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

/mob/living/carbon

Vars

all_scarsAll of the scars a carbon has afflicted throughout their limbs
all_woundsAll of the wounds a carbon has afflicted throughout their limbs
bodypartsTotal level of visualy impairing items Gets filled up in [create_bodyparts()][/mob/living/carbon/proc/create_bodyparts]
co2overloadtimeThis is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
cold_protectionProtection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection
damageoverlaytempCPR cooldown.
disgustSame as handcuffs but for legs. Bear traps use this.
dnaonly used by humans.
dreamingCan't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.
earsonly used by humans.
failed_last_breathlast mind to control this mob, for blood-based cloning
glassesonly used by humans.
handcuffedHow many dream images we have left to send
heat_protectionknocks you down Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection
icon_render_keya collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
internal_organs_slotList of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know.
last_mindCarbon
legcuffedWhether or not the mob is handcuffed
max_skillchip_slotsMaximum number of skillchips slots we can support before they stop working
shoesonly used by humans
silentSame as [above][/mob/living/carbon/var/internal_organs], but stores "slot ID" - "organ" pairs for easy access.
stam_paralyzedused to halt stamina regen temporarily
stam_regen_start_timeOverall drunkenness
transformation_timerTimer id of any transformation
used_skillchip_slotsCurrently used skillchip slots

Procs

adjustOrganLossIf an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the damage proc on that organ.
adjust_bodytemperatureAdjust the body temperature of a mob expanded for carbon mobs allowing the use of insulation and change steps
adjust_max_skillchip_countModifies max_skillchip_count and updates active skillchips
check_self_for_injuriesCheck ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel
check_virusMedical HUD! Basic mode needs suit sensors on.
electrocute_actAdds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.
generate_fake_scarsgenerate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake)
getOrganLossIf an organ exists in the slot requested, return the amount of damage that organ has
get_biological_stateget_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums
get_blood_dna_listGet the mobs dna list
get_cold_protectionThis returns the percentage of protection from cold as a value from 0 - 1 temperature is the temperature you're being exposed to
get_damageable_bodypartsReturns a list of damageable bodyparts
get_damaged_bodypartsReturns a list of damaged bodyparts
get_heat_protectionThis returns the percentage of protection from heat as a value from 0 - 1 temperature is the temperature you're being exposed to
get_insulation_protectionGet the insulation that is appropriate to the temperature you're being exposed to. All clothing, natural insulation, and traits are combined returning a single value.
get_total_bleed_rateget our total bleedrate
get_traumasTRAUMAS
get_wounded_bodypartsReturns a list of bodyparts with wounds (in case someone has a wound on an otherwise fully healed limb)
giveProc called when giving an item to another player
handle_environmentBase carbon environment handler, adds natural stabilization
handle_liverDecides if the liver is failing or not.
heal_bodypart_damageHeals ONE bodypart randomly selected from damaged ones.
heal_overall_damageHeal MANY bodyparts, in random order
humanizeHumanize
immortalityFor the Wishgranter
is_bleedingif any of our bodyparts are bleeding
natural_bodytemperature_stabilizationUsed to stabilize the body temperature back to normal on living mobs
remove_all_embedded_objectsRemove all embedded objects from all limbs on the carbon mob
remove_embedded_objectRemove a specific embedded item from the carbon mob
secondary_shockCalled slightly after electrocute act to reduce jittering and apply a secondary stun.
setOrganLossIf an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the set damage proc on that organ, which can set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.
share_bodytemperatureHave two mobs share body heat between each other. Account for the insulation and max temperature change range for the mob
should_electrocuteReturns whether or not the carbon should be able to be shocked
takeProc called when the player clicks the give alert
take_bodypart_damageDamages ONE bodypart randomly selected from damagable ones.
take_overall_damagedamage MANY bodyparts, in random order
update_skillchipsDisables or re-enables any extra skillchips after skillchip limit changes. Inactive chips keep brain as loc but do not appear in skillchips list.
wearing_shock_proof_glovesReturns if the carbon is wearing shock proof gloves

Var Details

all_scars

All of the scars a carbon has afflicted throughout their limbs

all_wounds

All of the wounds a carbon has afflicted throughout their limbs

bodyparts

Total level of visualy impairing items Gets filled up in [create_bodyparts()][/mob/living/carbon/proc/create_bodyparts]

co2overloadtime

This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.

