code/__DEFINES/traits.dm 
            
        
| TRAIT_KNOCKEDOUT | Forces the user to stay unconscious. | 
|---|---|
| TRAIT_IMMOBILIZED | Prevents voluntary movement. | 
| TRAIT_FLOORED | Prevents voluntary standing or staying up on its own. | 
| TRAIT_FORCED_STANDING | Forces user to stay standing | 
| TRAIT_HANDS_BLOCKED | Prevents usage of manipulation appendages (picking, holding or using items, manipulating storage). | 
| TRAIT_UI_BLOCKED | Inability to access UI hud elements. Turned into a trait from MOBILITY_UI to be able to track sources. | 
| TRAIT_PULL_BLOCKED | Inability to pull things. Turned into a trait from MOBILITY_PULL to be able to track sources. | 
| TRAIT_RESTRAINED | Abstract condition that prevents movement if being pulled and might be resisted against. Handcuffs and straight jackets, basically. | 
| TRAIT_PERFECT_ATTACKER | Doesn't miss attacks | 
| TRAIT_CRITICAL_CONDITION | In some kind of critical condition. Is able to succumb. | 
| TRAIT_CHUNKYFINGERS | means that you can't use weapons with normal trigger guards. | 
| TRAIT_ADVANCEDTOOLUSER | Whether a mob is dexterous enough to use machines and certain items or not. | 
| TRAIT_GUN_NATURAL | Makes it so the mob can use guns regardless of tool user status | 
| TRAIT_DEATHCOMA | Causes death-like unconsciousness | 
| TRAIT_FAKEDEATH | Makes the owner appear as dead to most forms of medical examination | 
| TRAIT_XENO_HOST | Tracks whether we're gonna be a baby alien's mummy. | 
| TRAIT_IWASBATONED | Anti Dual-baton cooldown bypass exploit. | 
| TRAIT_CORPSELOCKED | Prevents you from leaving your corpse | 
| TRAIT_RESISTHEATHANDS | For when you want to be able to touch hot things, but still want fire to be an issue. | 
| TRAIT_FASTMED | reduces the use time of syringes, pills, patches and medigels but only when using on someone | 
| TRAIT_SIXTHSENSE | Can hear observers | 
| TRAIT_PARALYSIS_L_ARM | These are used for brain-based paralysis, where replacing the limb won't fix it | 
| TRAIT_WEB_WEAVER | Can weave webs into cloth | 
| TRAIT_QUICK_CARRY | We place people into a fireman carry quicker than standard | 
| TRAIT_QUICKER_CARRY | We place people into a fireman carry especially quickly compared to quick_carry | 
| TRAIT_PLANT_SAFE | We can handle 'dangerous' plants in botany safely | 
| TRAIT_DIAGNOSTIC_HUD | for something granting you a diagnostic hud | 
| TRAIT_MEDIBOTCOMINGTHROUGH | Is a medbot healing you | 
| TRAIT_NOFLASH | Makes you immune to flashes | 
| TRAIT_XENO_IMMUNE | prevents xeno huggies implanting skeletons | 
| TRAIT_FLASH_SENSITIVE | Makes you flashable from any direction | 
| TRAIT_SPECIAL_TRAUMA_BOOST | Increases chance of getting special traumas, makes them harder to cure | 
| TRAIT_GAMERGOD | Gets double arcade prizes | 
| TRAIT_SILENT_FOOTSTEPS | makes your footsteps completely silent | 
| TRAIT_NICE_SHOT | hnnnnnnnggggg..... you're pretty good.... | 
| TRAIT_TUMOR_SUPPRESSED | prevents the damage done by a brain tumor | 
| TRAIT_PERMANENTLY_ONFIRE | overrides the update_fire proc to always add fire (for lava) | 
| TRAIT_SIGN_LANG | Galactic Common Sign Language | 
| TRAIT_MARTIAL_ARTS_IMMUNE | nobody can use martial arts on this mob | 
| TRAIT_DUFFEL_CURSE_PROOF | You've been cursed with a living duffelbag, and can't have more added | 
| TRAIT_WEAK_SOUL | Revenants draining you only get a very small benefit. | 
| TRAIT_CANT_RIDE | Prevents mob from riding mobs when buckled onto something | 
| TRAIT_BLOODY_MESS | from heparin, makes open bleeding wounds rapidly spill more blood | 
| TRAIT_COAGULATING | from coagulant reagents, this doesn't affect the bleeding itself but does affect the bleed warning messages | 
