/mob/living/carbon
Vars | |
all_scars | All of the scars a carbon has afflicted throughout their limbs |
---|---|
all_wounds | All of the wounds a carbon has afflicted throughout their limbs |
bodyparts | Total level of visualy impairing items Gets filled up in [create_bodyparts()][/mob/living/carbon/proc/create_bodyparts] |
co2overloadtime | This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks. |
cold_protection | Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection |
damageoverlaytemp | CPR cooldown. |
disgust | Same as handcuffs but for legs. Bear traps use this. |
dna | only used by humans. |
dreaming | Can't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU. |
ears | only used by humans. |
failed_last_breath | last mind to control this mob, for blood-based cloning |
glasses | only used by humans. |
handcuffed | How many dream images we have left to send |
heat_protection | used to halt stamina regen temporarily Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection |
icon_render_key | a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems) |
internal_organs_slot | List of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know. |
last_mind | Carbon |
legcuffed | Whether or not the mob is handcuffed |
mothdust | WS edit - moth dust when hugging |
shoes | only used by humans |
silent | Same as [above][/mob/living/carbon/var/internal_organs], but stores "slot ID" - "organ" pairs for easy access. |
stam_regen_start_time | Overall drunkenness |
transformation_timer | Timer id of any transformation |
Procs | |
add_bodypart | Proc to hook behavior on bodypart additions. |
adjustOrganLoss | If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the damage proc on that organ. |
adjust_bodytemperature | Adjust the body temperature of a mob expanded for carbon mobs allowing the use of insulation and change steps |
check_self_for_injuries | Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel |
check_virus | Medical HUD! Basic mode needs suit sensors on. |
electrocute_act | Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects. |
generate_fake_scars | generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake) |
getOrganLoss | If an organ exists in the slot requested, return the amount of damage that organ has |
get_biological_state | get_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums |
get_blood_dna_list | Get the mobs dna list |
get_cold_protection | This returns the percentage of protection from cold as a value from 0 - 1 temperature is the temperature you're being exposed to |
get_damageable_bodyparts | Returns a list of damageable bodyparts |
get_damaged_bodyparts | Returns a list of damaged bodyparts |
get_heat_protection | This returns the percentage of protection from heat as a value from 0 - 1 temperature is the temperature you're being exposed to |
get_insulation_protection | Get the insulation that is appropriate to the temperature you're being exposed to. All clothing, natural insulation, and traits are combined returning a single value. |
get_total_bleed_rate | get our total bleedrate |
get_traumas | TRAUMAS |
get_wounded_bodyparts | Returns a list of bodyparts with wounds (in case someone has a wound on an otherwise fully healed limb) |
give | Proc called when giving an item to another player |
handle_environment | Base carbon environment handler, adds natural stabilization |
handle_liver | Decides if the liver is failing or not. |
heal_bodypart_damage | Heals ONE bodypart randomly selected from damaged ones. |
heal_overall_damage | Heal MANY bodyparts, in random order |
humanize | Humanize |
immortality | For the Wishgranter |
is_bleeding | if any of our bodyparts are bleeding |
lying_angle_on_lying_down | Special carbon interaction on lying down, to transform its sprite by a rotation. |
natural_bodytemperature_stabilization | Used to stabilize the body temperature back to normal on living mobs |
remove_all_embedded_objects | Remove all embedded objects from all limbs on the carbon mob |
remove_bodypart | Proc to hook behavior on bodypart removals. |
remove_embedded_object | Remove a specific embedded item from the carbon mob |
secondary_shock | Called slightly after electrocute act to reduce jittering and apply a secondary stun. |
setOrganLoss | If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the set damage proc on that organ, which can set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss. |
set_handcuffed | Modifies the handcuffed value if a different value is passed, returning FALSE otherwise. The variable should only be changed through this proc. |
share_bodytemperature | Have two mobs share body heat between each other. Account for the insulation and max temperature change range for the mob |
should_electrocute | Returns whether or not the carbon should be able to be shocked |
take | Proc called when the player clicks the give alert |
take_bodypart_damage | Damages ONE bodypart randomly selected from damagable ones. |
take_overall_damage | damage MANY bodyparts, in random order |
wearing_shock_proof_gloves | Returns if the carbon is wearing shock proof gloves |
Var Details
all_scars
All of the scars a carbon has afflicted throughout their limbs
all_wounds
All of the wounds a carbon has afflicted throughout their limbs
bodyparts
Total level of visualy impairing items Gets filled up in [create_bodyparts()][/mob/living/carbon/proc/create_bodyparts]
co2overloadtime
This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
cold_protection
Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection
damageoverlaytemp
CPR cooldown.
disgust
Same as handcuffs but for legs. Bear traps use this.
dna
only used by humans.
dreaming
Can't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.
ears
only used by humans.
failed_last_breath
last mind to control this mob, for blood-based cloning
glasses
only used by humans.
handcuffed
How many dream images we have left to send
heat_protection
used to halt stamina regen temporarily Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection
icon_render_key
a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
internal_organs_slot
List of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know.
last_mind
Carbon
legcuffed
Whether or not the mob is handcuffed
mothdust
WS edit - moth dust when hugging
shoes
only used by humans
silent
Same as [above][/mob/living/carbon/var/internal_organs], but stores "slot ID" - "organ" pairs for easy access.
stam_regen_start_time
Overall drunkenness
transformation_timer
Timer id of any transformation
Proc Details
add_bodypart
Proc to hook behavior on bodypart additions.
adjustOrganLoss
If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the damage proc on that organ.
