code/__DEFINES/mobs.dm
OXYLOSS_PASSOUT_THRESHOLD | Amount of oxyloss that KOs a human |
---|---|
BLOOD_REGEN_FACTOR | How efficiently humans regenerate blood. |
BLOOD_DEFICIENCY_MODIFIER | Determines the rate at which humans lose blood when they have the blood deficiency quirk. The default is BLOOD_REGEN_FACTOR + BLOOD_DEFICIENCY_MODIFIER. |
BLOOD_STOP_TEMP | Temperature at which blood loss and regen stops. /mob/living/carbon/human/proc/handle_blood |
MOB_HAS_SCREENTIPS_NAME_OVERRIDE | May override the names used in screentips of OTHER OBJECTS hovered over. |
MOB_ORGANIC | The mob is organic, can heal from medical sutures. |
MOB_MINERAL | The mob is of a rocky make, most likely a golem. Iron within, iron without! |
MOB_ROBOTIC | The mob is a synthetic lifeform, like station borgs. |
MOB_UNDEAD | The mob is an shambling undead corpse. Or a halloween species. Pick your poison. |
MOB_HUMANOID | The mob is a human-sized human-like human-creature. |
MOB_BUG | The mob is a bug/insect/arachnid/some other kind of scuttly thing. |
MOB_BEAST | The mob is a wild animal. Domestication may apply. |
MOB_SPECIAL | The mob is some kind of a creature that should be exempt from certain fun interactions for balance reasons, i.e. megafauna or a headslug. |
MOB_REPTILE | The mob is some kind of a scaly reptile creature |
MOB_SPIRIT | The mob is a spooky phantasm or an evil ghast of such nature. |
MOB_PLANT | The mob is a plant-based species, benefitting from light but suffering from darkness and plantkillers. |
MOB_SLIME | The mob is a goopy creature, probably coming from xenobiology. |
MOB_AQUATIC | Mob is fish or water-related. |
BODYTYPE_ORGANIC | The limb is organic. |
BODYTYPE_ROBOTIC | The limb is robotic. |
BODYTYPE_LARVA_PLACEHOLDER | A placeholder bodytype for xeno larva, so their limbs cannot be attached to anything. |
BODYTYPE_ALIEN | The limb is from a xenomorph. |
BODYTYPE_GOLEM | The limb is from a golem |
BODYSHAPE_HUMANOID | The limb fits the human mold. This is not meant to be literal, if the sprite "fits" on a human, it is "humanoid", regardless of origin. |
BODYSHAPE_MONKEY | The limb fits the monkey mold. |
BODYSHAPE_DIGITIGRADE | The limb is digitigrade. |
BODYSHAPE_SNOUTED | The limb is snouted. |
DIGITIGRADE_NEVER | The species does not have digitigrade legs in generation. |
DIGITIGRADE_OPTIONAL | The species can have digitigrade legs in generation |
DIGITIGRADE_FORCED | The species is forced to have digitigrade legs in generation. |
NORMAL_LEGS | Legs that are normal |
DIGITIGRADE_LEGS | Digitgrade legs that are like bended and uhhh no shoes |
BEAT_FAST | Heartbeat is beating fast for hard crit |
BEAT_SLOW | Heartbeat is beating slow for soft crit |
BEAT_NONE | Heartbeat is gone... He's dead Jim :( |
SANITY_LEVEL_MAX | Equal to the highest sanity level |
NO_SLIP_WHEN_WALKING | The mob will not slip if they're walking intent |
SLIDE | Slipping on this will send them sliding a few tiles down |
SLIDE_ICE | Ice slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles) |
GALOSHES_DONT_HELP | TRAIT_NO_SLIP_WATER does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will |
SLIP_WHEN_CRAWLING | Slip works even if you're already on the ground |
SLIPPERY_TURF | the mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait. |
SLIPPERY_WHEN_LYING_DOWN | For mobs who are slippery, this requires the mob holding it to be lying down. |
WEAK_SLIDE | Like sliding, but it's short, it doesn't knockdown, it doesn't stun, it just staggers a bit. |
SHOCK_NOGLOVES | Flags used by the flags parameter of electrocute act. Makes it so that the shock doesn't take gloves into account. |
SHOCK_TESLA | Used when the shock is from a tesla bolt. |