| TRAIT_ANTICONVULSANT | From anti-convulsant medication against seizures. | 
| TRAIT_ANTENNAE | The holder of this trait has antennae or whatever that hurt a ton when noogied | 
| TRAIT_KISS_OF_DEATH | Blowing kisses actually does damage to the victim | 
| TRAIT_PLASMABURNT | Used on limbs in the process of turning a human into a plasmaman while in plasma lava | 
| TRAIT_HOPELESSLY_ADDICTED | Addictions don't tick down, basically they're permanently addicted | 
| TRAIT_CULT_EYES | Special examine if eyes are visible | 
| TRAIT_BLOODSHOT_EYES | Special examine if eyes are visible | 
| TRAIT_PRESERVE_UI_WITHOUT_CLIENT | This mob should never close UI even if it doesn't have a client | 
| TRAIT_CAN_USE_FLIGHT_POTION | Lets the mob use flight potions | 
| TRAIT_BYPASS_MEASURES | This mob overrides certian SSlag_switch measures with this special trait | 
| TRAIT_AI_BAGATTACK | This atom can ignore the "is on a turf" check for simple AI datum attacks, allowing them to attack from bags or lockers as long as any other conditions are met | 
| TRAIT_FREE_FLOAT_MOVEMENT | When people are floating from zero-grav or something, we can move around freely! | 
| TRAIT_NO_TELEPORT | do_teleportwill not allow this atom to teleport | 
| TRAIT_FUGU_GLANDED | Trait used by fugu glands to avoid double buffing | 
| TRAIT_HOT_SPRING_CURSED | Trait applied to /datum/mind to stop someone from using the cursed hot springs to polymorph more than once. | 
| TRAIT_CAN_STRIP | This mob can strip other mobs. | 
| TRAIT_MOVE_GROUND | Movement type traits for movables. See elements/movetype_handler.dm | 
| TRAIT_NO_FLOATING_ANIM | Disables the floating animation. See above. | 
| TRAIT_PARALYSIS | Used for limb-based paralysis, where replacing the limb will fix it. | 
| TRAIT_DISABLED_BY_WOUND | Used for limbs. | 
| TRAIT_CLIMBABLE | Climbable trait, given and taken by the climbable element when added or removed. Exists to be easily checked via HAS_TRAIT(). | 
| TRAIT_KEEP_TOGETHER | Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags] | 
| TRAIT_MAT_TRANSMUTED | Marks the item as having been transmuted. Functionally blacklists the item from being recycled or sold for materials. | 
| TRAIT_BANNED_FROM_CARGO_SHUTTLE | If the item will block the cargo shuttle from flying to centcom | 
| TRAIT_NO_STORAGE_INSERT | cannot be inserted in a storage. | 
| TRAIT_T_RAY_VISIBLE | Visible on t-ray scanners if the atom/var/level == 1 | 
| TRAIT_NEEDS_TWO_HANDS | The items needs two hands to be carried | 
| TRAIT_UNCATCHABLE | Can't be catched when thrown | 
| TRAIT_FISH_SAFE_STORAGE | Fish in this won't die | 
| TRAIT_FISH_CASE_COMPATIBILE | Stuff that can go inside fish cases | 
| TRAIT_PLANT_WILDMUTATE | Plants that were mutated as a result of passive instability, not a mutation threshold. | 
| TRAIT_APC_SHOCKING | If you hit an APC with exposed internals with this item it will try to shock you | 
| TRAIT_WIELDED | Properly wielded two handed item | 
| TRAIT_NO_IMMOBILIZE | Buckling yourself to objects with this trait won't immobilize you | 
| TRAIT_DRYABLE | Trait for dryable items | 
| TRAIT_DRIED | Trait for dried items | 
| TRAIT_CUSTOMIZABLE_REAGENT_HOLDER | Trait for customizable reagent holder | 
| TRAIT_MAY_CONTAIN_BLENDED_DUST | Minor trait used for beakers, or beaker-ishes. /obj/item/reagent_containers, to show that they've been used in a reagent grinder. | 
| TRAIT_CANNOT_CRYSTALIZE | Trait put on /mob/living/carbon/human. If that mob has a crystal core, also known as an ethereal heart, it will not try to revive them if the mob dies. | 
| TRAIT_FIREDOOR_STOP | Trait applied to turfs when an atmos holosign is placed on them. It will stop firedoors from closing. | 
