code/__DEFINES/bodyparts.dm 
| BODYPARTS_DEFAULT_MAXIMUM | The standard amount of bodyparts a carbon has. Currently 6, HEAD/L_ARM/R_ARM/CHEST/L_LEG/R_LEG |
|---|---|
| LIMB_MAX_HP_PROSTHESIS | Limb Health The max damage a limb can take before it stops taking damage. Used by the max_damage var. |
| LIMB_MAX_HP_ALIEN_LARVA | Xenomorph Limbs |
| LIMB_BODY_DAMAGE_COEFFICIENT_ADVANCED | Limb Body Damage Coefficient A multiplication of the burn and brute damage that the limb's stored damage contributes to its attached mob's overall wellbeing. For instance, if a limb has 50 damage, and has a coefficient of 50%, the human is considered to have suffered 25 damage to their total health. |
| AUGGED_LIMB_EMP_BRUTE_DAMAGE | The brute damage an augged limb takes from an EMP. |
| AUGGED_LIMB_EMP_BURN_DAMAGE | The brute damage an augged limb takes from an EMP. |
| AUGGED_LIMB_EMP_PARALYZE_TIME | When hit by an EMP, the time an augged limb will be paralyzed for if its above the damage threshold. |
| AUGGED_LEG_EMP_KNOCKDOWN_TIME | When hit by an EMP, the time an augged leg will be knocked down for. |
| AUGGED_CHEST_EMP_STUN_TIME | When hit by an EMP, the time a augged chest will cause a hardstun for if its above the damage threshold. |
| AUGGED_CHEST_EMP_SHAKE_TIME | When hit by an EMP, the time an augged chest will cause the mob to jitter for. |
| AUGGED_HEAD_EMP_GLITCH_DURATION | When hit by an EMP, the time an augged head will make vision fucky for. |
| LIMB_COLOR_AYYLMAO | Abductor team recoloring priority |
| LIMB_COLOR_ETHEREAL | Ethereal bodypart effect (emag, flicker) color priority |
| LIMB_COLOR_HULK | Hulk effect color priority |
| LIMB_COLOR_FISH_INFUSION | Fish infusion color priority |
| LIMB_COLOR_CARP_INFUSION | Carp infusion color priority |
| LIMB_COLOR_ATOM_COLOR | Base priority for atom colors, gets atom priorities added to it |
| LIMB_COLOR_VOIDWALKER_CURSE | Voidwalker effect color priority |
| LIMB_NO_DISABLE | This limb cannot be disabled via damage thresholds |
| SURGERY_SKIN_CUT | An incision has been made into the skin |
| SURGERY_SKIN_OPEN | Skin has been pulled back - 99% of surgeries require this |
| SURGERY_VESSELS_UNCLAMPED | Blood vessels are accessible, cut, and bleeding |
| SURGERY_VESSELS_CLAMPED | Blood vessels are accessible but clamped |
| SURGERY_ORGANS_CUT | Indicates either an incision has been made into the organs present in the limb or organs have been incised from the limb |
| SURGERY_BONE_DRILLED | Holes have been drilled in our bones, exclusive with sawed |
| SURGERY_BONE_SAWED | Bones have been sawed apart |
| SURGERY_PLASTIC_APPLIED | Used in advanced plastic surgery: Has plastic been applied |
| SURGERY_PROSTHETIC_UNSECURED | Used in prosthetic surgery: Is the prosthetic unsecured |
| SURGERY_CAVITY_WIDENED | Used for cavity implants |
| SURGERY_STATE_READABLE | For use in translating bitfield to human readable strings. Keep in the correct order! |
| SURGERY_STATE_GUIDES | For use in translating bitfield to steps required for surgery. Keep in the correct order! |
| HAS_SURGERY_STATE | Checks if the input surgery state has all of the bitflags passed |
| HAS_ANY_SURGERY_STATE | Checks if the input surgery state has any of the bitflags passed |
| LIMB_HAS_SURGERY_STATE | Checks if the limb has all of the bitflags passed |
| LIMB_HAS_ANY_SURGERY_STATE | Checks if the limb has any of the bitflags passed |
| ALL_SURGERY_SKIN_STATES | All states that concern itself with the skin |
| ALL_SURGERY_VESSEL_STATES | All states that concern itself with the blood vessels |
| ALL_SURGERY_BONE_STATES | All states that concern itself with the bones |
