/tg/ Station 13 - Modules - TypesVar Details - Proc Details

human

Any humanoid (non-Xeno) mob, such as humans, plasmamen, lizards.

Vars

afk_theftsWhen an braindead player has their equipment fiddled with, we log that info here for when they come back so they know who took their ID while they were DC'd for 30 seconds
blood_in_handsHow many "units of blood" we have on our hands
body_typeFor agendered spessmen, which body type to use
can_ride_typecacheWhat types of mobs are allowed to ride/buckle to this mob
coretemperatureThe core temperature of the human compaired to the skin temp of the body
grad_colorColour used for the hair gradient.
grad_styleStyle used for the hair gradient.
hal_screwydollhuman specific screwyhuds from hallucinations (define key (bodypart) to int value (severity)) - see /datum/hallucination/fake_health_doll
heat_exposure_stacksExposure to damaging heat levels increases stacks, stacks clean over time when temperatures are lower. Stack is consumed to add a wound.

Procs

adjust_coretemperatureAdjust the core temperature of a mob
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_lipsA wrapper for mob/living/carbon/human/proc/update_lips that tells us if there were lip styles to change
clothingonpartGet all the clothing on a specific body part
copy_clothing_prefscopies over clothing preferences like underwear to another human
do_cprPerforms CPR on the target after a delay.
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
generate_death_examine_textReturns death message for mob examine text
get_body_temp_normalget_body_temperature Returns the body temperature with any modifications applied
get_equipped_itemsUsed to return a list of equipped items on a human mob; does not include held items (use get_all_gear)
handle_bloodBLOOD SYSTEM
handle_environmentEnvironment handlers for species
handle_fireFIRE CODE
handle_traitsIf we're in a space with 0.5 content pressure protection, it averages the values, for example.
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
randomize_human_appearanceFully randomizes everything according to the given flags.
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
smart_equip_targetedtake the most recent item out of a slot or place held item in a slot
something_horribleDNA HELPER-PROCS
update_lipsUsed to update the makeup on a human and apply/remove lipstick traits, then store/unstore them on the head object in case it gets severed
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

afk_thefts

When an braindead player has their equipment fiddled with, we log that info here for when they come back so they know who took their ID while they were DC'd for 30 seconds

blood_in_hands

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

body_type

For agendered spessmen, which body type to use

can_ride_typecache

What types of mobs are allowed to ride/buckle to this mob

coretemperature

The core temperature of the human compaired to the skin temp of the body

grad_color

Colour used for the hair gradient.

grad_style

Style used for the hair gradient.

hal_screwydoll

human specific screwyhuds from hallucinations (define key (bodypart) to int value (severity)) - see /datum/hallucination/fake_health_doll

heat_exposure_stacks

Exposure to damaging heat levels increases stacks, stacks clean over time when temperatures are lower. Stack is consumed to add a wound.

Proc Details

adjust_coretemperature

Adjust the core temperature of a mob

vars:

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

A wrapper for mob/living/carbon/human/proc/update_lips that tells us if there were lip styles to change

clothingonpart

Get all the clothing on a specific body part

copy_clothing_prefs

copies over clothing preferences like underwear to another human

do_cpr

Performs CPR on the target after a delay.

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

generate_death_examine_text

Returns death message for mob examine text

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:

get_equipped_items

Used to return a list of equipped items on a human mob; does not include held items (use get_all_gear)

Argument(s):

handle_blood

BLOOD SYSTEM

handle_environment

Environment handlers for species

handle_fire

FIRE CODE

handle_traits

If we're in a space with 0.5 content pressure protection, it averages the values, for example.

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

randomize_human_appearance

Fully randomizes everything according to the given flags.

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

smart_equip_targeted

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

something_horrible

DNA HELPER-PROCS

update_lips

Used to update the makeup on a human and apply/remove lipstick traits, then store/unstore them on the head object in case it gets severed

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