living

Used by [living/Bump()][/mob/living/proc/Bump] and [living/PushAM()][/mob/living/proc/PushAM] to prevent potential infinite loop.
Vars | |
abilities | used for database logging |
---|---|
blood_volume | converted to a list of stun absorption sources this mob has when one is added |
body_position | Variable to track the body position of a mob, regardgless of the actual angle of rotation (usually matching it, but not necessarily). |
body_position_pixel_x_offset | The y amount a mob's sprite should be offset due to the current position they're in (e.g. lying down moves your sprite down) |
body_position_pixel_y_offset | The x amount a mob's sprite should be offset due to the current position they're in |
body_temp_changes | Whether the mob is slowed down when dragging another prone mob List of changes to body temperature, used by desease symtoms like fever |
bubble_icon | used to prevent spam with smoke reagent reaction on mob. |
butcher_difficulty | these will always be yielded from butchering |
butcher_results | the id a mob gets when it's created |
can_buckle_to | Is this mob allowed to be buckled/unbuckled to/from things? |
cloneloss | Burn damage caused by being way too hot, too cold or burnt. |
combat_mode | If combat mode is on or not |
crit_threshold | Stamina damage, or exhaustion. You recover it slowly naturally, and are knocked down if it gets too high. Holodeck and hallucinations deal this. |
default_num_hands | How many hands does this mob have by default. This shouldn't change at runtime. |
default_num_legs | does the mob have distinct limbs?(arms,legs, chest,head) How many legs does this mob have by default. This shouldn't change at runtime. |
disease_resistances | list of all diseases in a mob |
druggy | a list of all status effects the mob has |
fire_stacks | The "Are we on fire?" var |
fireloss | Toxic damage caused by being poisoned or radiated |
guaranteed_butcher_results | these will be yielded from butchering with a probability chance equal to the butcher item's effectiveness |
hardcrit_threshold | when the mob goes from "normal" to crit When the mob enters hard critical state and is fully incapacitated. |
has_limbs | more or less efficiency to metabolize helpful/harmful reagents and regulate body temperature.. |
health | The mob's current health. |
health_doll_icon | what icon the mob uses for speechbubbles |
incorporeal_move | Allows mobs to move through dense areas without restriction. For instance, in space or out of holder objects. |
last_bumped | if this exists AND the normal sprite is bigger than 32x32, this is the replacement icon state (because health doll size limitations). the icon will always be screen_gen.dmi |
last_special | Directly affects how long a mob will hallucinate for |
lastattacker | Badminnery resize |
limb_destroyer | Tracks how many stacks of fire we have on, max is usually 20 |
living_flags | Generic bitflags for boolean conditions at the /mob/living level. Keep this for inherent traits of living types, instead of runtime-changeable ones. |
lying_angle | Number of degrees of rotation of a mob. 0 means no rotation, up-side facing NORTH. 90 means up-side rotated to face EAST, and so on. |
lying_prev | Value of lying lying_angle before last change. TODO: Remove the need for this. |
maxHealth | Maximum health that should be possible. |
mob_surgery_speed_mod | a list of surgery datums. generally empty, they're added when the player wants them. Mob specific surgery speed modifier |
mobility_flags | Flags that determine the potential of a mob to perform certain actions. Do not change this directly. |
num_hands | How many hands hands does this mob currently have. Should only be changed through set_num_hands() |
num_legs | How many legs does this mob currently have. Should only be changed through set_num_legs() |
numba | if a mob's name should be appended with an id when created e.g. Mob (666) |
on_fire | Time of death |
oxyloss | Brutal damage caused by brute force (punching, being clubbed by a toolbox ect... this also accounts for pressure damage) |
ranged_ability | how much blood the mob has |
see_override | Any ranged ability the mob has, as a click override |
staminaloss | Damage caused by being cloned or ejected from the cloner early. slimes also deal cloneloss damage to victims |
status_effects | 0 for no override, sets see_invisible = see_override in silicon & carbon life process via update_sight() |
timeofdeath | Used by the resist verb, likely used to prevent players from bypassing next_move by logging in/out. |
toxloss | Oxygen depravation damage (no air in lungs) |
usable_hands | How many usable hands does this mob currently have. Should only be changed through set_usable_hands() |
usable_legs | How many usable legs this mob currently has. Should only be changed through set_usable_legs() |
ventcrawl_layer | If the mob is irradiated. |
weather_immunities | effectiveness prob. is modified negatively by this amount; positive numbers make it more difficult, negative ones make it easier |
Procs | |
IsFrozen | FROZEN |
IsImmobilized | IMMOBILIZED |
IsKnockdown | KNOCKDOWN |
IsParalyzed | PARALYZED |
IsSleeping | SLEEPING |
IsStun | STUN |
IsUnconscious | UNCONSCIOUS |
Life | Handles the biological and general over-time processes of the mob. |