| ALL_SURGERY_ORGAN_STATES | All states that concern itself with internal organs |
| ALL_SURGERY_STATES_UNSET_ON_CLOSE | These states are automatically cleared when the surgery is closed for ease of use |
| ALL_SURGERY_FISH_STATES | Surgery state required for a limb with a certain zone to... be... fished... in... |
| SKINLESS_SURGERY_STATES | Surgery states flipped on automatically if the bodypart lacks a form of skin |
| BONELESS_SURGERY_STATES | Surgery states flipped on automatically if the bodypart lacks bones |
| VESSELLESS_SURGERY_STATES | Surgery states flipped on automatically if the bodypart lacks vessels |
| BIO_INORGANIC | Has absolutely fucking nothing, no wounds |
| BIO_BONE | Has bone - allows the victim to suffer T2-T3 bone blunt wounds |
| BIO_FLESH | Has flesh - allows the victim to suffer fleshy slash pierce and burn wounds |
| BIO_METAL | Has metal - allows the victim to suffer robotic blunt and burn wounds |
| BIO_WOOD | Has wood - should probably be able to catch on fire, or something |
| BIO_WIRED | Is wired internally - allows the victim to suffer electrical wounds (robotic T1-T3 slash/pierce) |
| BIO_BLOODED | Has bloodflow - can suffer bleeding wounds and can bleed |
| BIO_JOINTED | Is connected by a joint - can suffer T1 bone blunt wounds (dislocation) |
| BIO_CHITIN | Skin is covered in thick chitin and is resistant to cutting |
| BIO_STONE | the bodypart is made of rocks. |
| BIO_JELLY | Limb is comprised entirely of slime jelly - can be cannibalized by any jelly person with the ability to eat their own limbs to replenish their own slime (blood) |
| BIO_ROBOTIC | Robotic - can suffer all metal/wired wounds, such as: UNIMPLEMENTED PLEASE UPDATE ONCE SYNTH WOUNDS 9/5/2023 ~Niko |
| BIO_FLESH_BONE | Has flesh and bone - See BIO_BONE and BIO_FLESH |
| BIO_STANDARD_UNJOINTED | Standard humanoid - can bleed and suffer all flesh/bone wounds, such as: T1-3 slash/pierce/burn/blunt, except dislocations. Think human heads/chests |
| BIO_STANDARD_JOINTED | Standard humanoid limbs - can bleed and suffer all flesh/bone wounds, such as: T1-3 slash/pierce/burn/blunt. Can also bleed, and be dislocated. Think human arms and legs |
| BIO_STANDARD_ALIEN | Xenomorph limbs (xenos are immune to wounds anyhow) |
| BIOSTATE_HAS_SKIN | Biological state that has some kind of skin that can be cut. |
| LIMB_HAS_SKIN | Checks if a bodypart lacks both flesh and metal, meaning it has no skin to cut. |
| BIOSTATE_HAS_BONES | Biological state that has some kind of bones that can be sawed. |
| LIMB_HAS_BONES | Checks if a bodypart lacks both bone and metal, meaning it has no bones to saw. |
| BIOSTATE_HAS_VESSELS | Biological state that has some kind of vessels that can be clamped. |
| LIMB_HAS_VESSELS | Checks if a bodypart lacks both blood and wires, meaning it has no vessels to manipulate. |
| UNCLAMPED_VESSELS_BLEEDING | How much blood is lost from unclamped vessels? |
| CLAMPED_VESSELS_BLEEDING | How much blood is lost from clamped vessels or cut organs? |
| HUSK_OVERLAY_NONE | Do not draw this bodypart overlay on husks |
| HUSK_OVERLAY_GRAYSCALE | Draw this overlay on husks but grayscale it |
| HUSK_OVERLAY_NORMAL | Draw this overlay on husks as normal |
| LIMB_ITEM_GAUZE | Gauze slot, asserted to be wrap items |
| LIMB_ITEM_TOURNIQUET | Tourniquet slot |
| GET_BODYPART_COEFFICIENT | For scaling the effectiveness of certain effects to the total bodypart count |
Define Details
ALL_SURGERY_BONE_STATES 
All states that concern itself with the bones
ALL_SURGERY_FISH_STATES 
Surgery state required for a limb with a certain zone to... be... fished... in...
