/tg/ Station 13 - Modules - TypesDefine Details

code/__DEFINES/mobs.dm

OXYLOSS_PASSOUT_THRESHOLDAmount of oxyloss that KOs a human
BLOOD_REGEN_FACTORHow efficiently humans regenerate blood.
BLOOD_DEFICIENCY_MODIFIERDetermines 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_TEMPTemperature at which blood loss and regen stops. /mob/living/carbon/human/proc/handle_blood
MOB_HAS_SCREENTIPS_NAME_OVERRIDEMay override the names used in screentips of OTHER OBJECTS hovered over.
MOB_ORGANICThe mob is organic, can heal from medical sutures.
MOB_MINERALThe mob is of a rocky make, most likely a golem. Iron within, iron without!
MOB_ROBOTICThe mob is a synthetic lifeform, like station borgs.
MOB_UNDEADThe mob is an shambling undead corpse. Or a halloween species. Pick your poison.
MOB_HUMANOIDThe mob is a human-sized human-like human-creature.
MOB_BUGThe mob is a bug/insect/arachnid/some other kind of scuttly thing.
MOB_BEASTThe mob is a wild animal. Domestication may apply.
MOB_SPECIALThe 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_REPTILEThe mob is some kind of a scaly reptile creature
MOB_SPIRITThe mob is a spooky phantasm or an evil ghast of such nature.
MOB_PLANTThe mob is a plant-based species, benefitting from light but suffering from darkness and plantkillers.
MOB_SLIMEThe mob is a goopy creature, probably coming from xenobiology.
BODYTYPE_ORGANICThe limb is organic.
BODYTYPE_ROBOTICThe limb is robotic.
BODYTYPE_LARVA_PLACEHOLDERA placeholder bodytype for xeno larva, so their limbs cannot be attached to anything.
BODYTYPE_ALIENThe limb is from a xenomorph.
BODYTYPE_GOLEMThe limb is from a golem
BODYSHAPE_HUMANOIDThe 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_MONKEYThe limb fits the monkey mold.
BODYSHAPE_DIGITIGRADEThe limb is digitigrade.
BODYSHAPE_SNOUTEDThe limb is snouted.
DIGITIGRADE_NEVERThe species does not have digitigrade legs in generation.
DIGITIGRADE_OPTIONALThe species can have digitigrade legs in generation
DIGITIGRADE_FORCEDThe species is forced to have digitigrade legs in generation.
NORMAL_LEGSLegs that are normal
DIGITIGRADE_LEGSDigitgrade legs that are like bended and uhhh no shoes
BEAT_FASTHeartbeat is beating fast for hard crit
BEAT_SLOWHeartbeat is beating slow for soft crit
BEAT_NONEHeartbeat is gone... He's dead Jim :(
SANITY_LEVEL_MAXEqual to the highest sanity level
NO_SLIP_WHEN_WALKINGThe mob will not slip if they're walking intent
SLIDESlipping on this will send them sliding a few tiles down
SLIDE_ICEIce 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_HELPTRAIT_NO_SLIP_WATER does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will
SLIP_WHEN_CRAWLINGSlip works even if you're already on the ground
SLIPPERY_TURFthe mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait.
SLIPPERY_WHEN_LYING_DOWNFor mobs who are slippery, this requires the mob holding it to be lying down.
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.