PermaSleeping | Allows us to set a permanent sleep on a player (use with caution and remember to unset it with SetSleeping() after the effect is over) |
add_body_temperature_change | add_body_temperature_change Adds modifications to the body temperature |
add_confusion | Add confusion to the mob. Confusion will make the mob walk randomly. Shorthand for set_confusion(confusion + x). |
add_movespeed_mod_immunities | Ignores specific slowdowns. Accepts a list of slowdowns. |
add_stun_absorption | STUN ABSORPTION |
adjust_fire_stacks | Adjust the amount of fire stacks on a mob |
apply_damage | Applies damage to this mob |
apply_damage_type | like apply_damage except it always uses the damage procs |
apply_damages | applies multiple damages at once via /mob/living/proc/apply_damage |
apply_effect | applies various common status effects or common hardcoded mob effects |
apply_effects | applies multiple effects at once via /mob/living/proc/apply_effect |
apply_martial_art | Apply a martial art move from src to target. |
apply_prefs_job | Applies the preference options to the spawning mob, taking the job into account. Assumes the client has the proper mind. |
bleedDragAmount | Returns how much blood we're losing from being dragged a tile, from [/mob/living/proc/makeTrail] |
can_inject | Returns whether or not the mob can be injected. Should not perform any side effects. |
can_look_up | Checks if the user is incapacitated or on cooldown. |
canface | Checks mobility move as well as parent checks |
cure_blind | TRAIT PROCS |
do_slap_animation | Does a slap animation on an atom |
dust | This is the proc for turning a mob into ash. Dusting robots does not eject the MMI, so it's a bit more powerful than gib() |
electrocute_act | As the name suggests, this should be called to apply electric shocks. |
expose_reagents | |
extinguish_mob | Extinguish all fire on the mob |
get_attack_type | Returns the attack damage type of a living mob such as BRUTE. |
get_blood_dna_list | returns the mob's dna info as a list, to be inserted in an object's blood_DNA list |
get_body_temp_cold_damage_limit | Returns the body temperature at which this mob will start taking cold damage. |
get_body_temp_heat_damage_limit | Returns the body temperature at which this mob will start taking heat damage. |
get_body_temp_normal | get_body_temp_normal Returns the mobs normal body temperature with any modifications applied |
get_body_temp_normal_change | get_body_temp_normal_change Returns the aggregate change to body temperature |
get_confusion | Gets the amount of confusion on the mob. |
get_damage_amount | return the damage amount for the type given |
get_equipped_items | Used to return a list of equipped items on a mob; does not include held items (use get_all_gear) |
get_exp_list | Returns an assoc list of assignments and minutes for updating a client's exp time in the databse. |
get_fullness | Get the fullness of the mob |
get_organic_health | Returns the health of the mob while ignoring damage of non-organic (prosthetic) limbs Used by cryo cells to not permanently imprison those with damage from prosthetics, as they cannot be healed through chemicals. |
get_quirk_string | get_quirk_string() is used to get a printable string of all the quirk traits someone has for certain criteria |
get_taste_sensitivity | Gets taste sensitivity of given mob |
gib | Blow up the mob into giblets |
has_reagent | Check if the mob contains this reagent. |
hasparasites | parasite tracking/finding procs |
heal_bodypart_damage | heal ONE external organ, organ gets randomly selected from damaged ones. |
heal_ordered_damage | heal up to amount damage, in a given order |
heal_overall_damage | heal MANY bodyparts, in random order |
ignore_slowdown | Ignores all slowdowns that lack the IGNORE_NOSLOW flag. |
is_face_visible | Only defined for carbons who can wear masks and helmets, we just assume other mobs have visible faces |
look_down | look_down Changes the perspective of the mob to any openspace turf below the mob |
look_up | look_up Changes the perspective of the mob to any openspace turf above the mob |
lying_angle_on_movement | Called by mob Move() when the lying_angle is different than zero, to better visually simulate crawling. |
move_into_vent | Moves living mob directly into the vent as a ventcrawler |
on_deathcoma_trait_gain | Called when TRAIT_DEATHCOMA is added to the mob. |
on_deathcoma_trait_loss | Called when TRAIT_DEATHCOMA is removed from the mob. |
on_fall | Called when mob changes from a standing position into a prone while lacking the ability to stand up at the moment. |
on_floored_end | Proc to append behavior to the condition of being floored. Called when the condition ends. |
on_floored_start | Proc to append behavior to the condition of being floored. Called when the condition starts. |
on_floored_trait_gain | Called when TRAIT_FLOORED is added to the mob. |
on_floored_trait_loss | Called when TRAIT_FLOORED is removed from the mob. |
on_forced_standing_trait_gain | Called when TRAIT_FORCED_STANDING is added to the mob. |
on_forced_standing_trait_loss | Called when TRAIT_FORCED_STANDING is removed from the mob. |
on_handsblocked_end | Proc to append behavior to the condition of being handsblocked. Called when the condition ends. |
