code/__DEFINES/living.dm 
| MOVES_ON_ITS_OWN | Simple mob trait, indicating it may follow continuous move actions controlled by code instead of by user input. |
|---|---|
| ALWAYS_DEATHGASP | Always does *deathgasp when they die If unset mobs will only deathgasp if supplied a death sound or custom death message |
| STOP_OVERLAY_UPDATE_BODY_PARTS | For carbons, this stops bodypart overlays being added to bodyparts from calling mob.update_body_parts(). This is useful for situations like initialization or species changes, where update_body_parts() is going to be called ONE time once everything is done. |
| QUEUE_NUTRITION_UPDATE | Nutrition changed last life tick, so we should bulk update this tick |
| BLOOD_UPDATE_QUEUED | Blood volume or status has changed since the last [proc/update_blood_effects] call. Nowhere near guaranteed to happen only once per life tick, or at all. |
| LIVING_CAN_HAVE_BLOOD | This mob can have blood, cached value of [proc/can_have_blood] |
| GET_LYING_ANGLE | Getter for a mob/living's lying angle, otherwise protected |
| CAN_HAVE_BLOOD | Checks if the mob can have blood |
| QUEUE_BLOOD_UPDATE | Queues a blood update for the next life tick for the mob |
| DEFAULT_PHYSIOLOGY_VAL | Default value for physiology coefficients. It should be an identity for multiplication, so basically 1 |
| GET_PHYSIOLOGY | get the physiology coefficient for a specific key |
| PHYS_COEFF_PRESSURE | Multiplier to damage taken from high / low pressure exposure, stacking with the brute modifier |
| PHYS_COEFF_HEAT | Multiplier to damage taken from high temperature exposure, stacking with the burn modifier |
| PHYS_COEFF_COLD | Multiplier to damage taken from low temperature exposure, stacking with the burn modifier |
| PHYS_COEFF_ELEC_CONDUCTIVITY | Multiplier to the damage electrical shocks can cause |
| PHYS_COEFF_STUN | Multiplier applied to all incapacitating stuns (knockdown, stun, paralyze, immobilize) |
| PHYS_COEFF_KNOCKDOWN | Multiplied aplpied to just knockdowns, stacks with above multiplicatively |
| PHYS_COEFF_BLEED | Modifier to amount of blood lost when bleeding (both on life ticks and from flat bleed calls) |
| PHYS_COEFF_BLOOD_REGEN | Modifier to amount blood regenerated per life tick |
| PHYS_COEFF_HUNGER_MOD | Modifier of the hunger rate taken per tick |
| PHYS_COEFF_DAMAGE | Multiplier for flat damage in general (tox, burn, oxy, brute) |
Define Details
ALWAYS_DEATHGASP 
Always does *deathgasp when they die If unset mobs will only deathgasp if supplied a death sound or custom death message
BLOOD_UPDATE_QUEUED 
Blood volume or status has changed since the last [proc/update_blood_effects] call. Nowhere near guaranteed to happen only once per life tick, or at all.
CAN_HAVE_BLOOD 
Checks if the mob can have blood
DEFAULT_PHYSIOLOGY_VAL 
Default value for physiology coefficients. It should be an identity for multiplication, so basically 1
GET_LYING_ANGLE 
Getter for a mob/living's lying angle, otherwise protected
GET_PHYSIOLOGY 
get the physiology coefficient for a specific key
LIVING_CAN_HAVE_BLOOD 
This mob can have blood, cached value of [proc/can_have_blood]
MOVES_ON_ITS_OWN 
Simple mob trait, indicating it may follow continuous move actions controlled by code instead of by user input.
PHYS_COEFF_BLEED 
Modifier to amount of blood lost when bleeding (both on life ticks and from flat bleed calls)
PHYS_COEFF_BLOOD_REGEN 
Modifier to amount blood regenerated per life tick
PHYS_COEFF_COLD 
Multiplier to damage taken from low temperature exposure, stacking with the burn modifier
PHYS_COEFF_DAMAGE 
Multiplier for flat damage in general (tox, burn, oxy, brute)
PHYS_COEFF_ELEC_CONDUCTIVITY 
Multiplier to the damage electrical shocks can cause
PHYS_COEFF_HEAT 
Multiplier to damage taken from high temperature exposure, stacking with the burn modifier
PHYS_COEFF_HUNGER_MOD 
Modifier of the hunger rate taken per tick
PHYS_COEFF_KNOCKDOWN 
Multiplied aplpied to just knockdowns, stacks with above multiplicatively
PHYS_COEFF_PRESSURE 
Multiplier to damage taken from high / low pressure exposure, stacking with the brute modifier
PHYS_COEFF_STUN 
Multiplier applied to all incapacitating stuns (knockdown, stun, paralyze, immobilize)
QUEUE_BLOOD_UPDATE 
Queues a blood update for the next life tick for the mob
QUEUE_NUTRITION_UPDATE 
Nutrition changed last life tick, so we should bulk update this tick
STOP_OVERLAY_UPDATE_BODY_PARTS 
For carbons, this stops bodypart overlays being added to bodyparts from calling mob.update_body_parts(). This is useful for situations like initialization or species changes, where update_body_parts() is going to be called ONE time once everything is done.