SHOCK_ILLUSION | Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects. |
SHOCK_NOSTUN | The shock doesn't stun. |
SHOCK_SUPPRESS_MESSAGE | No default message is sent from the shock |
SHOCK_NO_HUMAN_ANIM | No skeleton animation if a human was shocked |
SHOCK_IGNORE_IMMUNITY | Ignores TRAIT_STUNIMMUNE |
SHOCK_DELAY_STUN | Prevents the immediate stun, instead only gives the delay |
SHOCK_KNOCKDOWN | Makes the paralyze into a knockdown |
INCORPOREAL_MOVE_BASIC | normal movement, see: /mob/living/var/incorporeal_move |
INCORPOREAL_MOVE_SHADOW | leaves a trail of shadows |
INCORPOREAL_MOVE_JAUNT | is blocked by holy water/salt |
CLOTHING_NUTRITION_GAIN | How much nutrition eating clothes as moth gives and drains |
REM | Shorthand for the above define for ease of use in equations and the like |
RECENT_EXAMINE_MAX_WINDOW | How long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows |
EXAMINE_MORE_WINDOW | If you examine the same atom twice in this timeframe, we call examine_more() instead of examine() |
YAWN_PROPAGATION_EXAMINE_WINDOW | If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft! |
EYE_CONTACT_RANGE | How far away you can be to make eye contact with someone while examining |
CAN_SUCCUMB | Returns whether or not the given mob can succumb |
STANDING_UP | Mob is standing up, usually associated with lying_angle value of 0. |
LYING_DOWN | Mob is lying down, usually associated with lying_angle values of 90 or 270. |
PIXEL_Y_OFFSET_LYING | How much a mob's sprite should be moved when they're lying down |
SPAWN_MEGAFAUNA | Define for spawning megafauna instead of a mob for cave gen |
SQUASHED_SHOULD_BE_DOWN | Squash flags. For squashable element Squashing will not occur if the mob is not lying down (bodyposition is LYING_DOWN) |
SQUASHED_SHOULD_BE_GIBBED | If present, outright gibs the squashed mob instead of just dealing damage |
SQUASHED_ALWAYS_IF_DEAD | If squashing always passes if the mob is dead |
SQUASHED_DONT_SQUASH_IN_CONTENTS | Don't squash our mob if its not located in a turf |
AI_HOLOGRAM_BEAR | Defines for AI hologram preferences |
AI_DISPLAY_DONT_GLOW | Icon state to use for ai displays that just turns them off |
THROW_MODE_DISABLED | Throw modes, defines whether or not to turn off throw mode after |
TOTAL_LAYERS | Total number of layers for mob overlays KEEP THIS UP-TO-DATE OR SHIT WILL BREAK Also consider updating layers_to_offset |
MUTATIONS_LAYER | Mutations layer - Tk headglows, cold resistance glow, etc |
BODY_BEHIND_LAYER | Mutantrace features (tail when looking south) that must appear behind the body parts |
BODYPARTS_LOW_LAYER | Layer for bodyparts that should appear behind every other bodypart - Mostly, legs when facing WEST or EAST |
BODYPARTS_LAYER | Layer for most bodyparts, appears above BODYPARTS_LOW_LAYER and below BODYPARTS_HIGH_LAYER |
BODY_ADJ_LAYER | Mutantrace features (snout, body markings) that must appear above the body parts |
BODY_LAYER | Underwear, undershirts, socks, eyes, lips(makeup) |
FRONT_MUTATIONS_LAYER | Mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes) |
DAMAGE_LAYER | Damage indicators (cuts and burns) |
UNIFORM_LAYER | Jumpsuit clothing layer |
ID_LAYER | ID card layer |
ID_CARD_LAYER | ID card layer (might be deprecated) |
BODYPARTS_HIGH_LAYER | Layer for bodyparts that should appear above every other bodypart - Currently only used for hands |
GLOVES_LAYER | Gloves layer |
SHOES_LAYER | Shoes layer |
LOW_FACEMASK_LAYER | Layer for masks that are worn below ears and eyes (like Balaclavas) (layers below hair, use flagsinv=HIDEHAIR as needed) |
EARS_LAYER | Ears layer (Spessmen have ears? Wow) |
LOW_NECK_LAYER | Layer for neck apperal that should appear below the suit slot (like neckties) |
