/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
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
eye_color_heterochromaticVar used to keep track of a human mob having a heterochromatic right eye. To ensure prefs don't overwrite shit
grad_colorColours used for hair and facial hair gradients.
grad_styleStyles used for hair and facial hair gradients.
heat_exposure_stacksExposure to damaging heat levels increases stacks, stacks clean over time when temperatures are lower. Stack is consumed to add a wound.
mob_heightHeight of the mob
physiqueWhich body type to use

Procs

adjust_coretemperatureAdjust the core temperature of a mob
apply_height_filtersApplies a filter to an appearance according to mob height
apply_height_offsetsUsed in some circumstances where appearances can get cut off from the mob sprite from being too tall
breatheIf we're in a space with 0.5 content pressure protection, it averages the values, for example.
burn_clothingUsed by fire code to damage worn items.
check_pocket_weghtSignal proc for COMSIG_ATOM_CONTENTS_WEIGHT_CLASS_CHANGED to check if an item is suddenly too heavy for our pockets
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
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.
equip_species_outfitA version of equipOutfit that overrides passed in outfits with their entry on the species' outfit override registry
fan_hud_set_fandomFAN HUDs! For identifying other fans on-sight.
force_sayMakes the player force say what's in their current input box.
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_clothing_on_partGet all the clothing on a specific body part
get_equipped_itemsUsed to return a list of equipped items on a human mob; does not include held items (use get_all_gear)
get_majority_bodypart_damage_descreturns a list of "damtype" => damage description based off of which bodypart description is most common used in human examines
get_mob_heightGetter for mob height
get_name_partFrom compose_message(). Snowflake code converted into its own signal proc
give_emote_overlayCreates a new emote bodypart overlay and applies it to the human. The overlay can be removed by simply deleting the returned overlay.
handle_bloodBLOOD SYSTEM
handle_environmentEnvironment handlers for species
hardset_dnaSets the DNA of the mob to the given DNA.
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
make_full_human_copyMakes a full copy of src and returns it. Attempts to copy as much as possible to be a close to the original. This includes job outfit (which handles skillchips), quirks, and mutations. We do not set a mind here, so this is purely the body. Args: location - The turf the human will be spawned on.
on_dwarf_traitGaining or losing [TRAIT_DWARF] updates our height
on_enteredHUDs
on_fatFor if the message can be seen but not heard, shows our visible identity (like when using sign language) Also used by hallucinations, so it doesn't give source's identity away.
on_unknown_traitGaining or losing TRAIT_UNKNOWN updates our name and our sechud
psykerizeProc with no side effects that turns someone into a psyker. returns FALSE if it could not psykerize.
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.
send_applicable_messagesAny "special" suicide messages are handled by the related item that the mob uses to kill itself. This is just messages for when it's done with the bare hands.
set_mob_heightSetter for mob height
set_service_styleGives the appearance of being an agent
setup_organless_effectsThis proc is for holding effects applied when a mob is missing certain organs It is called very, very early in human init because all humans innately spawn with no organs and gain them during init Gaining said organs removes these effects
singularity_actOverrides the point value that the mob is worth
slow_psykerizeflavorful variant of psykerizing that deals damage and sends messages before calling psykerize()
smart_equip_targetedtake the most recent item out of a slot or place held item in a slot
something_horribleDNA HELPER-PROCS
toggle_externalsReturns TRUE if the tank successfully toggles open/closed. Opens the tank only if a breathing apparatus is found.
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

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

eye_color_heterochromatic

Var used to keep track of a human mob having a heterochromatic right eye. To ensure prefs don't overwrite shit

grad_color

Colours used for hair and facial hair gradients.

grad_style

Styles used for hair and facial hair gradients.

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.

mob_height

Height of the mob

physique

Which body type to use

Proc Details

adjust_coretemperature

Adjust the core temperature of a mob

vars:

apply_height_filters

Applies a filter to an appearance according to mob height

apply_height_offsets

Used in some circumstances where appearances can get cut off from the mob sprite from being too tall

upper_torso is to specify whether the appearance is locate in the upper half of the mob rather than the lower half, higher up things (hats for example) need to be offset more due to the location of the filter displacement

breathe

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

burn_clothing

Used by fire code to damage worn items.

Arguments:

check_pocket_weght

Signal proc for COMSIG_ATOM_CONTENTS_WEIGHT_CLASS_CHANGED to check if an item is suddenly too heavy for our pockets

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

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.

equip_species_outfit

A version of equipOutfit that overrides passed in outfits with their entry on the species' outfit override registry

fan_hud_set_fandom

FAN HUDs! For identifying other fans on-sight.

force_say

Makes the player force say what's in their current input box.

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_clothing_on_part

Get all the clothing on a specific body part

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):

get_majority_bodypart_damage_desc

returns a list of "damtype" => damage description based off of which bodypart description is most common used in human examines

get_mob_height

Getter for mob height

Mainly so that dwarfism can adjust height without needing to override existing height

Returns a mob height num

get_name_part

From compose_message(). Snowflake code converted into its own signal proc

give_emote_overlay

Creates a new emote bodypart overlay and applies it to the human. The overlay can be removed by simply deleting the returned overlay.

Returns the given overlay, which can be deleted to stop displaying it. Will return null if no bodypart matching the overlay's attached_body_zone field can be found.

handle_blood

BLOOD SYSTEM

handle_environment

Environment handlers for species

hardset_dna

Sets the DNA of the mob to the given DNA.

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

make_full_human_copy

Makes a full copy of src and returns it. Attempts to copy as much as possible to be a close to the original. This includes job outfit (which handles skillchips), quirks, and mutations. We do not set a mind here, so this is purely the body. Args: location - The turf the human will be spawned on.

on_dwarf_trait

Gaining or losing [TRAIT_DWARF] updates our height

on_entered

HUDs

on_fat

For if the message can be seen but not heard, shows our visible identity (like when using sign language) Also used by hallucinations, so it doesn't give source's identity away.

on_unknown_trait

Gaining or losing TRAIT_UNKNOWN updates our name and our sechud

psykerize

Proc with no side effects that turns someone into a psyker. returns FALSE if it could not psykerize.

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.

send_applicable_messages

Any "special" suicide messages are handled by the related item that the mob uses to kill itself. This is just messages for when it's done with the bare hands.

set_mob_height

Setter for mob height

Exists so that the update is done immediately

Returns TRUE if changed, FALSE otherwise

set_service_style

Gives the appearance of being an agent

setup_organless_effects

This proc is for holding effects applied when a mob is missing certain organs It is called very, very early in human init because all humans innately spawn with no organs and gain them during init Gaining said organs removes these effects

singularity_act

Overrides the point value that the mob is worth

slow_psykerize

flavorful variant of psykerizing that deals damage and sends messages before calling psykerize()

smart_equip_targeted

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

something_horrible

DNA HELPER-PROCS

toggle_externals

Returns TRUE if the tank successfully toggles open/closed. Opens the tank only if a breathing apparatus is found.

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