on_handsblocked_start | Proc to append behavior to the condition of being handsblocked. Called when the condition starts. |
on_handsblocked_trait_gain | Called when TRAIT_HANDS_BLOCKED is added to the mob. |
on_handsblocked_trait_loss | Called when TRAIT_HANDS_BLOCKED is removed from the mob. |
on_immobilized_trait_gain | Called when TRAIT_IMMOBILIZED is added to the mob. |
on_immobilized_trait_loss | Called when TRAIT_IMMOBILIZED is removed from the mob. |
on_incapacitated_trait_gain | Called when [TRAIT_INCAPACITATED] is added to the mob. |
on_incapacitated_trait_loss | Called when [TRAIT_INCAPACITATED] is removed from the mob. |
on_knockedout_trait_gain | Called when TRAIT_KNOCKEDOUT is added to the mob. |
on_knockedout_trait_loss | Called when TRAIT_KNOCKEDOUT is removed from the mob. |
on_lying_down | Proc to append behavior related to lying down. |
on_movement_type_flag_disabled | From [element/movetype_handler/on_movement_type_trait_loss()] |
on_movement_type_flag_enabled | From [element/movetype_handler/on_movement_type_trait_gain()] |
on_pull_blocked_trait_gain | Called when TRAIT_PULL_BLOCKED is added to the mob. |
on_pull_blocked_trait_loss | Called when TRAIT_PULL_BLOCKED is removed from the mob. |
on_restrained_trait_gain | Called when TRAIT_RESTRAINED is added to the mob. |
on_restrained_trait_loss | Called when TRAIT_RESTRAINED is removed from the mob. |
on_skittish_trait_gain | Called when [TRAIT_SKITTISH] is added to the mob. |
on_skittish_trait_loss | Called when [TRAIT_SKITTISH] is removed from the mob. |
on_standing_up | Proc to append behavior related to lying down. |
on_ui_blocked_trait_gain | Called when TRAIT_UI_BLOCKED is added to the mob. |
on_ui_blocked_trait_loss | Called when TRAIT_UI_BLOCKED is removed from the mob. |
register_init_signals | Called on /mob/living/Initialize(), for the mob to register to relevant signals. |
remove_body_temperature_change | remove_body_temperature_change Removes the modifications to the body temperature |
remove_movespeed_mod_immunities | Unignores specific slowdowns. Accepts a list of slowdowns. |
reset_shocked | Unsets the SHOCKED_1 flag on this mob. |
resist_buckle | see defines/combat.dm, this should be baseline 60% Resist chance divided by the value imparted by your grab state. It isn't until you reach neckgrab that you gain a penalty to escaping a grab. |
right_click_attack_chain | Checks for RIGHT_CLICK in modifiers and runs attack_hand_secondary if so. Returns TRUE if normal chain blocked |
setGrabState | Updates the grab state of the mob and updates movespeed |
set_body_position | Changes the value of the [living/body_position] variable. |
set_buckled | Reports the event of the change in value of the buckled variable. |
set_confusion | Set the confusion of the mob. Confusion will make the mob walk randomly. |
set_fire_stacks | Set the fire stacks on a mob |
set_health | Sets the current mob's health value. Do not call directly if you don't know what you are doing, use the damage procs, instead. |
set_lying_angle | Changes the inclination angle of a mob, used by humans and others to differentiate between standing up and prone positions. |
set_lying_down | Change the [body_position] to LYING_DOWN and update associated behavior. |
set_num_hands | Proc to modify the value of num_hands and hook behavior associated to this event. |
set_num_legs | Proc to modify the value of num_legs and hook behavior associated to this event. |
set_resting | Proc to hook behavior to the change of value in the resting variable. |
set_safe_hunger_level | Sets the mob's hunger levels to a safe overall level. Useful for TRAIT_NOHUNGER species changes. |
set_shocked | Sets the SHOCKED_1 flag on this mob. |
set_usable_hands | Proc to modify the value of usable_hands and hook behavior associated to this event. |
set_usable_legs | Proc to modify the value of usable_legs and hook behavior associated to this event. |
shared_living_ui_distance | public |
singularity_act | Logs, gibs and returns point values of whatever mob is unfortunate enough to get eaten. |
sleeping_carp_help | Verb added to humans who learn the art of the sleeping carp. |
take_bodypart_damage | damage ONE external organ, organ gets randomly selected from damaged ones. |
take_overall_damage | damage MANY bodyparts, in random order |
transfer_blood_to | BLOOD TRANSFERS |
try_inject | Like can_inject, but it can perform side effects. |
unignore_slowdown | Unignores all slowdowns that lack the IGNORE_NOSLOW flag. |
update_pipe_vision | Everything related to pipe vision on ventcrawling is handled by update_pipe_vision(). Called on exit, entrance, and pipenet differences (e.g. moving to a new pipenet). One important thing to note however is that the movement of the client's eye is handled by the relaymove() proc in /obj/machinery/atmospherics. We move first and then call update. Dont flip this around |
update_resting | Proc to append and redefine behavior to the change of the [/mob/living/var/resting] variable. |
update_succumb_action | Called when traits that alter succumbing are added/removed. |
will_escape_storage | Whether or not this mob will escape from storages while being picked up/held. |
Var Details
abilities

