human

Any humanoid (non-Xeno) mob, such as humans, plasmamen, lizards.
Vars | |
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 |
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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. |
Procs | |
adjust_coretemperature | Adjust the core temperature of a mob |
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 |
get_equipped_items | Used to return a list of equipped items on a human mob; does not include held items (use get_all_gear) |
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. |
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:
- amount The amount of degrees to change body temperature by
- min_temp (optional) The minimum body temperature after adjustment
- max_temp (optional) The maximum body temperature after adjustment
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:
- apply_change (optional) Default True This applies the changes to body temperature normal
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):
- Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
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