ALL_SURGERY_ORGAN_STATES 
All states that concern itself with internal organs
ALL_SURGERY_SKIN_STATES 
All states that concern itself with the skin
ALL_SURGERY_STATES_UNSET_ON_CLOSE 
These states are automatically cleared when the surgery is closed for ease of use
ALL_SURGERY_VESSEL_STATES 
All states that concern itself with the blood vessels
AUGGED_CHEST_EMP_SHAKE_TIME 
When hit by an EMP, the time an augged chest will cause the mob to jitter for.
AUGGED_CHEST_EMP_STUN_TIME 
When hit by an EMP, the time a augged chest will cause a hardstun for if its above the damage threshold.
AUGGED_HEAD_EMP_GLITCH_DURATION 
When hit by an EMP, the time an augged head will make vision fucky for.
AUGGED_LEG_EMP_KNOCKDOWN_TIME 
When hit by an EMP, the time an augged leg will be knocked down for.
AUGGED_LIMB_EMP_BRUTE_DAMAGE 
The brute damage an augged limb takes from an EMP.
AUGGED_LIMB_EMP_BURN_DAMAGE 
The brute damage an augged limb takes from an EMP.
AUGGED_LIMB_EMP_PARALYZE_TIME 
When hit by an EMP, the time an augged limb will be paralyzed for if its above the damage threshold.
BIOSTATE_HAS_BONES 
Biological state that has some kind of bones that can be sawed.
BIOSTATE_HAS_SKIN 
Biological state that has some kind of skin that can be cut.
BIOSTATE_HAS_VESSELS 
Biological state that has some kind of vessels that can be clamped.
BIO_BLOODED 
Has bloodflow - can suffer bleeding wounds and can bleed
BIO_BONE 
Has bone - allows the victim to suffer T2-T3 bone blunt wounds
BIO_CHITIN 
Skin is covered in thick chitin and is resistant to cutting
BIO_FLESH 
Has flesh - allows the victim to suffer fleshy slash pierce and burn wounds
BIO_FLESH_BONE 
Has flesh and bone - See BIO_BONE and BIO_FLESH
BIO_INORGANIC 
Has absolutely fucking nothing, no wounds
BIO_JELLY 
Limb is comprised entirely of slime jelly - can be cannibalized by any jelly person with the ability to eat their own limbs to replenish their own slime (blood)
BIO_JOINTED 
Is connected by a joint - can suffer T1 bone blunt wounds (dislocation)
BIO_METAL 
Has metal - allows the victim to suffer robotic blunt and burn wounds
BIO_ROBOTIC 
Robotic - can suffer all metal/wired wounds, such as: UNIMPLEMENTED PLEASE UPDATE ONCE SYNTH WOUNDS 9/5/2023 ~Niko
BIO_STANDARD_ALIEN 
Xenomorph limbs (xenos are immune to wounds anyhow)
BIO_STANDARD_JOINTED 
Standard humanoid limbs - can bleed and suffer all flesh/bone wounds, such as: T1-3 slash/pierce/burn/blunt. Can also bleed, and be dislocated. Think human arms and legs
BIO_STANDARD_UNJOINTED 
Standard humanoid - can bleed and suffer all flesh/bone wounds, such as: T1-3 slash/pierce/burn/blunt, except dislocations. Think human heads/chests
BIO_STONE 
the bodypart is made of rocks.
BIO_WIRED 
Is wired internally - allows the victim to suffer electrical wounds (robotic T1-T3 slash/pierce)
BIO_WOOD 
Has wood - should probably be able to catch on fire, or something
BODYPARTS_DEFAULT_MAXIMUM 
The standard amount of bodyparts a carbon has. Currently 6, HEAD/L_ARM/R_ARM/CHEST/L_LEG/R_LEG
BONELESS_SURGERY_STATES 
Surgery states flipped on automatically if the bodypart lacks bones
CLAMPED_VESSELS_BLEEDING 
How much blood is lost from clamped vessels or cut organs?