used for database logging
blood_volume

converted to a list of stun absorption sources this mob has when one is added
body_position

Variable to track the body position of a mob, regardgless of the actual angle of rotation (usually matching it, but not necessarily).
body_position_pixel_x_offset

The y amount a mob's sprite should be offset due to the current position they're in (e.g. lying down moves your sprite down)
body_position_pixel_y_offset

The x amount a mob's sprite should be offset due to the current position they're in
body_temp_changes

Whether the mob is slowed down when dragging another prone mob List of changes to body temperature, used by desease symtoms like fever
bubble_icon

used to prevent spam with smoke reagent reaction on mob.
butcher_difficulty

these will always be yielded from butchering
butcher_results

the id a mob gets when it's created
can_buckle_to

Is this mob allowed to be buckled/unbuckled to/from things?
cloneloss

Burn damage caused by being way too hot, too cold or burnt.
combat_mode

If combat mode is on or not
crit_threshold

Stamina damage, or exhaustion. You recover it slowly naturally, and are knocked down if it gets too high. Holodeck and hallucinations deal this.
default_num_hands

How many hands does this mob have by default. This shouldn't change at runtime.
default_num_legs

does the mob have distinct limbs?(arms,legs, chest,head) How many legs does this mob have by default. This shouldn't change at runtime.
disease_resistances

list of all diseases in a mob
druggy

a list of all status effects the mob has
fire_stacks

The "Are we on fire?" var
fireloss

Toxic damage caused by being poisoned or radiated
guaranteed_butcher_results

these will be yielded from butchering with a probability chance equal to the butcher item's effectiveness
hardcrit_threshold

when the mob goes from "normal" to crit When the mob enters hard critical state and is fully incapacitated.
has_limbs

more or less efficiency to metabolize helpful/harmful reagents and regulate body temperature..
health