cold_protection

Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection

damageoverlaytemp

CPR cooldown.

disgust

Same as handcuffs but for legs. Bear traps use this.

dna

only used by humans.

dreaming

Can't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.

ears

only used by humans.

failed_last_breath

last mind to control this mob, for blood-based cloning

glasses

only used by humans.

handcuffed

How many dream images we have left to send

heat_protection

knocks you down Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection

icon_render_key

a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)

internal_organs_slot

List of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know.

last_mind

Carbon

legcuffed

Whether or not the mob is handcuffed

max_skillchip_slots

Maximum number of skillchips slots we can support before they stop working

shoes

only used by humans

silent

Same as [above][/mob/living/carbon/var/internal_organs], but stores "slot ID" - "organ" pairs for easy access.

stam_paralyzed

used to halt stamina regen temporarily

stam_regen_start_time

Overall drunkenness

transformation_timer

Timer id of any transformation

used_skillchip_slots

Currently used skillchip slots

Proc Details

adjustOrganLoss

If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the damage proc on that organ.

Arguments:

adjust_bodytemperature

Adjust the body temperature of a mob expanded for carbon mobs allowing the use of insulation and change steps

vars:

adjust_max_skillchip_count

Modifies max_skillchip_count and updates active skillchips

check_self_for_injuries

Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel

check_virus

Medical HUD! Basic mode needs suit sensors on.

electrocute_act

Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.

generate_fake_scars

generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake)

If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_SLASH to generate a random cut scar.

Arguments:

getOrganLoss

If an organ exists in the slot requested, return the amount of damage that organ has

Arguments:

get_biological_state

get_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums

go look at the species def for more info /datum/species/proc/get_biological_state

get_blood_dna_list

Get the mobs dna list

get_cold_protection

This returns the percentage of protection from cold as a value from 0 - 1 temperature is the temperature you're being exposed to

get_damageable_bodyparts

Returns a list of damageable bodyparts

get_damaged_bodyparts

Returns a list of damaged bodyparts

get_heat_protection

This returns the percentage of protection from heat as a value from 0 - 1 temperature is the temperature you're being exposed to

get_insulation_protection

Get the insulation that is appropriate to the temperature you're being exposed to. All clothing, natural insulation, and traits are combined returning a single value.

required temperature The Temperature that you're being exposed to

return the percentage of protection as a value from 0 - 1

get_total_bleed_rate

get our total bleedrate

get_traumas

TRAUMAS

get_wounded_bodyparts

Returns a list of bodyparts with wounds (in case someone has a wound on an otherwise fully healed limb)

give

Proc called when giving an item to another player

This handles creating an alert and adding an overlay to it

handle_environment

Base carbon environment handler, adds natural stabilization

handle_liver

Decides if the liver is failing or not.

heal_bodypart_damage

Heals ONE bodypart randomly selected from damaged ones.

It automatically updates damage overlays if necessary

It automatically updates health status

heal_overall_damage

Heal MANY bodyparts, in random order

humanize

Humanize

immortality

For the Wishgranter

is_bleeding

if any of our bodyparts are bleeding

natural_bodytemperature_stabilization

Used to stabilize the body temperature back to normal on living mobs

vars:

remove_all_embedded_objects

Remove all embedded objects from all limbs on the carbon mob

remove_embedded_object

Remove a specific embedded item from the carbon mob

secondary_shock

Called slightly after electrocute act to reduce jittering and apply a secondary stun.

setOrganLoss

If an organ exists in the slot requested, and we are capable of taking damage (we don't have [GODMODE] on), call the set damage proc on that organ, which can set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.

Arguments:

share_bodytemperature

Have two mobs share body heat between each other. Account for the insulation and max temperature change range for the mob

vars:

should_electrocute

Returns whether or not the carbon should be able to be shocked

take

Proc called when the player clicks the give alert

Handles checking if the player taking the item has open slots and is in range of the giver Also deals with the actual transferring of the item to the players hands Arguments:

take_bodypart_damage

Damages ONE bodypart randomly selected from damagable ones.

It automatically updates damage overlays if necessary

It automatically updates health status

take_overall_damage

damage MANY bodyparts, in random order

update_skillchips

Disables or re-enables any extra skillchips after skillchip limit changes. Inactive chips keep brain as loc but do not appear in skillchips list.

wearing_shock_proof_gloves

Returns if the carbon is wearing shock proof gloves