Unknown
Vars | |
blood_in_hands | How many "units of blood" we have on our hands |
---|---|
Procs | |
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 |
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. |
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:
- apply_change (optional) Default True This applies the changes to body temperature normal
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