/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/mobs.dm

BLOOD_REGEN_FACTORHow efficiently humans regenerate blood.
HUMAN_BODYBody type bitfields for allowed_animal_origin used to check compatible surgery body types (use NONE for no matching body type)
BEAT_FASTHeartbeat is beating fast for hard crit
BEAT_SLOWHeartbeat is beating slow for soft crit
BEAT_NONEHeartbeat is gone... He's dead Jim :(
SHOCK_NOGLOVESFlags used by the flags parameter of electrocute act. Makes it so that the shock doesn't take gloves into account.
SHOCK_TESLAUsed when the shock is from a tesla bolt.
SHOCK_ILLUSIONUsed when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
SHOCK_NOSTUNThe shock doesn't stun.
INCORPOREAL_MOVE_BASICnormal movement, see: /mob/living/var/incorporeal_move
INCORPOREAL_MOVE_SHADOWleaves a trail of shadows
INCORPOREAL_MOVE_JAUNTis blocked by holy water/salt
RECENT_EXAMINE_MAX_WINDOWHow long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows
EXAMINE_MORE_WINDOWIf you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
EYE_CONTACT_WINDOWIf you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute!
YAWN_PROPAGATION_EXAMINE_WINDOWIf you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft!
EYE_CONTACT_RANGEHow far away you can be to make eye contact with someone while examining
CAN_SUCCUMBReturns whether or not the given mob can succumb
STANDING_UPMob is standing up, usually associated with lying_angle value of 0.
LYING_DOWNMob is lying down, usually associated with lying_angle values of 90 or 270.
PIXEL_Y_OFFSET_LYINGHow much a mob's sprite should be moved when they're lying down
SPAWN_MEGAFAUNADefine for spawning megafauna instead of a mob for cave gen
SQUASHED_SHOULD_BE_DOWNSquash flags. For squashable element Whether or not the squashing requires the squashed mob to be lying down
SQUASHED_SHOULD_BE_GIBBEDWhether or not to gib when the squashed mob is moved over
THROW_MODE_DISABLEDThrow modes, defines whether or not to turn off throw mode after
SIGN_ONE_HANDSign Language defines
TOTAL_LAYERSTotal number of layers for mob overlays
MUTATIONS_LAYERMutations layer - Tk headglows, cold resistance glow, etc
BODY_BEHIND_LAYERMutantrace features (tail when looking south) that must appear behind the body parts
BODYPARTS_LAYERInitially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag
BODY_ADJ_LAYERMutantrace features (snout, body markings) that must appear above the body parts
BODY_LAYERUnderwear, undershirts, socks, eyes, lips(makeup)
FRONT_MUTATIONS_LAYERMutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
DAMAGE_LAYERDamage indicators (cuts and burns)
UNIFORM_LAYERJumpsuit clothing layer
ID_LAYERID card layer (might be deprecated)
ID_CARD_LAYERID card layer
HANDS_PART_LAYERHands body part layer (or is this for the arm? not sure...)
GLOVES_LAYERGloves layer
SHOES_LAYERShoes layer
EARS_LAYEREars layer (Spessmen have ears? Wow)
SUIT_LAYERSuit layer (armor, hardsuits, etc.)
GLASSES_LAYERGlasses layer
BELT_LAYERBelt layer
SUIT_STORE_LAYERSuit storage layer (tucking a gun or baton underneath your armor)
NECK_LAYERNeck layer (for wearing ties and bedsheets)
BACK_LAYERBack layer (for backpacks and equipment on your back)
HAIR_LAYERHair layer (mess with the fro and you got to go!)
FACEMASK_LAYERFacemask layer (gas masks, breath masks, etc.)
HEAD_LAYERHead layer (hats, helmets, etc.)
HANDCUFF_LAYERHandcuff layer (when your hands are cuffed)
LEGCUFF_LAYERLegcuff layer (when your feet are cuffed)
HANDS_LAYERHands layer (for the actual hand, not the arm... I think?)
BODY_FRONT_LAYERBody front layer. Usually used for mutant bodyparts that need to be in front of stuff (e.g. cat ears)
ABOVE_BODY_FRONT_GLASSES_LAYERSpecial body layer that actually require to be above the hair (e.g. lifted welding goggles)
ABOVE_BODY_FRONT_HEAD_LAYERSpecial body layer for the rare cases where something on the head needs to be above everything else (e.g. flowers)
HALO_LAYERBlood cult ascended halo layer, because there's currently no better solution for adding/removing
FIRE_LAYERFire layer when you're on fire
EXTERNAL_FRONTDraws organ on the BODY_FRONT_LAYER
EXTERNAL_ADJACENTDraws organ on the BODY_ADJ_LAYER
EXTERNAL_BEHINDDraws organ on the BODY_BEHIND_LAYER
ALL_EXTERNAL_OVERLAYSDraws organ on all EXTERNAL layers
UNDER_SUIT_LAYERThe layer underneath the suit
UNDER_HEAD_LAYERThe layer underneath the head (for hats)
ABOVE_SHOES_LAYERThe layer above shoes
ABOVE_BODY_FRONT_LAYERThe layer above mutant body parts
BE_CLOSEIf silicons need to be next to the atom to use this
NO_DEXTERITYIf other mobs (monkeys, aliens, etc) can use this
FLOOR_OKAYIf mobs can use this while resting
RESIZE_DEFAULT_SIZEThe default mob sprite size (used for shrinking or enlarging the mob sprite to regular size)
CLIENT_FROM_VARGet the client from the var
VOMIT_TOXICThe mob will vomit a green color
VOMIT_PURPLEThe mob will vomit a purple color
NO_BUCKLE_LYINGPossible 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.

