.) will be always created. - transfer_special_internals - If
TRUE, all special internal organs (implants, spider eggs, xeno embryos, etc.), will be present on the mob post-change. Does not affect racial internal organs (heart, liver, etc.). - save_appearance - If
TRUE, all bodyparts appearances (head hair style, body tattoos, tail type, etc.) will be transfered to new species.
setup_dna
Set up DNA and species.
Arguments:
- new_species - The new species to assign.
- monkeybasic - If
TRUEwill skip randomization of the last SE block
setup_organless_effects
This proc is for holding effects applied when a mob is missing certain organs It is called very, very early in human init because all humans innately spawn with no organs and gain them during init Gaining said organs removes these effects
smart_equip_targeted
take the most recent item out of a slot or place held item in a slot
sync_organ_dna
Sync internal and exteranl organs with DNA unique enzymes.
Arguments:
- assimilate - If
TRUE, organs that have a different UE will still have their DNA overriden by that of the host. Otherwise, this restricts itself to organs that share the UE of the host. - old_ue - Set this to a UE string, and this proc will overwrite the dna of organs that have that UE, instead of the host's present UE.
thunk
Proc used to inflict stamina damage when user is moving from no gravity to positive gravity.
update_gene_status
Actual meat of gene buisness
Arguments:
- gene - passed gene to check
- flags - flags to consider
Returns TRUE if any changes were made, FALSE otherwise
update_head
Handles stuff to update when a mob equips/unequips a headgear.
update_nutrition_slowdown
Updates nutrition slowdown both for component users and species with TRAIT_NO_NUTRITION_EFFECTS
wash_hands
Wash the hands, cleaning either the gloves if equipped and not obscured, otherwise the hands themselves if they're not obscured.
Returns false if we couldn't wash our hands due to them being obscured, otherwise true
wash_tg
Called when this human should be washed
wear_glasses_update
Handle stuff to update when a mob equips/unequips a glasses.
wear_mask_update
Handle stuff to update when a mob equips/unequips a mask.
wear_suit_update
Handles stuff to update when a mob equips/unequips a suit.
wearing_shock_proof_gloves
Returns if the carbon is wearing shock proof gloves