The mob's current health.
health_doll_icon

what icon the mob uses for speechbubbles
incorporeal_move

Allows mobs to move through dense areas without restriction. For instance, in space or out of holder objects.
FALSE is off, INCORPOREAL_MOVE_BASIC is normal, INCORPOREAL_MOVE_SHADOW is for ninjas and INCORPOREAL_MOVE_JAUNT is blocked by holy water/salt
last_bumped

if this exists AND the normal sprite is bigger than 32x32, this is the replacement icon state (because health doll size limitations). the icon will always be screen_gen.dmi
last_special

Directly affects how long a mob will hallucinate for
lastattacker

Badminnery resize
limb_destroyer

Tracks how many stacks of fire we have on, max is usually 20
living_flags

Generic bitflags for boolean conditions at the /mob/living level. Keep this for inherent traits of living types, instead of runtime-changeable ones.
lying_angle

Number of degrees of rotation of a mob. 0 means no rotation, up-side facing NORTH. 90 means up-side rotated to face EAST, and so on.
lying_prev

Value of lying lying_angle before last change. TODO: Remove the need for this.
maxHealth

Maximum health that should be possible.
mob_surgery_speed_mod

a list of surgery datums. generally empty, they're added when the player wants them. Mob specific surgery speed modifier
mobility_flags

Flags that determine the potential of a mob to perform certain actions. Do not change this directly.
num_hands

How many hands hands does this mob currently have. Should only be changed through set_num_hands()
num_legs

How many legs does this mob currently have. Should only be changed through set_num_legs()
numba

if a mob's name should be appended with an id when created e.g. Mob (666)
on_fire

Time of death
oxyloss

Brutal damage caused by brute force (punching, being clubbed by a toolbox ect... this also accounts for pressure damage)
ranged_ability

how much blood the mob has
see_override

Any ranged ability the mob has, as a click override
staminaloss

Damage caused by being cloned or ejected from the cloner early. slimes also deal cloneloss damage to victims
status_effects

0 for no override, sets see_invisible = see_override in silicon & carbon life process via update_sight()
timeofdeath

Used by the resist verb, likely used to prevent players from bypassing next_move by logging in/out.
toxloss

Oxygen depravation damage (no air in lungs)
usable_hands

How many usable hands does this mob currently have. Should only be changed through set_usable_hands()
usable_legs

How many usable legs this mob currently has. Should only be changed through set_usable_legs()
ventcrawl_layer

