human 
Vars | |
bodyparts | All external organs in src. |
---|---|
bodyparts_by_name | Map organ zones to external organs. |
can_ride_typecache | What types of mobs are allowed to ride/buckle to this mob. Only human for now |
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 |
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 | |
MouseDrop | Interactions code by HONKERTRON feat TestUnit |
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. |
attackby | HUMAN PART |
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. |
electrocute_act | Calculates the siemens coeff based on clothing and species, can also restart hearts. |
emote_clack | Kidan |
emote_collapse | Action Emotes |
emote_creak | Diona |
emote_flap | Moth |
emote_howl | Vulpkanin |
emote_hum | Drask |
emote_laugh | Sound Emotes |
emote_ping | IPC |
emote_purr | Tajaran |
emote_quill | Vox |
emote_rattle | Other |
emote_roar | Unathi |
emote_scratch | Generic emotes |
emote_squish | Slimepeople |
emote_wag | Generic Tail Emotes |
emote_warble | Skrell |
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. |
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_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_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. |
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 |
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
bodyparts 
All external organs in src.
bodyparts_by_name 
Map organ zones to external organs.
can_ride_typecache 
What types of mobs are allowed to ride/buckle to this mob. Only human for now
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
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
MouseDrop
Interactions code by HONKERTRON feat TestUnit
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.
attackby
HUMAN PART
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.
electrocute_act
Calculates the siemens coeff based on clothing and species, can also restart hearts.
emote_clack
Kidan
emote_collapse
Action Emotes
emote_creak
Diona
emote_flap
Moth
emote_howl
Vulpkanin
emote_hum
Drask
emote_laugh
Sound Emotes
emote_ping
IPC
emote_purr
Tajaran
emote_quill
Vox
emote_rattle
Other
emote_roar
Unathi
emote_scratch
Generic emotes
emote_squish
Slimepeople
emote_wag
Generic Tail Emotes
emote_warble
Skrell
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.
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_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.
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_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
TRUE
will skip randomization of the last SE block
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
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