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

ALL_EXTERNAL_OVERLAYS

Draws organ on all EXTERNAL layers

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

BE_CLOSE

If silicons need to be next to the atom to use this

BLOOD_REGEN_FACTOR

How efficiently humans regenerate blood.

BODYPARTS_LAYER

Initially "AUGMENTS", this was repurposed to be a catch-all bodyparts flag

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)

CAN_SUCCUMB

Returns whether or not the given mob can succumb

CLIENT_FROM_VAR

Get the client from the var

DAMAGE_LAYER

Damage indicators (cuts and burns)

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 organ on the BODY_ADJ_LAYER

EXTERNAL_BEHIND

Draws organ on the BODY_BEHIND_LAYER

EXTERNAL_FRONT

Draws organ on the BODY_FRONT_LAYER

EYE_CONTACT_RANGE

How far away you can be to make eye contact with someone while examining

EYE_CONTACT_WINDOW

If you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute!

FACEMASK_LAYER

Facemask layer (gas masks, breath masks, etc.)

FIRE_LAYER

Fire layer when you're on fire

FLOOR_OKAY

If mobs can use this while resting

FRONT_MUTATIONS_LAYER

Mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)

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?)

HANDS_PART_LAYER

Hands body part layer (or is this for the arm? not sure...)

HEAD_LAYER

Head layer (hats, helmets, etc.)

HUMAN_BODY

Body type bitfields for allowed_animal_origin used to check compatible surgery body types (use NONE for no matching body type)

ID_CARD_LAYER

ID card layer

ID_LAYER

ID card layer (might be deprecated)

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)

LYING_DOWN

Mob is lying down, usually associated with lying_angle values of 90 or 270.

MUTATIONS_LAYER

Mutations layer - Tk headglows, cold resistance glow, etc

NECK_LAYER

Neck layer (for wearing ties and bedsheets)

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_DEXTERITY

If other mobs (monkeys, aliens, etc) can use this

PIXEL_Y_OFFSET_LYING

How much a mob's sprite should be moved when they're lying down

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

RESIZE_DEFAULT_SIZE

The default mob sprite size (used for shrinking or enlarging the mob sprite to regular size)

SHOCK_ILLUSION

Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.

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_TESLA

Used when the shock is from a tesla bolt.

SHOES_LAYER

Shoes layer

SIGN_ONE_HAND

Sign Language defines

SPAWN_MEGAFAUNA

Define for spawning megafauna instead of a mob for cave gen

SQUASHED_SHOULD_BE_DOWN

Squash flags. For squashable element Whether or not the squashing requires the squashed mob to be lying down

SQUASHED_SHOULD_BE_GIBBED

Whether or not to gib when the squashed mob is moved over

STANDING_UP

Mob is standing up, usually associated with lying_angle value of 0.

SUIT_LAYER

Suit layer (armor, hardsuits, etc.)

SUIT_STORE_LAYER

Suit storage layer (tucking a gun or baton underneath your armor)

THROW_MODE_DISABLED

Throw modes, defines whether or not to turn off throw mode after

TOTAL_LAYERS

Total number of layers for mob overlays

UNDER_HEAD_LAYER

The layer underneath the head (for hats)

UNDER_SUIT_LAYER

The layer underneath the suit

UNIFORM_LAYER

Jumpsuit clothing layer

VOMIT_PURPLE

The mob will vomit a purple color

VOMIT_TOXIC

The mob will vomit a green color

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!