SHOCK_SUPPRESS_MESSAGENo default message is sent from the shock
SHOCK_NO_HUMAN_ANIMNo skeleton animation if a human was shocked
SHOCK_IGNORE_IMMUNITYIgnores TRAIT_STUNIMMUNE
SHOCK_DELAY_STUNPrevents the immediate stun, instead only gives the delay
SHOCK_KNOCKDOWNMakes the paralyze into a knockdown
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
CLOTHING_NUTRITION_GAINHow much nutrition eating clothes as moth gives and drains
REMShorthand for the above define for ease of use in equations and the like
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()
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 Squashing will not occur if the mob is not lying down (bodyposition is LYING_DOWN)
SQUASHED_SHOULD_BE_GIBBEDIf present, outright gibs the squashed mob instead of just dealing damage
SQUASHED_ALWAYS_IF_DEADIf squashing always passes if the mob is dead
SQUASHED_DONT_SQUASH_IN_CONTENTSDon't squash our mob if its not located in a turf
AI_HOLOGRAM_BEARDefines for AI hologram preferences
AI_DISPLAY_DONT_GLOWIcon state to use for ai displays that just turns them off
THROW_MODE_DISABLEDThrow modes, defines whether or not to turn off throw mode after
TOTAL_LAYERSTotal number of layers for mob overlays KEEP THIS UP-TO-DATE OR SHIT WILL BREAK Also consider updating layers_to_offset
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_LOW_LAYERLayer for bodyparts that should appear behind every other bodypart - Mostly, legs when facing WEST or EAST
BODYPARTS_LAYERLayer for most bodyparts, appears above BODYPARTS_LOW_LAYER and below BODYPARTS_HIGH_LAYER
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
ID_CARD_LAYERID card layer (might be deprecated)
BODYPARTS_HIGH_LAYERLayer for bodyparts that should appear above every other bodypart - Currently only used for hands
GLOVES_LAYERGloves layer
SHOES_LAYERShoes layer
LOW_FACEMASK_LAYERLayer for masks that are worn below ears and eyes (like Balaclavas) (layers below hair, use flagsinv=HIDEHAIR as needed)
EARS_LAYEREars layer (Spessmen have ears? Wow)
LOW_NECK_LAYERLayer for neck apperal that should appear below the suit slot (like neckties)
SUIT_LAYERSuit layer (armor, coats, 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 capes 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)
WOUND_LAYERBleeding wound icons
HALO_LAYERBlood cult ascended halo layer, because there's currently no better solution for adding/removing
HIGHEST_LAYERThe highest most layer for mob overlays. Unused
EXTERNAL_FRONTDraws overlay on the BODY_FRONT_LAYER
EXTERNAL_ADJACENTDraws overlay on the BODY_ADJ_LAYER
EXTERNAL_BEHINDDraws overlay on the BODY_BEHIND_LAYER
ALL_EXTERNAL_OVERLAYSDraws organ on all EXTERNAL layers
EXTERNAL_RESTYLE_PLANTThis organ allows restyle through plant restyling (like secateurs)
EXTERNAL_RESTYLE_FLESHThis organ allows restyling with flesh restyling stuff (surgery or something idk)
EXTERNAL_RESTYLE_ENAMELThis organ allows restyling with enamel restyling (like a fucking file or something?). It's for horns and shit
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
NEED_GRAVITYIf gravity must be present to perform action (can't use pens without gravity)
NEED_LITERACYIf reading is required to perform action (can't read a book if you are illiterate)
NEED_LIGHTIf lighting must be present to perform action (can't heal someone in the dark)
NEED_DEXTERITYIf other mobs (monkeys, aliens, etc) can perform action (can't use computers if you are a monkey)
NEED_HANDSIf hands are required to perform action (can't use objects that require hands if you are a cyborg)
FORBID_TELEKINESIS_REACHIf telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation)
ALLOW_SILICON_REACHIf silicons are allowed to perform action from a distance (silicons can operate airlocks from far away)
ALLOW_RESTINGIf resting on the floor is allowed to perform action (pAIs can play music while resting)
NEED_VENTCRAWLIf this is accessible to creatures with ventcrawl capabilities
BYPASS_ADJACENCYSkips adjacency checks
NOT_INSIDE_TARGETSkips recursive loc checks
SILENT_ADJACENCYChecks for base adjacency, but silences the error
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
MOB_VOMIT_MESSAGEFlag which makes a message send about the vomiting.
MOB_VOMIT_STUNFlag which makes the mob get stunned upon vomiting.
MOB_VOMIT_HARMFlag which makes the mob incur damage upon vomiting.