Arguments:
- slot - organ slot, like [ORGAN_SLOT_HEART]
- amount - damage to be done
- maximum - currently an arbitrarily large number, can be set so as to limit damage
adjust_bodytemperature
Adjust the body temperature of a mob expanded for carbon mobs allowing the use of insulation and change steps
vars:
- amount The amount of degrees to change body temperature by
- min_temp (optional) The minimum body temperature after adjustment
- max_temp (optional) The maximum body temperature after adjustment
- use_insulation (optional) modifies the amount based on the amount of insulation the mob has
- use_steps (optional) Use the body temp divisors and max change rates
- hardsuit_fix (optional) num bodytemp_normal - H.bodytemperature Use hardsuit override until hardsuits fix is done...
check_self_for_injuries
Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel
check_virus
Medical HUD! Basic mode needs suit sensors on.
electrocute_act
Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.
generate_fake_scars
generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake)
If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_SLASH to generate a random cut scar.
Arguments:
- num_scars- A number for how many scars you want to add
- forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types
getOrganLoss
If an organ exists in the slot requested, return the amount of damage that organ has
Arguments:
- slot - organ slot, like [ORGAN_SLOT_HEART]
get_biological_state
get_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums
go look at the species def for more info /datum/species/proc/get_biological_state
get_blood_dna_list
Get the mobs dna list
get_cold_protection
This returns the percentage of protection from cold as a value from 0 - 1 temperature is the temperature you're being exposed to
get_damageable_bodyparts
Returns a list of damageable bodyparts
get_damaged_bodyparts
Returns a list of damaged bodyparts
get_heat_protection
This returns the percentage of protection from heat as a value from 0 - 1 temperature is the temperature you're being exposed to
get_insulation_protection
Get the insulation that is appropriate to the temperature you're being exposed to. All clothing, natural insulation, and traits are combined returning a single value.
required temperature The Temperature that you're being exposed to
return the percentage of protection as a value from 0 - 1
get_total_bleed_rate
get our total bleedrate
get_traumas
TRAUMAS
get_wounded_bodyparts
Returns a list of bodyparts with wounds (in case someone has a wound on an otherwise fully healed limb)
give
Proc called when giving an item to another player
This handles creating an alert and adding an overlay to it
handle_environment
Base carbon environment handler, adds natural stabilization
handle_liver
Decides if the liver is failing or not.
heal_bodypart_damage
Heals ONE bodypart randomly selected from damaged ones.
It automatically updates damage overlays if necessary
It automatically updates health status
heal_overall_damage
Heal MANY bodyparts, in random order
humanize
Humanize
immortality
For the Wishgranter
is_bleeding
if any of our bodyparts are bleeding
lying_angle_on_lying_down
Special carbon interaction on lying down, to transform its sprite by a rotation.
natural_bodytemperature_stabilization
Used to stabilize the body temperature back to normal on living mobs
vars:
- environment The environment gas mix
remove_all_embedded_objects
Remove all embedded objects from all limbs on the carbon mob
remove_bodypart
Proc to hook behavior on bodypart removals.
remove_embedded_object
Remove a specific embedded item from the carbon mob
secondary_shock
Called slightly after electrocute act to reduce jittering and apply a secondary stun.
setOrganLoss
If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the set damage proc on that organ, which can set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.
Arguments:
- slot - organ slot, like [ORGAN_SLOT_HEART]
- amount - damage to be set to
set_handcuffed
Modifies the handcuffed value if a different value is passed, returning FALSE otherwise. The variable should only be changed through this proc.
share_bodytemperature
Have two mobs share body heat between each other. Account for the insulation and max temperature change range for the mob
vars:
- M The mob/living/carbon that is sharing body heat
should_electrocute
Returns whether or not the carbon should be able to be shocked
take
Proc called when the player clicks the give alert
Handles checking if the player taking the item has open slots and is in range of the giver Also deals with the actual transferring of the item to the players hands Arguments:
- giver - The person giving the original item
- I - The item being given by the giver
take_bodypart_damage
Damages ONE bodypart randomly selected from damagable ones.
It automatically updates damage overlays if necessary
It automatically updates health status
take_overall_damage
damage MANY bodyparts, in random order
wearing_shock_proof_gloves
Returns if the carbon is wearing shock proof gloves