SUIT_LAYER | Suit layer (armor, coats, etc.) |
GLASSES_LAYER | Glasses layer |
BELT_LAYER | Belt layer |
SUIT_STORE_LAYER | Suit storage layer (tucking a gun or baton underneath your armor) |
NECK_LAYER | Neck layer (for wearing capes and bedsheets) |
BACK_LAYER | Back layer (for backpacks and equipment on your back) |
HAIR_LAYER | Hair layer (mess with the fro and you got to go!) |
FACEMASK_LAYER | Facemask layer (gas masks, breath masks, etc.) |
HEAD_LAYER | Head layer (hats, helmets, etc.) |
HANDCUFF_LAYER | Handcuff layer (when your hands are cuffed) |
LEGCUFF_LAYER | Legcuff layer (when your feet are cuffed) |
HANDS_LAYER | Hands layer (for the actual hand, not the arm... I think?) |
BODY_FRONT_LAYER | Body front layer. Usually used for mutant bodyparts that need to be in front of stuff (e.g. cat ears) |
ABOVE_BODY_FRONT_GLASSES_LAYER | Special body layer that actually require to be above the hair (e.g. lifted welding goggles) |
ABOVE_BODY_FRONT_HEAD_LAYER | Special body layer for the rare cases where something on the head needs to be above everything else (e.g. flowers) |
WOUND_LAYER | Bleeding wound icons |
HALO_LAYER | Blood cult ascended halo layer, because there's currently no better solution for adding/removing |
HIGHEST_LAYER | The highest most layer for mob overlays. Unused |
EXTERNAL_FRONT | Draws overlay on the BODY_FRONT_LAYER |
EXTERNAL_ADJACENT | Draws overlay on the BODY_ADJ_LAYER |
EXTERNAL_BEHIND | Draws overlay on the BODY_BEHIND_LAYER |
ALL_EXTERNAL_OVERLAYS | Draws organ on all EXTERNAL layers |
EXTERNAL_RESTYLE_PLANT | This organ allows restyle through plant restyling (like secateurs) |
EXTERNAL_RESTYLE_FLESH | This organ allows restyling with flesh restyling stuff (surgery or something idk) |
EXTERNAL_RESTYLE_ENAMEL | This organ allows restyling with enamel restyling (like a fucking file or something?). It's for horns and shit |
UNDER_SUIT_LAYER | The layer underneath the suit |
UNDER_HEAD_LAYER | The layer underneath the head (for hats) |
ABOVE_SHOES_LAYER | The layer above shoes |
ABOVE_BODY_FRONT_LAYER | The layer above mutant body parts |
NEED_GRAVITY | If gravity must be present to perform action (can't use pens without gravity) |
NEED_LITERACY | If reading is required to perform action (can't read a book if you are illiterate) |
NEED_LIGHT | If lighting must be present to perform action (can't heal someone in the dark) |
NEED_DEXTERITY | If other mobs (monkeys, aliens, etc) can perform action (can't use computers if you are a monkey) |
NEED_HANDS | If hands are required to perform action (can't use objects that require hands if you are a cyborg) |
FORBID_TELEKINESIS_REACH | If telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation) |
ALLOW_SILICON_REACH | If silicons are allowed to perform action from a distance (silicons can operate airlocks from far away) |
ALLOW_RESTING | If resting on the floor is allowed to perform action (pAIs can play music while resting) |
NEED_VENTCRAWL | If this is accessible to creatures with ventcrawl capabilities |
BYPASS_ADJACENCY | Skips adjacency checks |
NOT_INSIDE_TARGET | Skips recursive loc checks |
SILENT_ADJACENCY | Checks for base adjacency, but silences the error |
RESIZE_DEFAULT_SIZE | The default mob sprite size (used for shrinking or enlarging the mob sprite to regular size) |
CLIENT_FROM_VAR | Get the client from the var |
MOB_VOMIT_MESSAGE | Flag which makes a message send about the vomiting. |
MOB_VOMIT_STUN | Flag which makes the mob get stunned upon vomiting. |
MOB_VOMIT_HARM | Flag which makes the mob incur damage upon vomiting. |
MOB_VOMIT_BLOOD | Flag which makes the mob vomit blood |
MOB_VOMIT_KNOCKDOWN | Flag which will cause the mob to fall over when vomiting. |