GET_BODYPART_COEFFICIENT 
For scaling the effectiveness of certain effects to the total bodypart count
HAS_ANY_SURGERY_STATE 
Checks if the input surgery state has any of the bitflags passed
HAS_SURGERY_STATE 
Checks if the input surgery state has all of the bitflags passed
HUSK_OVERLAY_GRAYSCALE 
Draw this overlay on husks but grayscale it
HUSK_OVERLAY_NONE 
Do not draw this bodypart overlay on husks
HUSK_OVERLAY_NORMAL 
Draw this overlay on husks as normal
LIMB_BODY_DAMAGE_COEFFICIENT_ADVANCED 
Limb Body Damage Coefficient A multiplication of the burn and brute damage that the limb's stored damage contributes to its attached mob's overall wellbeing. For instance, if a limb has 50 damage, and has a coefficient of 50%, the human is considered to have suffered 25 damage to their total health.
LIMB_COLOR_ATOM_COLOR 
Base priority for atom colors, gets atom priorities added to it
LIMB_COLOR_AYYLMAO 
Abductor team recoloring priority
LIMB_COLOR_CARP_INFUSION 
Carp infusion color priority
LIMB_COLOR_ETHEREAL 
Ethereal bodypart effect (emag, flicker) color priority
LIMB_COLOR_FISH_INFUSION 
Fish infusion color priority
LIMB_COLOR_HULK 
Hulk effect color priority
LIMB_COLOR_VOIDWALKER_CURSE 
Voidwalker effect color priority
LIMB_HAS_ANY_SURGERY_STATE 
Checks if the limb has any of the bitflags passed
LIMB_HAS_BONES 
Checks if a bodypart lacks both bone and metal, meaning it has no bones to saw.
LIMB_HAS_SKIN 
Checks if a bodypart lacks both flesh and metal, meaning it has no skin to cut.
LIMB_HAS_SURGERY_STATE 
Checks if the limb has all of the bitflags passed
LIMB_HAS_VESSELS 
Checks if a bodypart lacks both blood and wires, meaning it has no vessels to manipulate.
LIMB_ITEM_GAUZE 
Gauze slot, asserted to be wrap items
LIMB_ITEM_TOURNIQUET 
Tourniquet slot
LIMB_MAX_HP_ALIEN_LARVA 
Xenomorph Limbs
LIMB_MAX_HP_PROSTHESIS 
Limb Health The max damage a limb can take before it stops taking damage. Used by the max_damage var.
LIMB_NO_DISABLE 
This limb cannot be disabled via damage thresholds
SKINLESS_SURGERY_STATES 
Surgery states flipped on automatically if the bodypart lacks a form of skin
SURGERY_BONE_DRILLED 
Holes have been drilled in our bones, exclusive with sawed
SURGERY_BONE_SAWED 
Bones have been sawed apart
SURGERY_CAVITY_WIDENED 
Used for cavity implants
SURGERY_ORGANS_CUT 
Indicates either an incision has been made into the organs present in the limb or organs have been incised from the limb
SURGERY_PLASTIC_APPLIED 
Used in advanced plastic surgery: Has plastic been applied
SURGERY_PROSTHETIC_UNSECURED 
Used in prosthetic surgery: Is the prosthetic unsecured
SURGERY_SKIN_CUT 
An incision has been made into the skin
SURGERY_SKIN_OPEN 
Skin has been pulled back - 99% of surgeries require this
SURGERY_STATE_GUIDES 
For use in translating bitfield to steps required for surgery. Keep in the correct order!
SURGERY_STATE_READABLE 
For use in translating bitfield to human readable strings. Keep in the correct order!
SURGERY_VESSELS_CLAMPED 
Blood vessels are accessible but clamped
SURGERY_VESSELS_UNCLAMPED 
Blood vessels are accessible, cut, and bleeding
UNCLAMPED_VESSELS_BLEEDING 
How much blood is lost from unclamped vessels?
VESSELLESS_SURGERY_STATES 
Surgery states flipped on automatically if the bodypart lacks vessels