If the mob is irradiated.
weather_immunities

effectiveness prob. is modified negatively by this amount; positive numbers make it more difficult, negative ones make it easier
Proc Details
IsFrozen
FROZEN
IsImmobilized
IMMOBILIZED
IsKnockdown
KNOCKDOWN
IsParalyzed
PARALYZED
IsSleeping
SLEEPING
IsStun
STUN
IsUnconscious
UNCONSCIOUS
Life
Handles the biological and general over-time processes of the mob.
Arguments:
- delta_time: The amount of time that has elapsed since this last fired.
- times_fired: The number of times SSmobs has fired
PermaSleeping
Allows us to set a permanent sleep on a player (use with caution and remember to unset it with SetSleeping() after the effect is over)
add_body_temperature_change
add_body_temperature_change Adds modifications to the body temperature
This collects all body temperature changes that the mob is experiencing to the list body_temp_changes the aggrogate result is used to derive the new body temperature for the mob
arguments:
- key_name (str) The unique key for this change, if it already exist it will be overridden
- amount (int) The amount of change from the base body temperature
add_confusion
Add confusion to the mob. Confusion will make the mob walk randomly. Shorthand for set_confusion(confusion + x).
add_movespeed_mod_immunities
Ignores specific slowdowns. Accepts a list of slowdowns.
add_stun_absorption
STUN ABSORPTION
adjust_fire_stacks
Adjust the amount of fire stacks on a mob
This modifies the fire stacks on a mob.
Vars:
- add_fire_stacks: int The amount to modify the fire stacks
apply_damage
Applies damage to this mob
Sends COMSIG_MOB_APPLY_DAMGE
Arguuments:
- damage - amount of damage
- damagetype - one of BRUTE, BURN, TOX, OXY, CLONE, STAMINA
- def_zone - zone that is being hit if any
- blocked - armor value applied
- forced - bypass hit percentage
- spread_damage - used in overrides
Returns TRUE if damage applied
apply_damage_type
like apply_damage except it always uses the damage procs
apply_damages
applies multiple damages at once via /mob/living/proc/apply_damage
apply_effect
applies various common status effects or common hardcoded mob effects
apply_effects
applies multiple effects at once via /mob/living/proc/apply_effect
apply_martial_art
Apply a martial art move from src to target.
This is used to process martial art attacks against nonhumans. It is also used to process martial art attacks by nonhumans, even against humans Human vs human attacks are handled in species code right now.
apply_prefs_job
Applies the preference options to the spawning mob, taking the job into account. Assumes the client has the proper mind.
bleedDragAmount
Returns how much blood we're losing from being dragged a tile, from [/mob/living/proc/makeTrail]
can_inject
Returns whether or not the mob can be injected. Should not perform any side effects.
Arguments:
- user - The user trying to inject the mob.
- target_zone - The zone being targeted.
- injection_flags - A bitflag for extra properties to check. Check _DEFINES/injection.dm for more details, specifically the ones prefixed INJECT_CHECK*.
can_look_up
Checks if the user is incapacitated or on cooldown.
canface
Checks mobility move as well as parent checks
cure_blind
TRAIT PROCS
do_slap_animation
Does a slap animation on an atom
Uses do_attack_animation to animate the attacker attacking then draws a hand moving across the top half of the target(where a mobs head would usually be) to look like a slap Arguments:
- atom/A - atom being slapped
dust
This is the proc for turning a mob into ash. Dusting robots does not eject the MMI, so it's a bit more powerful than gib()
Arguments:
- just_ash - If TRUE, ash will spawn where the mob was, as opposed to remains
- drop_items - Should the mob drop their items before dusting?
- force - Should this mob be FORCABLY dusted?
electrocute_act
As the name suggests, this should be called to apply electric shocks.
expose_reagents
-
Handles exposing a mob to reagents.
-
If the methods include INGEST the mob tastes the reagents.
-
If the methods include VAPOR it incorporates permiability protection.
extinguish_mob
Extinguish all fire on the mob
This removes all fire stacks, fire effects, alerts, and moods Signals the extinguishing.
get_attack_type
Returns the attack damage type of a living mob such as BRUTE.
get_blood_dna_list
returns the mob's dna info as a list, to be inserted in an object's blood_DNA list
get_body_temp_cold_damage_limit
Returns the body temperature at which this mob will start taking cold damage.
get_body_temp_heat_damage_limit
Returns the body temperature at which this mob will start taking heat damage.
get_body_temp_normal
get_body_temp_normal Returns the mobs normal body temperature with any modifications applied
This applies the result from proc/get_body_temp_normal_change() against the BODYTEMP_NORMAL and returns the result
arguments:
- apply_change (optional) Default True This applies the changes to body temperature normal
get_body_temp_normal_change
get_body_temp_normal_change Returns the aggregate change to body temperature
This aggregates all the changes in the body_temp_changes list and returns the result
get_confusion
Gets the amount of confusion on the mob.
get_damage_amount
return the damage amount for the type given