| TRAIT_COMPONENT_MMI | Trait applied when the MMI component is added to an /obj/item/integrated_circuit | 
| TRAIT_DISEASELIKE_SEVERITY_MEDIUM | If present on a /mob/living/carbon, will make them appear to have a medium level disease on health HUDs. | 
| EXPERIMENTAL_SURGERY_TRAIT | Trait inherited by experimental surgeries | 
| ROUNDSTART_TRAIT | cannot be removed without admin intervention | 
| QUIRK_TRAIT | Any traits granted by quirks. | 
| ADMIN_TRAIT | (B)admins only. | 
| CURSED_ITEM_TRAIT | The item is magically cursed | 
| MASK_TRAIT | inherited from the mask | 
| SHOES_TRAIT | inherited from your sweet kicks | 
| IMPLANT_TRAIT | Trait inherited by implants | 
| VEHICLE_TRAIT | inherited from riding vehicles | 
| BUCKLED_TRAIT | trait associated to being buckled | 
| CHOKEHOLD_TRAIT | trait associated to being held in a chokehold | 
| RESTING_TRAIT | trait associated to resting | 
| STAT_TRAIT | trait associated to a stat value or range of | 
| MAPPING_HELPER_TRAIT | obtained from mapping helper | 
| SUIT_TRAIT | Trait associated to wearing a suit | 
| LYING_DOWN_TRAIT | Trait associated to lying down (having a [lying_angle] of a different value than zero). | 
| POWER_LACK_TRAIT | Trait associated to lacking electrical power. | 
| MAFIA_TRAIT | Trait associated with mafia | 
| HIGHLANDER_TRAIT | Trait associated with highlander | 
| TRAIT_RUSTY | generic atom traits Trait from /datum/component/rust. Its rusty and should be applying a special overlay to denote this. | 
| STICKY_NODROP | sticky nodrop sounds like a bad soundcloud rapper's name | 
| LACKING_LOCOMOTION_APPENDAGES_TRAIT | trait associated to not having locomotion appendages nor the ability to fly or float | 
| LACKING_MANIPULATION_APPENDAGES_TRAIT | trait associated to not having fine manipulation appendages such as hands | 
| WARPWHISTLE_TRAIT | Trait granted by /obj/item/warpwhistle | 
| TURF_Z_TRANSPARENT_TRAIT | Turf trait for when a turf is transparent | 
| SOULSTONE_TRAIT | Trait applied by /datum/component/soulstoned | 
| SLIME_COLD | Trait applied to slimes by low temperature | 
| TIPPED_OVER | Trait applied to mobs by being tipped over | 
| PAI_FOLDED | Trait applied to PAIs by being folded | 
| BRAIN_UNAIDED | Trait applied to brain mobs when they lack external aid for locomotion, such as being inside a mech. | 
| ELEMENT_TRAIT | Trait applied by element | 
| BERSERK_TRAIT | Trait granted by /obj/item/clothing/head/helmet/space/hardsuit/berserker | 
| HIPPOCRATIC_OATH_TRAIT | Trait granted by /obj/item/rod_of_asclepius | 
| BLOODDRUNK_TRAIT | Trait granted by /datum/status_effect/blooddrunk | 
| LIPSTICK_TRAIT | Trait granted by lipstick | 
| BEAUTY_ELEMENT_TRAIT | Self-explainatory. | 
| STABILIZED_LIGHT_PINK_TRAIT | Pacifism trait given by stabilized light pink extracts. | 
| NO_TONGUE_TRAIT | Trait granted by /mob/living/carbon/Initialize and granted/removed by /obj/item/organ/tongue Used for ensuring that carbons without tongues cannot taste anything so it is added in Initialize, and then removed when a tongue is inserted and readded when a tongue is removed. | 
| MODEL_TRAIT | Trait granted by /mob/living/silicon/robot Traits applied to a silicon mob by their model. | 
| AI_ANCHOR_TRAIT | Trait granted by mob/living/silicon/ai Applied when the ai anchors itself | 
| CLOWNOP_TRAIT | Trait from /datum/antagonist/nukeop/clownop | 
| STATION_TRAIT_BANANIUM_SHIPMENTS | Traits given by station traits | 
| TRAIT_MAGNETIC_ID_CARD | ID cards with this trait will attempt to forcibly occupy the front-facing ID card slot in wallets. | 
| CHAMELEON_ITEM_TRAIT | Traits granted to items due to their chameleon properties. | 
Define Details
ADMIN_TRAIT
            