MOB_VOMIT_FORCE | Flag which will make the proc skip certain checks when it comes to forcing a vomit. |
VOMIT_CATEGORY_DEFAULT | The default. Gives you might typically expect to happen when you vomit. |
VOMIT_CATEGORY_BLOOD | The vomit you've all come to know and love, but with a little extra "spice" (blood) |
VOMIT_CATEGORY_KNOCKDOWN | Another vomit variant that causes you to get knocked down instead of just only getting a stun. Standard otherwise. |
NO_BUCKLE_LYING | Possible value of /atom/movable/buckle_lying. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled. |
BUCKLE_MATCH_DIR | Possible value of /atom/movable/buckle_dir. If set to a different (positive-or-zero) value than this, the buckling thing will force a dir on the buckled. |
HEAL_ADMIN | Special flag that means this heal is an admin heal and goes above and beyond Note, this includes things like removing suicide status and handcuffs / legcuffs, use with slight caution. |
HEAL_BRUTE | Heals all brute damage. |
HEAL_BURN | Heals all burn damage. |
HEAL_TOX | Heals all toxin damage, slime people included. |
HEAL_OXY | Heals all oxyloss. |
HEAL_STAM | Heals all stamina damage. |
HEAL_LIMBS | Restore all limbs to their initial state. |
HEAL_ORGANS | Heals all organs from failing. |
HEAL_REFRESH_ORGANS | A "super" heal organs, this refreshes all organs entirely, deleting old and replacing them with new. |
HEAL_WOUNDS | Removes all wounds. |
HEAL_TRAUMAS | Removes all brain traumas, not including permanent ones. |
HEAL_ALL_REAGENTS | Removes all reagents present. |
HEAL_NEGATIVE_DISEASES | Removes all non-positive diseases. |
HEAL_TEMP | Restores body temperature back to nominal. |
HEAL_BLOOD | Restores blood levels to normal. |
HEAL_NEGATIVE_MUTATIONS | Removes all non-positive mutations (neutral included). |
HEAL_STATUS | Removes status effects with this flag set that also have remove_on_fullheal = TRUE. |
HEAL_CC_STATUS | Same as above, removes all CC related status effects with this flag set that also have remove_on_fullheal = TRUE. |
HEAL_RESTRAINTS | Deletes any restraints on the mob (handcuffs / legcuffs) |
HEAL_DAMAGE | Combination flag to only heal the main damage types. |
HEAL_BODY | Combination flag to only heal things messed up things about the mob's body itself. |
HEAL_AFFLICTIONS | Combination flag to heal negative things affecting the mob. |
HEAL_ALL | Full heal that isn't admin forced |
ADMIN_HEAL_ALL | Heals everything and is as strong as / is an admin heal |
READING_CHECK_LITERACY | Checking flags for [/mob/proc/can_read()] |
DEVIATION_NONE | No deviation at all. Flashed from the front or front-left/front-right. Alternatively, flashed in direct view. |
DEVIATION_PARTIAL | Partial deviation. Flashed from the side. Alternatively, flashed out the corner of your eyes. |
DEVIATION_FULL | Full deviation. Flashed from directly behind or behind-left/behind-rack. Not flashed at all. |
NO_REPLACE | In dynamic human icon gen we don't replace the held item. |
HEALING_TOUCH_ANYONE | Flags for whether you can heal yourself or not or only |
NPC_DEFAULT_MIN_TEMP | Default minimum body temperature mobs can exist in before taking damage |
NPC_DEFAULT_MAX_TEMP | Default maximum body temperature mobs can exist in before taking damage |
NO_OBSERVED_MOVEMENT | Flag which stops you from moving while observed |
NO_OBSERVED_ACTIONS | Flag which stops you from using actions while observed |
NO_OBSERVED_ATTACKS | Flag which stops you from attacking while observed |
MINING_MOB_PROJECTILE_VULNERABILITY | Types of bullets that mining mobs take full damage from |
AT_TOXIN_VOMIT_THRESHOLD | Helper macro that determines if the mob is at the threshold to start vomitting due to high toxin levels |