get_equipped_items
Used to return a list of equipped items on a mob; does not include held items (use get_all_gear)
Argument(s):
- Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
get_exp_list
Returns an assoc list of assignments and minutes for updating a client's exp time in the databse.
Arguments:
- minutes - The number of minutes to allocate to each valid role.
get_fullness
Get the fullness of the mob
This returns a value form 0 upwards to represent how full the mob is. The value is a total amount of consumable reagents in the body combined with the total amount of nutrition they have. This does not have an upper limit.
get_organic_health
Returns the health of the mob while ignoring damage of non-organic (prosthetic) limbs Used by cryo cells to not permanently imprison those with damage from prosthetics, as they cannot be healed through chemicals.
get_quirk_string
get_quirk_string() is used to get a printable string of all the quirk traits someone has for certain criteria
Arguments:
- Medical- If we want the long, fancy descriptions that show up in medical records, or if not, just the name
- Category- Which types of quirks we want to print out. Defaults to everything
get_taste_sensitivity
Gets taste sensitivity of given mob
This is used in calculating what flavours the mob can pick up, with a lower number being able to pick up more distinct flavours.
gib
Blow up the mob into giblets
Arguments:
- no_brain - Should the mob NOT drop a brain?
- no_organs - Should the mob NOT drop organs?
- no_bodyparts - Should the mob NOT drop bodyparts?
has_reagent
Check if the mob contains this reagent.
This will validate the the reagent holder for the mob and any sub holders contain the requested reagent. Vars:
- reagent (typepath) takes a PATH to a reagent.
- amount (int) checks for having a specific amount of that chemical.
- needs_metabolizing (bool) takes into consideration if the chemical is matabolizing when it's checked.
hasparasites
parasite tracking/finding procs
heal_bodypart_damage
heal ONE external organ, organ gets randomly selected from damaged ones.
needs to return amount healed in order to calculate things like tend wounds xp gain
heal_ordered_damage
heal up to amount damage, in a given order
heal_overall_damage
heal MANY bodyparts, in random order
ignore_slowdown
Ignores all slowdowns that lack the IGNORE_NOSLOW flag.
is_face_visible
Only defined for carbons who can wear masks and helmets, we just assume other mobs have visible faces
look_down
look_down Changes the perspective of the mob to any openspace turf below the mob
This also checks if an openspace turf is below the mob before looking down or resets the perspective if already looking up
look_up
look_up Changes the perspective of the mob to any openspace turf above the mob
This also checks if an openspace turf is above the mob before looking up or resets the perspective if already looking up
lying_angle_on_movement
Called by mob Move() when the lying_angle is different than zero, to better visually simulate crawling.
move_into_vent
Moves living mob directly into the vent as a ventcrawler
Arguments:
- ventcrawl_target - The vent into which we are moving the mob
on_deathcoma_trait_gain
Called when TRAIT_DEATHCOMA is added to the mob.
on_deathcoma_trait_loss
Called when TRAIT_DEATHCOMA is removed from the mob.
on_fall
Called when mob changes from a standing position into a prone while lacking the ability to stand up at the moment.
on_floored_end
Proc to append behavior to the condition of being floored. Called when the condition ends.
on_floored_start
Proc to append behavior to the condition of being floored. Called when the condition starts.
on_floored_trait_gain
Called when TRAIT_FLOORED is added to the mob.
on_floored_trait_loss
Called when TRAIT_FLOORED is removed from the mob.
on_forced_standing_trait_gain
Called when TRAIT_FORCED_STANDING is added to the mob.
on_forced_standing_trait_loss
Called when TRAIT_FORCED_STANDING is removed from the mob.
on_handsblocked_end
Proc to append behavior to the condition of being handsblocked. Called when the condition ends.
on_handsblocked_start
Proc to append behavior to the condition of being handsblocked. Called when the condition starts.
on_handsblocked_trait_gain
Called when TRAIT_HANDS_BLOCKED is added to the mob.
on_handsblocked_trait_loss
Called when TRAIT_HANDS_BLOCKED is removed from the mob.
on_immobilized_trait_gain
Called when TRAIT_IMMOBILIZED is added to the mob.
on_immobilized_trait_loss
Called when TRAIT_IMMOBILIZED is removed from the mob.
on_incapacitated_trait_gain
Called when [TRAIT_INCAPACITATED] is added to the mob.
on_incapacitated_trait_loss
Called when [TRAIT_INCAPACITATED] is removed from the mob.
on_knockedout_trait_gain
Called when TRAIT_KNOCKEDOUT is added to the mob.
on_knockedout_trait_loss
Called when TRAIT_KNOCKEDOUT is removed from the mob.
on_lying_down
Proc to append behavior related to lying down.
on_movement_type_flag_disabled
From [element/movetype_handler/on_movement_type_trait_loss()]
on_movement_type_flag_enabled
From [element/movetype_handler/on_movement_type_trait_gain()]
on_pull_blocked_trait_gain
Called when TRAIT_PULL_BLOCKED is added to the mob.
on_pull_blocked_trait_loss