         
    
    (B)admins only.
AI_ANCHOR_TRAIT
            
         
    
    Trait granted by mob/living/silicon/ai Applied when the ai anchors itself
BEAUTY_ELEMENT_TRAIT
            
         
    
    Self-explainatory.
BERSERK_TRAIT
            
         
    
    Trait granted by /obj/item/clothing/head/helmet/space/hardsuit/berserker
BLOODDRUNK_TRAIT
            
         
    
    Trait granted by /datum/status_effect/blooddrunk
BRAIN_UNAIDED
            
         
    
    Trait applied to brain mobs when they lack external aid for locomotion, such as being inside a mech.
BUCKLED_TRAIT
            
         
    
    trait associated to being buckled
CHAMELEON_ITEM_TRAIT
            
         
    
    Traits granted to items due to their chameleon properties.
CHOKEHOLD_TRAIT
            
         
    
    trait associated to being held in a chokehold
CLOWNOP_TRAIT
            
         
    
    Trait from /datum/antagonist/nukeop/clownop
CURSED_ITEM_TRAIT
            
            
         
    
    The item is magically cursed
ELEMENT_TRAIT
            
         
    
    Trait applied by element
EXPERIMENTAL_SURGERY_TRAIT
            
         
    
    Trait inherited by experimental surgeries
HIGHLANDER_TRAIT
            
         
    
    Trait associated with highlander
HIPPOCRATIC_OATH_TRAIT
            
         
    
    Trait granted by /obj/item/rod_of_asclepius
IMPLANT_TRAIT
            
         
    
    Trait inherited by implants
LACKING_LOCOMOTION_APPENDAGES_TRAIT
            
         
    
    trait associated to not having locomotion appendages nor the ability to fly or float
LACKING_MANIPULATION_APPENDAGES_TRAIT
            
         
    
    trait associated to not having fine manipulation appendages such as hands
LIPSTICK_TRAIT
            
         
    
    Trait granted by lipstick
LYING_DOWN_TRAIT
            
         
    
    Trait associated to lying down (having a [lying_angle] of a different value than zero).
MAFIA_TRAIT
            
         
    
    Trait associated with mafia
MAPPING_HELPER_TRAIT
            
         
    
    obtained from mapping helper
MASK_TRAIT
            
         
    
    inherited from the mask
MODEL_TRAIT
            
         
    
    Trait granted by /mob/living/silicon/robot Traits applied to a silicon mob by their model.
NO_TONGUE_TRAIT
            
         
    