FLIP_EMOTE_DURATION | The duration of the flip emote animation |
TAUNT_EMOTE_DURATION | The duration of a taunt emote, so how long they can deflect projectiles |
ID_EXAMINE_DISTANCE | Distance which you can see someone's ID card Short enough that you can inspect over tables (bartender checking age) |
Define Details
ABOVE_BODY_FRONT_GLASSES_LAYER
Special body layer that actually require to be above the hair (e.g. lifted welding goggles)
ABOVE_BODY_FRONT_HEAD_LAYER
Special body layer for the rare cases where something on the head needs to be above everything else (e.g. flowers)
ABOVE_BODY_FRONT_LAYER
The layer above mutant body parts
ABOVE_SHOES_LAYER
The layer above shoes
ADMIN_HEAL_ALL
Heals everything and is as strong as / is an admin heal
AI_DISPLAY_DONT_GLOW
Icon state to use for ai displays that just turns them off
AI_HOLOGRAM_BEAR
Defines for AI hologram preferences
ALLOW_RESTING
If resting on the floor is allowed to perform action (pAIs can play music while resting)
ALLOW_SILICON_REACH
If silicons are allowed to perform action from a distance (silicons can operate airlocks from far away)
ALL_EXTERNAL_OVERLAYS
Draws organ on all EXTERNAL layers
AT_TOXIN_VOMIT_THRESHOLD
Helper macro that determines if the mob is at the threshold to start vomitting due to high toxin levels
BACK_LAYER
Back layer (for backpacks and equipment on your back)
BEAT_FAST
Heartbeat is beating fast for hard crit
BEAT_NONE
Heartbeat is gone... He's dead Jim :(
BEAT_SLOW
Heartbeat is beating slow for soft crit
BELT_LAYER
Belt layer
BLOOD_DEFICIENCY_MODIFIER
Determines the rate at which humans lose blood when they have the blood deficiency quirk. The default is BLOOD_REGEN_FACTOR + BLOOD_DEFICIENCY_MODIFIER.
BLOOD_REGEN_FACTOR
How efficiently humans regenerate blood.
BLOOD_STOP_TEMP
Temperature at which blood loss and regen stops. /mob/living/carbon/human/proc/handle_blood
BODYPARTS_HIGH_LAYER
Layer for bodyparts that should appear above every other bodypart - Currently only used for hands
BODYPARTS_LAYER
Layer for most bodyparts, appears above BODYPARTS_LOW_LAYER and below BODYPARTS_HIGH_LAYER
BODYPARTS_LOW_LAYER
Layer for bodyparts that should appear behind every other bodypart - Mostly, legs when facing WEST or EAST
BODYSHAPE_DIGITIGRADE
The limb is digitigrade.
BODYSHAPE_HUMANOID
The limb fits the human mold. This is not meant to be literal, if the sprite "fits" on a human, it is "humanoid", regardless of origin.
BODYSHAPE_MONKEY
The limb fits the monkey mold.
BODYSHAPE_SNOUTED
The limb is snouted.
BODYTYPE_ALIEN
The limb is from a xenomorph.
BODYTYPE_GOLEM
The limb is from a golem
BODYTYPE_LARVA_PLACEHOLDER
A placeholder bodytype for xeno larva, so their limbs cannot be attached to anything.
BODYTYPE_ORGANIC
The limb is organic.
BODYTYPE_ROBOTIC
The limb is robotic.
BODY_ADJ_LAYER
Mutantrace features (snout, body markings) that must appear above the body parts
BODY_BEHIND_LAYER
Mutantrace features (tail when looking south) that must appear behind the body parts
BODY_FRONT_LAYER
Body front layer. Usually used for mutant bodyparts that need to be in front of stuff (e.g. cat ears)
BODY_LAYER
Underwear, undershirts, socks, eyes, lips(makeup)
BUCKLE_MATCH_DIR
Possible value of /atom/movable/buckle_dir. If set to a different (positive-or-zero) value than this, the buckling thing will force a dir on the buckled.
BYPASS_ADJACENCY
Skips adjacency checks
CAN_SUCCUMB
Returns whether or not the given mob can succumb
CLIENT_FROM_VAR
Get the client from the var
CLOTHING_NUTRITION_GAIN
How much nutrition eating clothes as moth gives and drains
DAMAGE_LAYER
Damage indicators (cuts and burns)
DEVIATION_FULL
Full deviation. Flashed from directly behind or behind-left/behind-rack. Not flashed at all.
