/tg/ Station 13 - Modules - Types

code/modules/mob/mob_helpers.dm

/proc/check_zoneConvert a PRECISE ZONE into the BODY_ZONE
/proc/ran_zoneReturn the zone or randomly, another valid zone
/proc/above_neckWould this zone be above the neck
/proc/starsConvert random parts of a passed in message to stars
/proc/stifledFor when you're only able to speak a limited amount of words phrase - the string to convert definitive_limit - the amount of words to limit the phrase to, optional
/proc/GibberishTurn text into complete gibberish!
/proc/shake_cameraShake the camera of the person viewing the mob SO REAL! Takes the mob to shake, the time span to shake for, and the amount of tiles we're allowed to shake by in tiles Duration isn't taken as a strict limit, since we don't trust our coders to not make things feel shitty. So it's more like a soft cap.
/proc/findnameFind if the message has the real name of any user mob in the mob_list
/proc/is_special_characterReturns TRUE if the game has started and we're either an AI with a 0th law, or we're someone with a special role/antag datum If allow_fake_antags is set to FALSE, Valentines, ERTs, and any such roles with FLAG_FAKE_ANTAG won't pass.
/proc/notify_ghostsFancy notifications for ghosts
/proc/isAdminObserverIs the passed in mob a ghost with admin powers, doesn't check for AI interact like isAdminGhost() used to
/proc/isAdminGhostAIReturns TRUE/FALSE on whether the mob is an Admin Ghost AI. This requires this snowflake check because AI interact gives the access to the mob's client, rather than the mob like everyone else, and we keep it that way so they can't accidentally give someone Admin AI access.
/proc/offer_controlOffer control of the passed in mob to dead player
/proc/get_path_by_slotReturns a generic path of the object based on the slot
/proc/get_player_clientReturns a client from a mob, mind or client