    Trait granted by /mob/living/carbon/Initialize and granted/removed by /obj/item/organ/tongue Used for ensuring that carbons without tongues cannot taste anything so it is added in Initialize, and then removed when a tongue is inserted and readded when a tongue is removed.
PAI_FOLDED
            
         
    
    Trait applied to PAIs by being folded
POWER_LACK_TRAIT
            
         
    
    Trait associated to lacking electrical power.
QUIRK_TRAIT
            
         
    
    Any traits granted by quirks.
RESTING_TRAIT
            
         
    
    trait associated to resting
ROUNDSTART_TRAIT
            
         
    
    cannot be removed without admin intervention
SHOES_TRAIT
            
         
    
    inherited from your sweet kicks
SLIME_COLD
            
         
    
    Trait applied to slimes by low temperature
SOULSTONE_TRAIT
            
         
    
    Trait applied by /datum/component/soulstoned
STABILIZED_LIGHT_PINK_TRAIT
            
         
    
    Pacifism trait given by stabilized light pink extracts.
STATION_TRAIT_BANANIUM_SHIPMENTS
            
         
    
    Traits given by station traits
STAT_TRAIT
            
         
    
    trait associated to a stat value or range of
STICKY_NODROP
            
         
    
    sticky nodrop sounds like a bad soundcloud rapper's name
SUIT_TRAIT
            
         
    
    Trait associated to wearing a suit
TIPPED_OVER
            
         
    
    Trait applied to mobs by being tipped over
TRAIT_ADVANCEDTOOLUSER
            
         
    
    Whether a mob is dexterous enough to use machines and certain items or not.
TRAIT_AI_BAGATTACK
            
         
    
    This atom can ignore the "is on a turf" check for simple AI datum attacks, allowing them to attack from bags or lockers as long as any other conditions are met
TRAIT_ANTENNAE
            
         
    
    The holder of this trait has antennae or whatever that hurt a ton when noogied
TRAIT_ANTICONVULSANT
            
         
    
    From anti-convulsant medication against seizures.
TRAIT_APC_SHOCKING
            
         
    
    If you hit an APC with exposed internals with this item it will try to shock you
TRAIT_BANNED_FROM_CARGO_SHUTTLE
            
         
    
    If the item will block the cargo shuttle from flying to centcom
TRAIT_BLOODSHOT_EYES
            
         
    
    Special examine if eyes are visible
TRAIT_BLOODY_MESS
            
         
    
    from heparin, makes open bleeding wounds rapidly spill more blood
TRAIT_BYPASS_MEASURES
            
         
    
    This mob overrides certian SSlag_switch measures with this special trait
TRAIT_CANNOT_CRYSTALIZE
            
         
    
    Trait put on /mob/living/carbon/human. If that mob has a crystal core, also known as an ethereal heart, it will not try to revive them if the mob dies.
TRAIT_CANT_RIDE
            
         
    
    Prevents mob from riding mobs when buckled onto something
TRAIT_CAN_STRIP
            
         
    
    This mob can strip other mobs.
TRAIT_CAN_USE_FLIGHT_POTION
            
         
    
    Lets the mob use flight potions
TRAIT_CHUNKYFINGERS
            
         
    
    means that you can't use weapons with normal trigger guards.
TRAIT_CLIMBABLE
            
         
    
    Climbable trait, given and taken by the climbable element when added or removed. Exists to be easily checked via HAS_TRAIT().
TRAIT_COAGULATING
            
         
    
    from coagulant reagents, this doesn't affect the bleeding itself but does affect the bleed warning messages
TRAIT_COMPONENT_MMI
            
         
    
    Trait applied when the MMI component is added to an /obj/item/integrated_circuit
TRAIT_CORPSELOCKED
            
         
    
    Prevents you from leaving your corpse
TRAIT_CRITICAL_CONDITION
            
         
    
    In some kind of critical condition. Is able to succumb.
TRAIT_CULT_EYES
            
         
    
    Special examine if eyes are visible
TRAIT_CUSTOMIZABLE_REAGENT_HOLDER
            
         
    
    Trait for customizable reagent holder
TRAIT_DEATHCOMA
            
         
    
