/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/bodyparts.dm

BODYPARTS_DEFAULT_MAXIMUMThe standard amount of bodyparts a carbon has. Currently 6, HEAD/L_ARM/R_ARM/CHEST/L_LEG/R_LEG
LIMB_MAX_HP_PROSTHESISLimb Health The max damage a limb can take before it stops taking damage. Used by the max_damage var.
LIMB_MAX_HP_ALIEN_LARVAXenomorph Limbs
LIMB_BODY_DAMAGE_COEFFICIENT_ADVANCEDLimb 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_DAMAGEThe brute damage an augged limb takes from an EMP.
AUGGED_LIMB_EMP_BURN_DAMAGEThe brute damage an augged limb takes from an EMP.
AUGGED_LIMB_EMP_PARALYZE_TIMEWhen hit by an EMP, the time an augged limb will be paralyzed for if its above the damage threshold.
AUGGED_LEG_EMP_KNOCKDOWN_TIMEWhen hit by an EMP, the time an augged leg will be knocked down for.
AUGGED_CHEST_EMP_STUN_TIMEWhen hit by an EMP, the time a augged chest will cause a hardstun for if its above the damage threshold.
AUGGED_CHEST_EMP_SHAKE_TIMEWhen hit by an EMP, the time an augged chest will cause the mob to jitter for.
AUGGED_HEAD_EMP_GLITCH_DURATIONWhen hit by an EMP, the time an augged head will make vision fucky for.
LIMB_COLOR_AYYLMAOAbductor team recoloring priority
LIMB_COLOR_ETHEREALEthereal bodypart effect (emag, flicker) color priority
LIMB_COLOR_HULKHulk effect color priority
LIMB_COLOR_FISH_INFUSIONFish infusion color priority
LIMB_COLOR_CARP_INFUSIONCarp infusion color priority
LIMB_COLOR_ATOM_COLORBase priority for atom colors, gets atom priorities added to it
LIMB_COLOR_VOIDWALKER_CURSEVoidwalker effect color priority
LIMB_NO_DISABLEThis limb cannot be disabled via damage thresholds
SURGERY_SKIN_CUTAn incision has been made into the skin
SURGERY_SKIN_OPENSkin has been pulled back - 99% of surgeries require this
SURGERY_VESSELS_UNCLAMPEDBlood vessels are accessible, cut, and bleeding
SURGERY_VESSELS_CLAMPEDBlood vessels are accessible but clamped
SURGERY_ORGANS_CUTIndicates either an incision has been made into the organs present in the limb or organs have been incised from the limb
SURGERY_BONE_DRILLEDHoles have been drilled in our bones, exclusive with sawed
SURGERY_BONE_SAWEDBones have been sawed apart
SURGERY_PLASTIC_APPLIEDUsed in advanced plastic surgery: Has plastic been applied
SURGERY_PROSTHETIC_UNSECUREDUsed in prosthetic surgery: Is the prosthetic unsecured
SURGERY_CAVITY_WIDENEDUsed for cavity implants
SURGERY_STATE_READABLEFor use in translating bitfield to human readable strings. Keep in the correct order!
SURGERY_STATE_GUIDESFor use in translating bitfield to steps required for surgery. Keep in the correct order!
HAS_SURGERY_STATEChecks if the input surgery state has all of the bitflags passed
HAS_ANY_SURGERY_STATEChecks if the input surgery state has any of the bitflags passed
LIMB_HAS_SURGERY_STATEChecks if the limb has all of the bitflags passed
LIMB_HAS_ANY_SURGERY_STATEChecks if the limb has any of the bitflags passed
ALL_SURGERY_SKIN_STATESAll states that concern itself with the skin
ALL_SURGERY_VESSEL_STATESAll states that concern itself with the blood vessels
ALL_SURGERY_BONE_STATESAll states that concern itself with the bones
ALL_SURGERY_ORGAN_STATESAll states that concern itself with internal organs
ALL_SURGERY_STATES_UNSET_ON_CLOSEThese states are automatically cleared when the surgery is closed for ease of use
ALL_SURGERY_FISH_STATESSurgery state required for a limb with a certain zone to... be... fished... in...
SKINLESS_SURGERY_STATESSurgery states flipped on automatically if the bodypart lacks a form of skin
BONELESS_SURGERY_STATESSurgery states flipped on automatically if the bodypart lacks bones
VESSELLESS_SURGERY_STATESSurgery states flipped on automatically if the bodypart lacks vessels
BIO_INORGANICHas absolutely fucking nothing, no wounds
BIO_BONEHas bone - allows the victim to suffer T2-T3 bone blunt wounds
BIO_FLESHHas flesh - allows the victim to suffer fleshy slash pierce and burn wounds
BIO_METALHas metal - allows the victim to suffer robotic blunt and burn wounds
BIO_WOODHas wood - should probably be able to catch on fire, or something
BIO_WIREDIs wired internally - allows the victim to suffer electrical wounds (robotic T1-T3 slash/pierce)
BIO_BLOODEDHas bloodflow - can suffer bleeding wounds and can bleed
BIO_JOINTEDIs connected by a joint - can suffer T1 bone blunt wounds (dislocation)
BIO_CHITINSkin is covered in thick chitin and is resistant to cutting
BIO_STONEthe bodypart is made of rocks.
BIO_JELLYLimb 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_ROBOTICRobotic - can suffer all metal/wired wounds, such as: UNIMPLEMENTED PLEASE UPDATE ONCE SYNTH WOUNDS 9/5/2023 ~Niko
BIO_FLESH_BONEHas flesh and bone - See BIO_BONE and BIO_FLESH
BIO_STANDARD_UNJOINTEDStandard 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_JOINTEDStandard 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_ALIENXenomorph limbs (xenos are immune to wounds anyhow)
BIOSTATE_HAS_SKINBiological state that has some kind of skin that can be cut.
LIMB_HAS_SKINChecks if a bodypart lacks both flesh and metal, meaning it has no skin to cut.
BIOSTATE_HAS_BONESBiological state that has some kind of bones that can be sawed.
LIMB_HAS_BONESChecks if a bodypart lacks both bone and metal, meaning it has no bones to saw.
BIOSTATE_HAS_VESSELSBiological state that has some kind of vessels that can be clamped.
LIMB_HAS_VESSELSChecks if a bodypart lacks both blood and wires, meaning it has no vessels to manipulate.
UNCLAMPED_VESSELS_BLEEDINGHow much blood is lost from unclamped vessels?
CLAMPED_VESSELS_BLEEDINGHow much blood is lost from clamped vessels or cut organs?
HUSK_OVERLAY_NONEDo not draw this bodypart overlay on husks
HUSK_OVERLAY_GRAYSCALEDraw this overlay on husks but grayscale it
HUSK_OVERLAY_NORMALDraw this overlay on husks as normal
LIMB_ITEM_GAUZEGauze slot, asserted to be wrap items
LIMB_ITEM_TOURNIQUETTourniquet slot
GET_BODYPART_COEFFICIENTFor 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