MOB_VOMIT_BLOODFlag which makes the mob vomit blood
MOB_VOMIT_KNOCKDOWNFlag which will cause the mob to fall over when vomiting.
MOB_VOMIT_FORCEFlag which will make the proc skip certain checks when it comes to forcing a vomit.
VOMIT_CATEGORY_DEFAULTThe default. Gives you might typically expect to happen when you vomit.
VOMIT_CATEGORY_BLOODThe vomit you've all come to know and love, but with a little extra "spice" (blood)
VOMIT_CATEGORY_KNOCKDOWNAnother vomit variant that causes you to get knocked down instead of just only getting a stun. Standard otherwise.
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.
BUCKLE_MATCH_DIRPossible 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_ADMINSpecial 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_BRUTEHeals all brute damage.
HEAL_BURNHeals all burn damage.
HEAL_TOXHeals all toxin damage, slime people included.
HEAL_OXYHeals all oxyloss.
HEAL_STAMHeals all stamina damage.
HEAL_LIMBSRestore all limbs to their initial state.
HEAL_ORGANSHeals all organs from failing.
HEAL_REFRESH_ORGANSA "super" heal organs, this refreshes all organs entirely, deleting old and replacing them with new.
HEAL_WOUNDSRemoves all wounds.
HEAL_TRAUMASRemoves all brain traumas, not including permanent ones.
HEAL_ALL_REAGENTSRemoves all reagents present.
HEAL_NEGATIVE_DISEASESRemoves all non-positive diseases.
HEAL_TEMPRestores body temperature back to nominal.
HEAL_BLOODRestores blood levels to normal.
HEAL_NEGATIVE_MUTATIONSRemoves all non-positive mutations (neutral included).
HEAL_STATUSRemoves status effects with this flag set that also have remove_on_fullheal = TRUE.
HEAL_CC_STATUSSame as above, removes all CC related status effects with this flag set that also have remove_on_fullheal = TRUE.
HEAL_RESTRAINTSDeletes any restraints on the mob (handcuffs / legcuffs)
HEAL_DAMAGECombination flag to only heal the main damage types.
HEAL_BODYCombination flag to only heal things messed up things about the mob's body itself.
HEAL_AFFLICTIONSCombination flag to heal negative things affecting the mob.
HEAL_ALLFull heal that isn't admin forced
ADMIN_HEAL_ALLHeals everything and is as strong as / is an admin heal
READING_CHECK_LITERACYChecking flags for [/mob/proc/can_read()]
DEVIATION_NONENo deviation at all. Flashed from the front or front-left/front-right. Alternatively, flashed in direct view.
DEVIATION_PARTIALPartial deviation. Flashed from the side. Alternatively, flashed out the corner of your eyes.
DEVIATION_FULLFull deviation. Flashed from directly behind or behind-left/behind-rack. Not flashed at all.
NO_REPLACEIn dynamic human icon gen we don't replace the held item.
HEALING_TOUCH_ANYONEFlags for whether you can heal yourself or not or only
NPC_DEFAULT_MIN_TEMPDefault minimum body temperature mobs can exist in before taking damage
NPC_DEFAULT_MAX_TEMPDefault maximum body temperature mobs can exist in before taking damage
NO_OBSERVED_MOVEMENTFlag which stops you from moving while observed
NO_OBSERVED_ACTIONSFlag which stops you from using actions while observed
NO_OBSERVED_ATTACKSFlag which stops you from attacking while observed
MINING_MOB_PROJECTILE_VULNERABILITYTypes of bullets that mining mobs take full damage from
AT_TOXIN_VOMIT_THRESHOLDHelper macro that determines if the mob is at the threshold to start vomitting due to high toxin levels
FLIP_EMOTE_DURATIONThe duration of the flip emote animation
TAUNT_EMOTE_DURATIONThe duration of a taunt emote, so how long they can deflect projectiles
ID_EXAMINE_DISTANCEDistance 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_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.

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!