    Causes death-like unconsciousness
TRAIT_DIAGNOSTIC_HUD
            
         
    
    for something granting you a diagnostic hud
TRAIT_DISABLED_BY_WOUND
            
         
    
    Used for limbs.
TRAIT_DISEASELIKE_SEVERITY_MEDIUM
            
         
    
    If present on a /mob/living/carbon, will make them appear to have a medium level disease on health HUDs.
TRAIT_DRIED
            
         
    
    Trait for dried items
TRAIT_DRYABLE
            
         
    
    Trait for dryable items
TRAIT_DUFFEL_CURSE_PROOF
            
         
    
    You've been cursed with a living duffelbag, and can't have more added
TRAIT_FAKEDEATH
            
         
    
    Makes the owner appear as dead to most forms of medical examination
TRAIT_FASTMED
            
         
    
    reduces the use time of syringes, pills, patches and medigels but only when using on someone
TRAIT_FIREDOOR_STOP
            
         
    
    Trait applied to turfs when an atmos holosign is placed on them. It will stop firedoors from closing.
TRAIT_FISH_CASE_COMPATIBILE
            
         
    
    Stuff that can go inside fish cases
TRAIT_FISH_SAFE_STORAGE
            
         
    
    Fish in this won't die
TRAIT_FLASH_SENSITIVE
            
         
    
    Makes you flashable from any direction
TRAIT_FLOORED
            
         
    
    Prevents voluntary standing or staying up on its own.
TRAIT_FORCED_STANDING
            
         
    
    Forces user to stay standing
TRAIT_FREE_FLOAT_MOVEMENT
            
         
    
    When people are floating from zero-grav or something, we can move around freely!
TRAIT_FUGU_GLANDED
            
         
    
    Trait used by fugu glands to avoid double buffing
TRAIT_GAMERGOD
            
         
    
    Gets double arcade prizes
TRAIT_GUN_NATURAL
            
         
    
    Makes it so the mob can use guns regardless of tool user status
TRAIT_HANDS_BLOCKED
            
         
    
    Prevents usage of manipulation appendages (picking, holding or using items, manipulating storage).
TRAIT_HOPELESSLY_ADDICTED
            
         
    
    Addictions don't tick down, basically they're permanently addicted
TRAIT_HOT_SPRING_CURSED
            
         
    
    Trait applied to /datum/mind to stop someone from using the cursed hot springs to polymorph more than once.
TRAIT_IMMOBILIZED
            
         
    
    Prevents voluntary movement.
TRAIT_IWASBATONED
            
         
    
    Anti Dual-baton cooldown bypass exploit.
TRAIT_KEEP_TOGETHER
            
         
    
    Used for managing KEEP_TOGETHER in [/atom/var/appearance_flags]
TRAIT_KISS_OF_DEATH
            
         
    
    Blowing kisses actually does damage to the victim
TRAIT_KNOCKEDOUT
            
         
    
    Forces the user to stay unconscious.
TRAIT_MAGNETIC_ID_CARD
            
         
    
    ID cards with this trait will attempt to forcibly occupy the front-facing ID card slot in wallets.
TRAIT_MARTIAL_ARTS_IMMUNE
            
         
    
    nobody can use martial arts on this mob
TRAIT_MAT_TRANSMUTED
            
         
    
    Marks the item as having been transmuted. Functionally blacklists the item from being recycled or sold for materials.
TRAIT_MAY_CONTAIN_BLENDED_DUST
            
         
    
    Minor trait used for beakers, or beaker-ishes. /obj/item/reagent_containers, to show that they've been used in a reagent grinder.
TRAIT_MEDIBOTCOMINGTHROUGH
            
         
    
    Is a medbot healing you
TRAIT_MOVE_GROUND
            
         
    
    Movement type traits for movables. See elements/movetype_handler.dm
TRAIT_NEEDS_TWO_HANDS
            
         
    
