White Sands - Modules - TypesVar Details - Proc Details

Unknown

Vars

blood_in_handsHow many "units of blood" we have on our hands

Procs

apply_damagedepending on the species, it will run the corresponding apply_damage code there
canUseHUDHUDs
check_reflectReflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object
clean_faceCalled on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal
clean_lipsCleans the lips of any lipstick. Returns TRUE if the lips had any lipstick and was thus cleaned
clothingonpartGet all the clothing on a specific body part
electrocute_actCalculates the siemens coeff based on clothing and species, can also restart hearts.
fan_hud_set_fandomFAN HUDs! For identifying other fans on-sight.
format_scarsFor use formatting all of the scars this human has for saving for persistent scarring, returns a string with all current scars/missing limb amputation scars for saving or loading purposes
get_body_temp_normalget_body_temperature Returns the body temperature with any modifications applied
handle_environmentEnvironment handlers for species
handle_fireFIRE CODE
increment_scar_slotWhen we're joining the game in [/mob/dead/new_player/proc/create_character], we increment our scar slot then store the slot in our mind datum.
load_persistent_scarsRead all the scars we have for the designated character/scar slots, verify they're good/dump them if they're old/wrong format, create them on the user, and write the scars that passed muster back to the file
load_scarTakes a single scar from the persistent scar loader and recreates it from the saved data
save_persistent_scarsSave any scars we have to our designated slot, then write our current slot so that the next time we call /mob/living/carbon/human/proc/increment_scar_slot (the next round we join), we'll be there
sec_hud_set_IDSecurity HUDs! Basic mode shows only the job.
singularity_actOverrides the point value that the mob is worth
sleeping_carp_helpVerb added to humans who learn the art of the sleeping carp.
smart_equip_targetedtake the most recent item out of a slot or place held item in a slot
something_horribleDNA HELPER-PROCS
washCalled when this human should be washed
wash_handsWash the hands, cleaning either the gloves if equipped and not obscured, otherwise the hands themselves if they're not obscured.

Var Details

blood_in_hands

How many "units of blood" we have on our hands

Proc Details

apply_damage

depending on the species, it will run the corresponding apply_damage code there

canUseHUD

HUDs

check_reflect

Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object

clean_face

Called on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal

clean_lips

Cleans the lips of any lipstick. Returns TRUE if the lips had any lipstick and was thus cleaned

clothingonpart

Get all the clothing on a specific body part

electrocute_act

Calculates the siemens coeff based on clothing and species, can also restart hearts.

fan_hud_set_fandom

FAN HUDs! For identifying other fans on-sight.

format_scars

For use formatting all of the scars this human has for saving for persistent scarring, returns a string with all current scars/missing limb amputation scars for saving or loading purposes

get_body_temp_normal

get_body_temperature Returns the body temperature with any modifications applied

This applies the result from proc/get_body_temp_normal_change() against the bodytemp_normal for the species and returns the result

arguments:

handle_environment

Environment handlers for species

handle_fire

FIRE CODE

increment_scar_slot

When we're joining the game in [/mob/dead/new_player/proc/create_character], we increment our scar slot then store the slot in our mind datum.

load_persistent_scars

Read all the scars we have for the designated character/scar slots, verify they're good/dump them if they're old/wrong format, create them on the user, and write the scars that passed muster back to the file

load_scar

Takes a single scar from the persistent scar loader and recreates it from the saved data

save_persistent_scars

Save any scars we have to our designated slot, then write our current slot so that the next time we call /mob/living/carbon/human/proc/increment_scar_slot (the next round we join), we'll be there

sec_hud_set_ID

Security HUDs! Basic mode shows only the job.

singularity_act

Overrides the point value that the mob is worth

sleeping_carp_help

Verb added to humans who learn the art of the sleeping carp.

smart_equip_targeted

take the most recent item out of a slot or place held item in a slot

something_horrible

DNA HELPER-PROCS

wash

Called when this human should be washed

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