DEVIATION_NONE
No deviation at all. Flashed from the front or front-left/front-right. Alternatively, flashed in direct view.
DEVIATION_PARTIAL
Partial deviation. Flashed from the side. Alternatively, flashed out the corner of your eyes.
DIGITIGRADE_FORCED
The species is forced to have digitigrade legs in generation.
DIGITIGRADE_LEGS
Digitgrade legs that are like bended and uhhh no shoes
DIGITIGRADE_NEVER
The species does not have digitigrade legs in generation.
DIGITIGRADE_OPTIONAL
The species can have digitigrade legs in generation
EARS_LAYER
Ears layer (Spessmen have ears? Wow)
EXAMINE_MORE_WINDOW
If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
EXTERNAL_ADJACENT
Draws overlay on the BODY_ADJ_LAYER
EXTERNAL_BEHIND
Draws overlay on the BODY_BEHIND_LAYER
EXTERNAL_FRONT
Draws overlay on the BODY_FRONT_LAYER
EXTERNAL_RESTYLE_ENAMEL
This organ allows restyling with enamel restyling (like a fucking file or something?). It's for horns and shit
EXTERNAL_RESTYLE_FLESH
This organ allows restyling with flesh restyling stuff (surgery or something idk)
EXTERNAL_RESTYLE_PLANT
This organ allows restyle through plant restyling (like secateurs)
EYE_CONTACT_RANGE
How far away you can be to make eye contact with someone while examining
FACEMASK_LAYER
Facemask layer (gas masks, breath masks, etc.)
FLIP_EMOTE_DURATION
The duration of the flip emote animation
FORBID_TELEKINESIS_REACH
If telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation)
FRONT_MUTATIONS_LAYER
Mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
GALOSHES_DONT_HELP
TRAIT_NO_SLIP_WATER does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will
GLASSES_LAYER
Glasses layer
GLOVES_LAYER
Gloves layer
HAIR_LAYER
Hair layer (mess with the fro and you got to go!)
HALO_LAYER
Blood cult ascended halo layer, because there's currently no better solution for adding/removing
HANDCUFF_LAYER
Handcuff layer (when your hands are cuffed)
HANDS_LAYER
Hands layer (for the actual hand, not the arm... I think?)
HEAD_LAYER
Head layer (hats, helmets, etc.)
HEALING_TOUCH_ANYONE
Flags for whether you can heal yourself or not or only
HEAL_ADMIN
Special flag that means this heal is an admin heal and goes above and beyond Note, this includes things like removing suicide status and handcuffs / legcuffs, use with slight caution.
HEAL_AFFLICTIONS
Combination flag to heal negative things affecting the mob.
HEAL_ALL
Full heal that isn't admin forced
HEAL_ALL_REAGENTS
Removes all reagents present.
HEAL_BLOOD
Restores blood levels to normal.
HEAL_BODY
Combination flag to only heal things messed up things about the mob's body itself.
HEAL_BRUTE
Heals all brute damage.
HEAL_BURN
Heals all burn damage.
HEAL_CC_STATUS
Same as above, removes all CC related status effects with this flag set that also have remove_on_fullheal = TRUE.
HEAL_DAMAGE
Combination flag to only heal the main damage types.
HEAL_LIMBS
Restore all limbs to their initial state.
HEAL_NEGATIVE_DISEASES
Removes all non-positive diseases.
HEAL_NEGATIVE_MUTATIONS
Removes all non-positive mutations (neutral included).
HEAL_ORGANS
Heals all organs from failing.
HEAL_OXY
Heals all oxyloss.
HEAL_REFRESH_ORGANS
A "super" heal organs, this refreshes all organs entirely, deleting old and replacing them with new.
HEAL_RESTRAINTS
Deletes any restraints on the mob (handcuffs / legcuffs)
HEAL_STAM
Heals all stamina damage.
HEAL_STATUS
Removes status effects with this flag set that also have remove_on_fullheal = TRUE.
HEAL_TEMP
Restores body temperature back to nominal.
HEAL_TOX
Heals all toxin damage, slime people included.