    The items needs two hands to be carried
TRAIT_NICE_SHOT
            
         
    
    hnnnnnnnggggg..... you're pretty good....
TRAIT_NOFLASH
            
         
    
    Makes you immune to flashes
TRAIT_NO_FLOATING_ANIM
            
         
    
    Disables the floating animation. See above.
TRAIT_NO_IMMOBILIZE
            
         
    
    Buckling yourself to objects with this trait won't immobilize you
TRAIT_NO_STORAGE_INSERT
            
         
    
    cannot be inserted in a storage.
TRAIT_NO_TELEPORT
            
         
    
    do_teleport will not allow this atom to teleport
TRAIT_PARALYSIS
            
         
    
    Used for limb-based paralysis, where replacing the limb will fix it.
TRAIT_PARALYSIS_L_ARM
            
         
    
    These are used for brain-based paralysis, where replacing the limb won't fix it
TRAIT_PERFECT_ATTACKER
            
         
    
    Doesn't miss attacks
TRAIT_PERMANENTLY_ONFIRE
            
         
    
    overrides the update_fire proc to always add fire (for lava)
TRAIT_PLANT_SAFE
            
         
    
    We can handle 'dangerous' plants in botany safely
TRAIT_PLANT_WILDMUTATE
            
         
    
    Plants that were mutated as a result of passive instability, not a mutation threshold.
TRAIT_PLASMABURNT
            
         
    
    Used on limbs in the process of turning a human into a plasmaman while in plasma lava
TRAIT_PRESERVE_UI_WITHOUT_CLIENT
            
         
    
    This mob should never close UI even if it doesn't have a client
TRAIT_PULL_BLOCKED
            
         
    
    Inability to pull things. Turned into a trait from MOBILITY_PULL to be able to track sources.
TRAIT_QUICKER_CARRY
            
         
    
    We place people into a fireman carry especially quickly compared to quick_carry
TRAIT_QUICK_CARRY
            
         
    
    We place people into a fireman carry quicker than standard
TRAIT_RESISTHEATHANDS
            
         
    
    For when you want to be able to touch hot things, but still want fire to be an issue.
TRAIT_RESTRAINED
            
         
    
    Abstract condition that prevents movement if being pulled and might be resisted against. Handcuffs and straight jackets, basically.
TRAIT_RUSTY
            
         
    
    generic atom traits Trait from /datum/component/rust. Its rusty and should be applying a special overlay to denote this.
TRAIT_SIGN_LANG
            
         
    
    Galactic Common Sign Language
TRAIT_SILENT_FOOTSTEPS
            
         
    
    makes your footsteps completely silent
TRAIT_SIXTHSENSE
            
         
    
    Can hear observers
TRAIT_SPECIAL_TRAUMA_BOOST
            
         
    
    Increases chance of getting special traumas, makes them harder to cure
TRAIT_TUMOR_SUPPRESSED
            
         
    
    prevents the damage done by a brain tumor
TRAIT_T_RAY_VISIBLE
            
         
    
    Visible on t-ray scanners if the atom/var/level == 1
TRAIT_UI_BLOCKED
            
         
    
    Inability to access UI hud elements. Turned into a trait from MOBILITY_UI to be able to track sources.
TRAIT_UNCATCHABLE
            
         
    
    Can't be catched when thrown
TRAIT_WEAK_SOUL
            
         
    
    Revenants draining you only get a very small benefit.
TRAIT_WEB_WEAVER
            
         
    
    Can weave webs into cloth
TRAIT_WIELDED
            
         
    
    Properly wielded two handed item
TRAIT_XENO_HOST
            
         
    
    Tracks whether we're gonna be a baby alien's mummy.
TRAIT_XENO_IMMUNE
            
         
    
    prevents xeno huggies implanting skeletons
TURF_Z_TRANSPARENT_TRAIT
            
         
    
    Turf trait for when a turf is transparent
VEHICLE_TRAIT
            
         
    
    inherited from riding vehicles
WARPWHISTLE_TRAIT
            
         
    
    Trait granted by /obj/item/warpwhistle