Called when TRAIT_PULL_BLOCKED is removed from the mob.
on_restrained_trait_gain
Called when TRAIT_RESTRAINED is added to the mob.
on_restrained_trait_loss
Called when TRAIT_RESTRAINED is removed from the mob.
on_skittish_trait_gain
Called when [TRAIT_SKITTISH] is added to the mob.
on_skittish_trait_loss
Called when [TRAIT_SKITTISH] is removed from the mob.
on_standing_up
Proc to append behavior related to lying down.
on_ui_blocked_trait_gain
Called when TRAIT_UI_BLOCKED is added to the mob.
on_ui_blocked_trait_loss
Called when TRAIT_UI_BLOCKED is removed from the mob.
register_init_signals
Called on /mob/living/Initialize(), for the mob to register to relevant signals.
remove_body_temperature_change
remove_body_temperature_change Removes the modifications to the body temperature
This removes the recorded change to body temperature from the body_temp_changes list
arguments:
- key_name (str) The unique key for this change that will be removed
remove_movespeed_mod_immunities
Unignores specific slowdowns. Accepts a list of slowdowns.
reset_shocked
Unsets the SHOCKED_1 flag on this mob.
resist_buckle
see defines/combat.dm, this should be baseline 60% Resist chance divided by the value imparted by your grab state. It isn't until you reach neckgrab that you gain a penalty to escaping a grab.
right_click_attack_chain
Checks for RIGHT_CLICK in modifiers and runs attack_hand_secondary if so. Returns TRUE if normal chain blocked
setGrabState
Updates the grab state of the mob and updates movespeed
set_body_position
Changes the value of the [living/body_position] variable.
set_buckled
Reports the event of the change in value of the buckled variable.
set_confusion
Set the confusion of the mob. Confusion will make the mob walk randomly.
set_fire_stacks
Set the fire stacks on a mob
This sets the fire stacks on a mob, stacks are clamped between -20 and 20. If the fire stacks are reduced to 0 then we will extinguish the mob.
Vars:
- stacks: int The amount to set fire_stacks to
set_health
Sets the current mob's health value. Do not call directly if you don't know what you are doing, use the damage procs, instead.
set_lying_angle
Changes the inclination angle of a mob, used by humans and others to differentiate between standing up and prone positions.
In BYOND-angles 0 is NORTH, 90 is EAST, 180 is SOUTH and 270 is WEST. This usually means that 0 is standing up, 90 and 270 are horizontal positions to right and left respectively, and 180 is upside-down. Mobs that do now follow these conventions due to unusual sprites should require a special handling or redefinition of this proc, due to the density and layer changes. The return of this proc is the previous value of the modified lying_angle if a change was successful (might include zero), or null if no change was made.
set_lying_down
Change the [body_position] to LYING_DOWN and update associated behavior.
set_num_hands
Proc to modify the value of num_hands and hook behavior associated to this event.
set_num_legs
Proc to modify the value of num_legs and hook behavior associated to this event.
set_resting
Proc to hook behavior to the change of value in the resting variable.
set_safe_hunger_level
Sets the mob's hunger levels to a safe overall level. Useful for TRAIT_NOHUNGER species changes.
set_shocked
Sets the SHOCKED_1 flag on this mob.
set_usable_hands
Proc to modify the value of usable_hands and hook behavior associated to this event.
set_usable_legs
Proc to modify the value of usable_legs and hook behavior associated to this event.
shared_living_ui_distance
public
Distance versus interaction check.
required src_object atom/movable The object which owns the UI.
return UI_state The state of the UI.
singularity_act
Logs, gibs and returns point values of whatever mob is unfortunate enough to get eaten.
sleeping_carp_help
Verb added to humans who learn the art of the sleeping carp.
take_bodypart_damage
damage ONE external organ, organ gets randomly selected from damaged ones.
take_overall_damage
damage MANY bodyparts, in random order
transfer_blood_to
BLOOD TRANSFERS
try_inject
Like can_inject, but it can perform side effects.
Arguments:
- user - The user trying to inject the mob.
- target_zone - The zone being targeted.
- injection_flags - A bitflag for extra properties to check. Check __DEFINES/injection.dm for more details. Check _DEFINES/injection.dm for more details. Unlike can_inject, the INJECT_TRY* defines will behave differently.
unignore_slowdown
Unignores all slowdowns that lack the IGNORE_NOSLOW flag.
update_pipe_vision
Everything related to pipe vision on ventcrawling is handled by update_pipe_vision(). Called on exit, entrance, and pipenet differences (e.g. moving to a new pipenet). One important thing to note however is that the movement of the client's eye is handled by the relaymove() proc in /obj/machinery/atmospherics. We move first and then call update. Dont flip this around
update_resting
Proc to append and redefine behavior to the change of the [/mob/living/var/resting] variable.
update_succumb_action
Called when traits that alter succumbing are added/removed.
Will show or hide the succumb alert prompt.
will_escape_storage
Whether or not this mob will escape from storages while being picked up/held.