HEAL_TRAUMAS
Removes all brain traumas, not including permanent ones.
HEAL_WOUNDS
Removes all wounds.
HIGHEST_LAYER
The highest most layer for mob overlays. Unused
ID_CARD_LAYER
ID card layer (might be deprecated)
ID_EXAMINE_DISTANCE
Distance which you can see someone's ID card Short enough that you can inspect over tables (bartender checking age)
ID_LAYER
ID card layer
INCORPOREAL_MOVE_BASIC
normal movement, see: /mob/living/var/incorporeal_move
INCORPOREAL_MOVE_JAUNT
is blocked by holy water/salt
INCORPOREAL_MOVE_SHADOW
leaves a trail of shadows
LEGCUFF_LAYER
Legcuff layer (when your feet are cuffed)
LOW_FACEMASK_LAYER
Layer for masks that are worn below ears and eyes (like Balaclavas) (layers below hair, use flagsinv=HIDEHAIR as needed)
LOW_NECK_LAYER
Layer for neck apperal that should appear below the suit slot (like neckties)
LYING_DOWN
Mob is lying down, usually associated with lying_angle values of 90 or 270.
MINING_MOB_PROJECTILE_VULNERABILITY
Types of bullets that mining mobs take full damage from
MOB_AQUATIC
Mob is fish or water-related.
MOB_BEAST
The mob is a wild animal. Domestication may apply.
MOB_BUG
The mob is a bug/insect/arachnid/some other kind of scuttly thing.
MOB_HAS_SCREENTIPS_NAME_OVERRIDE
May override the names used in screentips of OTHER OBJECTS hovered over.
MOB_HUMANOID
The mob is a human-sized human-like human-creature.
MOB_MINERAL
The mob is of a rocky make, most likely a golem. Iron within, iron without!
MOB_ORGANIC
The mob is organic, can heal from medical sutures.
MOB_PLANT
The mob is a plant-based species, benefitting from light but suffering from darkness and plantkillers.
MOB_REPTILE
The mob is some kind of a scaly reptile creature
MOB_ROBOTIC
The mob is a synthetic lifeform, like station borgs.
MOB_SLIME
The mob is a goopy creature, probably coming from xenobiology.
MOB_SPECIAL
The mob is some kind of a creature that should be exempt from certain fun interactions for balance reasons, i.e. megafauna or a headslug.
MOB_SPIRIT
The mob is a spooky phantasm or an evil ghast of such nature.
MOB_UNDEAD
The mob is an shambling undead corpse. Or a halloween species. Pick your poison.
MOB_VOMIT_BLOOD
Flag which makes the mob vomit blood
MOB_VOMIT_FORCE
Flag which will make the proc skip certain checks when it comes to forcing a vomit.
MOB_VOMIT_HARM
Flag which makes the mob incur damage upon vomiting.
MOB_VOMIT_KNOCKDOWN
Flag which will cause the mob to fall over when vomiting.
MOB_VOMIT_MESSAGE
Flag which makes a message send about the vomiting.
MOB_VOMIT_STUN
Flag which makes the mob get stunned upon vomiting.
MUTATIONS_LAYER
Mutations layer - Tk headglows, cold resistance glow, etc
NECK_LAYER
Neck layer (for wearing capes and bedsheets)
NEED_DEXTERITY
If other mobs (monkeys, aliens, etc) can perform action (can't use computers if you are a monkey)
NEED_GRAVITY
If gravity must be present to perform action (can't use pens without gravity)
NEED_HANDS
If hands are required to perform action (can't use objects that require hands if you are a cyborg)
NEED_LIGHT
If lighting must be present to perform action (can't heal someone in the dark)
NEED_LITERACY
If reading is required to perform action (can't read a book if you are illiterate)
NEED_VENTCRAWL
If this is accessible to creatures with ventcrawl capabilities
NORMAL_LEGS
Legs that are normal
NOT_INSIDE_TARGET
Skips recursive loc checks
NO_BUCKLE_LYING
Possible value of /atom/movable/buckle_lying. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled.
NO_OBSERVED_ACTIONS
Flag which stops you from using actions while observed
NO_OBSERVED_ATTACKS
Flag which stops you from attacking while observed
NO_OBSERVED_MOVEMENT
Flag which stops you from moving while observed
NO_REPLACE
In dynamic human icon gen we don't replace the held item.
NO_SLIP_WHEN_WALKING
The mob will not slip if they're walking intent
NPC_DEFAULT_MAX_TEMP
Default maximum body temperature mobs can exist in before taking damage
NPC_DEFAULT_MIN_TEMP
Default minimum body temperature mobs can exist in before taking damage
OXYLOSS_PASSOUT_THRESHOLD
Amount of oxyloss that KOs a human
PIXEL_Y_OFFSET_LYING
How much a mob's sprite should be moved when they're lying down
READING_CHECK_LITERACY
Checking flags for [/mob/proc/can_read()]
RECENT_EXAMINE_MAX_WINDOW
How long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows
REM
Shorthand for the above define for ease of use in equations and the like
RESIZE_DEFAULT_SIZE
The default mob sprite size (used for shrinking or enlarging the mob sprite to regular size)
SANITY_LEVEL_MAX
Equal to the highest sanity level
SHOCK_DELAY_STUN
Prevents the immediate stun, instead only gives the delay
SHOCK_IGNORE_IMMUNITY
Ignores TRAIT_STUNIMMUNE
SHOCK_ILLUSION
Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
SHOCK_KNOCKDOWN
Makes the paralyze into a knockdown
SHOCK_NOGLOVES
Flags used by the flags parameter of electrocute act. Makes it so that the shock doesn't take gloves into account.
SHOCK_NOSTUN
The shock doesn't stun.
SHOCK_NO_HUMAN_ANIM
No skeleton animation if a human was shocked
SHOCK_SUPPRESS_MESSAGE
No default message is sent from the shock
SHOCK_TESLA
Used when the shock is from a tesla bolt.
SHOES_LAYER
Shoes layer
SILENT_ADJACENCY
Checks for base adjacency, but silences the error
SLIDE
Slipping on this will send them sliding a few tiles down
SLIDE_ICE
Ice slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles)
SLIPPERY_TURF
the mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait.
SLIPPERY_WHEN_LYING_DOWN
For mobs who are slippery, this requires the mob holding it to be lying down.
SLIP_WHEN_CRAWLING
Slip works even if you're already on the ground
SPAWN_MEGAFAUNA
Define for spawning megafauna instead of a mob for cave gen
SQUASHED_ALWAYS_IF_DEAD
If squashing always passes if the mob is dead
SQUASHED_DONT_SQUASH_IN_CONTENTS
Don't squash our mob if its not located in a turf
SQUASHED_SHOULD_BE_DOWN
Squash flags. For squashable element Squashing will not occur if the mob is not lying down (bodyposition is LYING_DOWN)
SQUASHED_SHOULD_BE_GIBBED
If present, outright gibs the squashed mob instead of just dealing damage
STANDING_UP
Mob is standing up, usually associated with lying_angle value of 0.
SUIT_LAYER
Suit layer (armor, coats, etc.)
SUIT_STORE_LAYER
Suit storage layer (tucking a gun or baton underneath your armor)
TAUNT_EMOTE_DURATION
The duration of a taunt emote, so how long they can deflect projectiles
THROW_MODE_DISABLED
Throw modes, defines whether or not to turn off throw mode after
TOTAL_LAYERS
Total number of layers for mob overlays KEEP THIS UP-TO-DATE OR SHIT WILL BREAK Also consider updating layers_to_offset
UNDER_HEAD_LAYER
The layer underneath the head (for hats)
UNDER_SUIT_LAYER
The layer underneath the suit
UNIFORM_LAYER
Jumpsuit clothing layer
VOMIT_CATEGORY_BLOOD
The vomit you've all come to know and love, but with a little extra "spice" (blood)
VOMIT_CATEGORY_DEFAULT
The default. Gives you might typically expect to happen when you vomit.
VOMIT_CATEGORY_KNOCKDOWN
Another vomit variant that causes you to get knocked down instead of just only getting a stun. Standard otherwise.
WEAK_SLIDE
Like sliding, but it's short, it doesn't knockdown, it doesn't stun, it just staggers a bit.
WOUND_LAYER
Bleeding wound icons
YAWN_PROPAGATION_EXAMINE_WINDOW
If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft!