/tg/ Station 13 - Modules - TypesVar Details - Proc Details

living

Used by [living/Bump()][/mob/living/proc/Bump] and [living/PushAM()][/mob/living/proc/PushAM] to prevent potential infinite loop.

Vars

abilitiesused for database logging
blood_volumeconverted to a list of stun absorption sources this mob has when one is added
body_positionVariable to track the body position of a mob, regardgless of the actual angle of rotation (usually matching it, but not necessarily).
body_position_pixel_x_offsetThe y amount a mob's sprite should be offset due to the current position they're in (e.g. lying down moves your sprite down)
body_position_pixel_y_offsetThe x amount a mob's sprite should be offset due to the current position they're in
body_temp_changesWhether the mob is slowed down when dragging another prone mob List of changes to body temperature, used by desease symtoms like fever
bubble_iconused to prevent spam with smoke reagent reaction on mob.
butcher_difficultythese will always be yielded from butchering
butcher_resultsthe id a mob gets when it's created
can_be_heldwhether this can be picked up and held.
can_buckle_toIs this mob allowed to be buckled/unbuckled to/from things?
clonelossBurn damage caused by being way too hot, too cold or burnt.
combat_modeIf combat mode is on or not
crit_thresholdStamina damage, or exhaustion. You recover it slowly naturally, and are knocked down if it gets too high. Holodeck and hallucinations deal this.
default_num_handsHow many hands does this mob have by default. This shouldn't change at runtime.
default_num_legsdoes the mob have distinct limbs?(arms,legs, chest,head) How many legs does this mob have by default. This shouldn't change at runtime.
disease_resistanceslist of all diseases in a mob
druggya list of all status effects the mob has
fire_stacksThe "Are we on fire?" var
firelossToxic damage caused by being poisoned or radiated
guaranteed_butcher_resultsthese will be yielded from butchering with a probability chance equal to the butcher item's effectiveness
hardcrit_thresholdwhen the mob goes from "normal" to crit When the mob enters hard critical state and is fully incapacitated.
has_limbsmore or less efficiency to metabolize helpful/harmful reagents and regulate body temperature..
healthThe mob's current health.
health_doll_iconwhat icon the mob uses for speechbubbles
held_w_classThe w_class of the holder when held.
incorporeal_moveAllows mobs to move through dense areas without restriction. For instance, in space or out of holder objects.
last_bumpedif this exists AND the normal sprite is bigger than 32x32, this is the replacement icon state (because health doll size limitations). the icon will always be screen_gen.dmi
last_specialDirectly affects how long a mob will hallucinate for
lastattackerBadminnery resize
limb_destroyerTracks how many stacks of fire we have on, max is usually 20
living_flagsGeneric bitflags for boolean conditions at the /mob/living level. Keep this for inherent traits of living types, instead of runtime-changeable ones.
lying_angleNumber of degrees of rotation of a mob. 0 means no rotation, up-side facing NORTH. 90 means up-side rotated to face EAST, and so on.
lying_prevValue of lying lying_angle before last change. TODO: Remove the need for this.
maxHealthMaximum health that should be possible.
mob_surgery_speed_moda list of surgery datums. generally empty, they're added when the player wants them. Mob specific surgery speed modifier
mobility_flagsFlags that determine the potential of a mob to perform certain actions. Do not change this directly.
num_handsHow many hands hands does this mob currently have. Should only be changed through set_num_hands()
num_legsHow many legs does this mob currently have. Should only be changed through set_num_legs()
numbaif a mob's name should be appended with an id when created e.g. Mob (666)
on_fireTime of death
oxylossBrutal damage caused by brute force (punching, being clubbed by a toolbox ect... this also accounts for pressure damage)
ranged_abilityhow much blood the mob has
see_overrideAny ranged ability the mob has, as a click override
staminalossDamage caused by being cloned or ejected from the cloner early. slimes also deal cloneloss damage to victims
status_effects0 for no override, sets see_invisible = see_override in silicon & carbon life process via update_sight()
stun_absorptioneffectiveness prob. is modified negatively by this amount; positive numbers make it more difficult, negative ones make it easier
timeofdeathUsed by the resist verb, likely used to prevent players from bypassing next_move by logging in/out.
toxlossOxygen depravation damage (no air in lungs)
usable_handsHow many usable hands does this mob currently have. Should only be changed through set_usable_hands()
usable_legsHow many usable legs this mob currently has. Should only be changed through set_usable_legs()
ventcrawl_layerIf the mob is irradiated.
worn_slot_flagsif it can be held, can it be equipped to any slots? (think pAI's on head)

Procs

IsFrozenFROZEN
IsImmobilizedIMMOBILIZED
IsKnockdownKNOCKDOWN
IsParalyzedPARALYZED
IsSleepingSLEEPING
IsStunSTUN
IsUnconsciousUNCONSCIOUS
LifeHandles the biological and general over-time processes of the mob.
PermaSleepingAllows us to set a permanent sleep on a player (use with caution and remember to unset it with SetSleeping() after the effect is over)
add_body_temperature_changeadd_body_temperature_change Adds modifications to the body temperature
add_confusionAdd confusion to the mob. Confusion will make the mob walk randomly. Shorthand for set_confusion(confusion + x).
add_movespeed_mod_immunitiesIgnores specific slowdowns. Accepts a list of slowdowns.
add_stun_absorptionSTUN ABSORPTION
adjust_fire_stacksAdjust the amount of fire stacks on a mob
apply_damageApplies damage to this mob
apply_damage_typelike apply_damage except it always uses the damage procs
apply_damagesapplies multiple damages at once via /mob/living/proc/apply_damage
apply_effectapplies various common status effects or common hardcoded mob effects
apply_effectsapplies multiple effects at once via /mob/living/proc/apply_effect
apply_martial_artApply a martial art move from src to target.
apply_prefs_jobApplies the preference options to the spawning mob, taking the job into account. Assumes the client has the proper mind.
bleedDragAmountReturns how much blood we're losing from being dragged a tile, from [/mob/living/proc/makeTrail]
can_injectReturns whether or not the mob can be injected. Should not perform any side effects.
can_look_upChecks if the user is incapacitated or on cooldown.
canfaceChecks mobility move as well as parent checks
cure_blindTRAIT PROCS
do_slap_animationDoes a slap animation on an atom
dustThis is the proc for turning a mob into ash. Dusting robots does not eject the MMI, so it's a bit more powerful than gib()
electrocute_actAs the name suggests, this should be called to apply electric shocks.
expose_reagents
extinguish_mobExtinguish all fire on the mob
get_attack_typeReturns the attack damage type of a living mob such as BRUTE.
get_blood_dna_listreturns the mob's dna info as a list, to be inserted in an object's blood_DNA list
get_body_temp_cold_damage_limitReturns the body temperature at which this mob will start taking cold damage.
get_body_temp_heat_damage_limitReturns the body temperature at which this mob will start taking heat damage.
get_body_temp_normalget_body_temp_normal Returns the mobs normal body temperature with any modifications applied
get_body_temp_normal_changeget_body_temp_normal_change Returns the aggregate change to body temperature
get_confusionGets the amount of confusion on the mob.
get_damage_amountreturn the damage amount for the type given
get_equipped_itemsUsed to return a list of equipped items on a mob; does not include held items (use get_all_gear)
get_exp_listReturns an assoc list of assignments and minutes for updating a client's exp time in the databse.
get_fullnessGet the fullness of the mob
get_organic_healthReturns the health of the mob while ignoring damage of non-organic (prosthetic) limbs Used by cryo cells to not permanently imprison those with damage from prosthetics, as they cannot be healed through chemicals.
get_quirk_stringget_quirk_string() is used to get a printable string of all the quirk traits someone has for certain criteria
get_taste_sensitivityGets taste sensitivity of given mob
gibBlow up the mob into giblets
has_reagentCheck if the mob contains this reagent.
hasparasitesparasite tracking/finding procs
heal_bodypart_damageheal ONE external organ, organ gets randomly selected from damaged ones.
heal_ordered_damageheal up to amount damage, in a given order
heal_overall_damageheal MANY bodyparts, in random order
ignore_slowdownIgnores all slowdowns that lack the IGNORE_NOSLOW flag.
is_face_visibleOnly defined for carbons who can wear masks and helmets, we just assume other mobs have visible faces
look_downlook_down Changes the perspective of the mob to any openspace turf below the mob
look_uplook_up Changes the perspective of the mob to any openspace turf above the mob
lying_angle_on_movementCalled by mob Move() when the lying_angle is different than zero, to better visually simulate crawling.
move_into_ventMoves living mob directly into the vent as a ventcrawler
on_deathcoma_trait_gainCalled when TRAIT_DEATHCOMA is added to the mob.
on_deathcoma_trait_lossCalled when TRAIT_DEATHCOMA is removed from the mob.
on_fallCalled when mob changes from a standing position into a prone while lacking the ability to stand up at the moment.
on_floored_endProc to append behavior to the condition of being floored. Called when the condition ends.
on_floored_startProc to append behavior to the condition of being floored. Called when the condition starts.
on_floored_trait_gainCalled when TRAIT_FLOORED is added to the mob.
on_floored_trait_lossCalled when TRAIT_FLOORED is removed from the mob.
on_forced_standing_trait_gainCalled when TRAIT_FORCED_STANDING is added to the mob.
on_forced_standing_trait_lossCalled when TRAIT_FORCED_STANDING is removed from the mob.
on_handsblocked_endProc to append behavior to the condition of being handsblocked. Called when the condition ends.
on_handsblocked_startProc to append behavior to the condition of being handsblocked. Called when the condition starts.
on_handsblocked_trait_gainCalled when TRAIT_HANDS_BLOCKED is added to the mob.
on_handsblocked_trait_lossCalled when TRAIT_HANDS_BLOCKED is removed from the mob.
on_immobilized_trait_gainCalled when TRAIT_IMMOBILIZED is added to the mob.
on_immobilized_trait_lossCalled when TRAIT_IMMOBILIZED is removed from the mob.
on_incapacitated_trait_gainCalled when [TRAIT_INCAPACITATED] is added to the mob.
on_incapacitated_trait_lossCalled when [TRAIT_INCAPACITATED] is removed from the mob.
on_knockedout_trait_gainCalled when TRAIT_KNOCKEDOUT is added to the mob.
on_knockedout_trait_lossCalled when TRAIT_KNOCKEDOUT is removed from the mob.
on_lying_downProc to append behavior related to lying down.
on_movement_type_flag_disabledFrom [element/movetype_handler/on_movement_type_trait_loss()]
on_movement_type_flag_enabledFrom [element/movetype_handler/on_movement_type_trait_gain()]
on_pull_blocked_trait_gainCalled when TRAIT_PULL_BLOCKED is added to the mob.
on_pull_blocked_trait_lossCalled when TRAIT_PULL_BLOCKED is removed from the mob.
on_restrained_trait_gainCalled when TRAIT_RESTRAINED is added to the mob.
on_restrained_trait_lossCalled when TRAIT_RESTRAINED is removed from the mob.
on_skittish_trait_gainCalled when [TRAIT_SKITTISH] is added to the mob.
on_skittish_trait_lossCalled when [TRAIT_SKITTISH] is removed from the mob.
on_standing_upProc to append behavior related to lying down.
on_ui_blocked_trait_gainCalled when TRAIT_UI_BLOCKED is added to the mob.
on_ui_blocked_trait_lossCalled when TRAIT_UI_BLOCKED is removed from the mob.
register_init_signalsCalled on /mob/living/Initialize(mapload), for the mob to register to relevant signals.
remove_body_temperature_changeremove_body_temperature_change Removes the modifications to the body temperature
remove_movespeed_mod_immunitiesUnignores specific slowdowns. Accepts a list of slowdowns.
reset_shockedUnsets the SHOCKED_1 flag on this mob.
resist_bucklesee defines/combat.dm, this should be baseline 60% Resist chance divided by the value imparted by your grab state. It isn't until you reach neckgrab that you gain a penalty to escaping a grab.
right_click_attack_chainChecks for RIGHT_CLICK in modifiers and runs attack_hand_secondary if so. Returns TRUE if normal chain blocked
setGrabStateUpdates the grab state of the mob and updates movespeed
set_body_positionChanges the value of the [living/body_position] variable.
set_buckledReports the event of the change in value of the buckled variable.
set_confusionSet the confusion of the mob. Confusion will make the mob walk randomly.
set_fire_stacksSet the fire stacks on a mob
set_healthSets the current mob's health value. Do not call directly if you don't know what you are doing, use the damage procs, instead.
set_lying_angleChanges the inclination angle of a mob, used by humans and others to differentiate between standing up and prone positions.
set_lying_downChange the [body_position] to LYING_DOWN and update associated behavior.
set_num_handsProc to modify the value of num_hands and hook behavior associated to this event.
set_num_legsProc to modify the value of num_legs and hook behavior associated to this event.
set_restingProc to hook behavior to the change of value in the resting variable.
set_safe_hunger_levelSets the mob's hunger levels to a safe overall level. Useful for TRAIT_NOHUNGER species changes.
set_shockedSets the SHOCKED_1 flag on this mob.
set_usable_handsProc to modify the value of usable_hands and hook behavior associated to this event.
set_usable_legsProc to modify the value of usable_legs and hook behavior associated to this event.
shared_living_ui_distancepublic
singularity_actLogs, gibs and returns point values of whatever mob is unfortunate enough to get eaten.
sleeping_carp_helpVerb added to humans who learn the art of the sleeping carp.
take_bodypart_damagedamage ONE external organ, organ gets randomly selected from damaged ones.
take_overall_damagedamage MANY bodyparts, in random order
tram_slam_landA proc triggered by callback when someone gets slammed by the tram and lands somewhere.
transfer_blood_toBLOOD TRANSFERS
try_injectLike can_inject, but it can perform side effects.
unignore_slowdownUnignores all slowdowns that lack the IGNORE_NOSLOW flag.
update_pipe_visionEverything related to pipe vision on ventcrawling is handled by update_pipe_vision(). Called on exit, entrance, and pipenet differences (e.g. moving to a new pipenet). One important thing to note however is that the movement of the client's eye is handled by the relaymove() proc in /obj/machinery/atmospherics. We move first and then call update. Dont flip this around
update_restingProc to append and redefine behavior to the change of the [/mob/living/var/resting] variable.
update_succumb_actionCalled when traits that alter succumbing are added/removed.
update_transformCalled whenever the mob is to be resized or when lying/standing up for carbons.
will_escape_storageWhether or not this mob will escape from storages while being picked up/held.

Var Details

abilities

used for database logging

blood_volume

converted to a list of stun absorption sources this mob has when one is added

body_position

Variable to track the body position of a mob, regardgless of the actual angle of rotation (usually matching it, but not necessarily).

body_position_pixel_x_offset

The y amount a mob's sprite should be offset due to the current position they're in (e.g. lying down moves your sprite down)

body_position_pixel_y_offset

The x amount a mob's sprite should be offset due to the current position they're in

body_temp_changes

Whether the mob is slowed down when dragging another prone mob List of changes to body temperature, used by desease symtoms like fever

bubble_icon

used to prevent spam with smoke reagent reaction on mob.

butcher_difficulty

these will always be yielded from butchering

butcher_results

the id a mob gets when it's created

can_be_held

whether this can be picked up and held.

can_buckle_to

Is this mob allowed to be buckled/unbuckled to/from things?

cloneloss

Burn damage caused by being way too hot, too cold or burnt.

combat_mode

If combat mode is on or not

crit_threshold

Stamina damage, or exhaustion. You recover it slowly naturally, and are knocked down if it gets too high. Holodeck and hallucinations deal this.

default_num_hands

How many hands does this mob have by default. This shouldn't change at runtime.

default_num_legs

does the mob have distinct limbs?(arms,legs, chest,head) How many legs does this mob have by default. This shouldn't change at runtime.

disease_resistances

list of all diseases in a mob

druggy

a list of all status effects the mob has

fire_stacks

The "Are we on fire?" var

fireloss

Toxic damage caused by being poisoned or radiated

guaranteed_butcher_results

these will be yielded from butchering with a probability chance equal to the butcher item's effectiveness

hardcrit_threshold

when the mob goes from "normal" to crit When the mob enters hard critical state and is fully incapacitated.

has_limbs

more or less efficiency to metabolize helpful/harmful reagents and regulate body temperature..

health

The mob's current health.

health_doll_icon

what icon the mob uses for speechbubbles

held_w_class

The w_class of the holder when held.

incorporeal_move

Allows mobs to move through dense areas without restriction. For instance, in space or out of holder objects.

FALSE is off, INCORPOREAL_MOVE_BASIC is normal, INCORPOREAL_MOVE_SHADOW is for ninjas and INCORPOREAL_MOVE_JAUNT is blocked by holy water/salt

last_bumped

if this exists AND the normal sprite is bigger than 32x32, this is the replacement icon state (because health doll size limitations). the icon will always be screen_gen.dmi

last_special

Directly affects how long a mob will hallucinate for

lastattacker

Badminnery resize

limb_destroyer

Tracks how many stacks of fire we have on, max is usually 20

living_flags

Generic bitflags for boolean conditions at the /mob/living level. Keep this for inherent traits of living types, instead of runtime-changeable ones.

lying_angle

Number of degrees of rotation of a mob. 0 means no rotation, up-side facing NORTH. 90 means up-side rotated to face EAST, and so on.

lying_prev

Value of lying lying_angle before last change. TODO: Remove the need for this.

maxHealth

Maximum health that should be possible.

mob_surgery_speed_mod

a list of surgery datums. generally empty, they're added when the player wants them. Mob specific surgery speed modifier

mobility_flags

Flags that determine the potential of a mob to perform certain actions. Do not change this directly.

num_hands

How many hands hands does this mob currently have. Should only be changed through set_num_hands()

num_legs

How many legs does this mob currently have. Should only be changed through set_num_legs()

numba

if a mob's name should be appended with an id when created e.g. Mob (666)

on_fire

Time of death

oxyloss

Brutal damage caused by brute force (punching, being clubbed by a toolbox ect... this also accounts for pressure damage)

ranged_ability

how much blood the mob has

see_override

Any ranged ability the mob has, as a click override

staminaloss

Damage caused by being cloned or ejected from the cloner early. slimes also deal cloneloss damage to victims

status_effects

0 for no override, sets see_invisible = see_override in silicon & carbon life process via update_sight()

stun_absorption

effectiveness prob. is modified negatively by this amount; positive numbers make it more difficult, negative ones make it easier

timeofdeath

Used by the resist verb, likely used to prevent players from bypassing next_move by logging in/out.

toxloss

Oxygen depravation damage (no air in lungs)

usable_hands

How many usable hands does this mob currently have. Should only be changed through set_usable_hands()

usable_legs

How many usable legs this mob currently has. Should only be changed through set_usable_legs()

ventcrawl_layer

If the mob is irradiated.

worn_slot_flags

if it can be held, can it be equipped to any slots? (think pAI's on head)

Proc Details

IsFrozen

FROZEN

IsImmobilized

IMMOBILIZED

IsKnockdown

KNOCKDOWN

IsParalyzed

PARALYZED

IsSleeping

SLEEPING

IsStun

STUN

IsUnconscious

UNCONSCIOUS

Life

Handles the biological and general over-time processes of the mob.

Arguments:

PermaSleeping

Allows us to set a permanent sleep on a player (use with caution and remember to unset it with SetSleeping() after the effect is over)

add_body_temperature_change

add_body_temperature_change Adds modifications to the body temperature

This collects all body temperature changes that the mob is experiencing to the list body_temp_changes the aggrogate result is used to derive the new body temperature for the mob

arguments:

add_confusion

Add confusion to the mob. Confusion will make the mob walk randomly. Shorthand for set_confusion(confusion + x).

add_movespeed_mod_immunities

Ignores specific slowdowns. Accepts a list of slowdowns.

add_stun_absorption

STUN ABSORPTION

adjust_fire_stacks

Adjust the amount of fire stacks on a mob

This modifies the fire stacks on a mob.

Vars:

apply_damage

Applies damage to this mob

Sends COMSIG_MOB_APPLY_DAMAGE

Arguuments:

Returns TRUE if damage applied

apply_damage_type

like apply_damage except it always uses the damage procs

apply_damages

applies multiple damages at once via /mob/living/proc/apply_damage

apply_effect

applies various common status effects or common hardcoded mob effects

apply_effects

applies multiple effects at once via /mob/living/proc/apply_effect

apply_martial_art

Apply a martial art move from src to target.

This is used to process martial art attacks against nonhumans. It is also used to process martial art attacks by nonhumans, even against humans Human vs human attacks are handled in species code right now.

apply_prefs_job

Applies the preference options to the spawning mob, taking the job into account. Assumes the client has the proper mind.

bleedDragAmount

Returns how much blood we're losing from being dragged a tile, from [/mob/living/proc/makeTrail]

can_inject

Returns whether or not the mob can be injected. Should not perform any side effects.

Arguments:

can_look_up

Checks if the user is incapacitated or on cooldown.

canface

Checks mobility move as well as parent checks

cure_blind

TRAIT PROCS

do_slap_animation

Does a slap animation on an atom

Uses do_attack_animation to animate the attacker attacking then draws a hand moving across the top half of the target(where a mobs head would usually be) to look like a slap Arguments:

dust

This is the proc for turning a mob into ash. Dusting robots does not eject the MMI, so it's a bit more powerful than gib()

Arguments:

electrocute_act

As the name suggests, this should be called to apply electric shocks.

expose_reagents

extinguish_mob

Extinguish all fire on the mob

This removes all fire stacks, fire effects, alerts, and moods Signals the extinguishing.

get_attack_type

Returns the attack damage type of a living mob such as BRUTE.

get_blood_dna_list

returns the mob's dna info as a list, to be inserted in an object's blood_DNA list

get_body_temp_cold_damage_limit

Returns the body temperature at which this mob will start taking cold damage.

get_body_temp_heat_damage_limit

Returns the body temperature at which this mob will start taking heat damage.

get_body_temp_normal

get_body_temp_normal Returns the mobs normal body temperature with any modifications applied

This applies the result from proc/get_body_temp_normal_change() against the BODYTEMP_NORMAL and returns the result

arguments:

get_body_temp_normal_change

get_body_temp_normal_change Returns the aggregate change to body temperature

This aggregates all the changes in the body_temp_changes list and returns the result

get_confusion

Gets the amount of confusion on the mob.

get_damage_amount

return the damage amount for the type given

get_equipped_items

Used to return a list of equipped items on a mob; does not include held items (use get_all_gear)

Argument(s):

get_exp_list

Returns an assoc list of assignments and minutes for updating a client's exp time in the databse.

Arguments:

get_fullness

Get the fullness of the mob

This returns a value form 0 upwards to represent how full the mob is. The value is a total amount of consumable reagents in the body combined with the total amount of nutrition they have. This does not have an upper limit.

get_organic_health

Returns the health of the mob while ignoring damage of non-organic (prosthetic) limbs Used by cryo cells to not permanently imprison those with damage from prosthetics, as they cannot be healed through chemicals.

get_quirk_string

get_quirk_string() is used to get a printable string of all the quirk traits someone has for certain criteria

Arguments:

get_taste_sensitivity

Gets taste sensitivity of given mob

This is used in calculating what flavours the mob can pick up, with a lower number being able to pick up more distinct flavours.

gib

Blow up the mob into giblets

Arguments:

has_reagent

Check if the mob contains this reagent.

This will validate the the reagent holder for the mob and any sub holders contain the requested reagent. Vars:

hasparasites

parasite tracking/finding procs

heal_bodypart_damage

heal ONE external organ, organ gets randomly selected from damaged ones.

needs to return amount healed in order to calculate things like tend wounds xp gain

heal_ordered_damage

heal up to amount damage, in a given order

heal_overall_damage

heal MANY bodyparts, in random order

ignore_slowdown

Ignores all slowdowns that lack the IGNORE_NOSLOW flag.

is_face_visible

Only defined for carbons who can wear masks and helmets, we just assume other mobs have visible faces

look_down

look_down Changes the perspective of the mob to any openspace turf below the mob

This also checks if an openspace turf is below the mob before looking down or resets the perspective if already looking up

look_up

look_up Changes the perspective of the mob to any openspace turf above the mob

This also checks if an openspace turf is above the mob before looking up or resets the perspective if already looking up

lying_angle_on_movement

Called by mob Move() when the lying_angle is different than zero, to better visually simulate crawling.

move_into_vent

Moves living mob directly into the vent as a ventcrawler

Arguments:

on_deathcoma_trait_gain

Called when TRAIT_DEATHCOMA is added to the mob.

on_deathcoma_trait_loss

Called when TRAIT_DEATHCOMA is removed from the mob.

on_fall

Called when mob changes from a standing position into a prone while lacking the ability to stand up at the moment.

on_floored_end

Proc to append behavior to the condition of being floored. Called when the condition ends.

on_floored_start

Proc to append behavior to the condition of being floored. Called when the condition starts.

on_floored_trait_gain

Called when TRAIT_FLOORED is added to the mob.

on_floored_trait_loss

Called when TRAIT_FLOORED is removed from the mob.

on_forced_standing_trait_gain

Called when TRAIT_FORCED_STANDING is added to the mob.

on_forced_standing_trait_loss

Called when TRAIT_FORCED_STANDING is removed from the mob.

on_handsblocked_end

Proc to append behavior to the condition of being handsblocked. Called when the condition ends.

on_handsblocked_start

Proc to append behavior to the condition of being handsblocked. Called when the condition starts.

on_handsblocked_trait_gain

Called when TRAIT_HANDS_BLOCKED is added to the mob.

on_handsblocked_trait_loss

Called when TRAIT_HANDS_BLOCKED is removed from the mob.

on_immobilized_trait_gain

Called when TRAIT_IMMOBILIZED is added to the mob.

on_immobilized_trait_loss

Called when TRAIT_IMMOBILIZED is removed from the mob.

on_incapacitated_trait_gain

Called when [TRAIT_INCAPACITATED] is added to the mob.

on_incapacitated_trait_loss

Called when [TRAIT_INCAPACITATED] is removed from the mob.

on_knockedout_trait_gain

Called when TRAIT_KNOCKEDOUT is added to the mob.

on_knockedout_trait_loss

Called when TRAIT_KNOCKEDOUT is removed from the mob.

on_lying_down

Proc to append behavior related to lying down.

on_movement_type_flag_disabled

From [element/movetype_handler/on_movement_type_trait_loss()]

on_movement_type_flag_enabled

From [element/movetype_handler/on_movement_type_trait_gain()]

on_pull_blocked_trait_gain

Called when TRAIT_PULL_BLOCKED is added to the mob.

on_pull_blocked_trait_loss

Called when TRAIT_PULL_BLOCKED is removed from the mob.

on_restrained_trait_gain

Called when TRAIT_RESTRAINED is added to the mob.

on_restrained_trait_loss

Called when TRAIT_RESTRAINED is removed from the mob.

on_skittish_trait_gain

Called when [TRAIT_SKITTISH] is added to the mob.

on_skittish_trait_loss

Called when [TRAIT_SKITTISH] is removed from the mob.

on_standing_up

Proc to append behavior related to lying down.

on_ui_blocked_trait_gain

Called when TRAIT_UI_BLOCKED is added to the mob.

on_ui_blocked_trait_loss

Called when TRAIT_UI_BLOCKED is removed from the mob.

register_init_signals

Called on /mob/living/Initialize(mapload), for the mob to register to relevant signals.

remove_body_temperature_change

remove_body_temperature_change Removes the modifications to the body temperature

This removes the recorded change to body temperature from the body_temp_changes list

arguments:

remove_movespeed_mod_immunities

Unignores specific slowdowns. Accepts a list of slowdowns.

reset_shocked

Unsets the SHOCKED_1 flag on this mob.

resist_buckle

see defines/combat.dm, this should be baseline 60% Resist chance divided by the value imparted by your grab state. It isn't until you reach neckgrab that you gain a penalty to escaping a grab.

right_click_attack_chain

Checks for RIGHT_CLICK in modifiers and runs attack_hand_secondary if so. Returns TRUE if normal chain blocked

setGrabState

Updates the grab state of the mob and updates movespeed

set_body_position

Changes the value of the [living/body_position] variable.

set_buckled

Reports the event of the change in value of the buckled variable.

set_confusion

Set the confusion of the mob. Confusion will make the mob walk randomly.

set_fire_stacks

Set the fire stacks on a mob

This sets the fire stacks on a mob, stacks are clamped between -20 and 20. If the fire stacks are reduced to 0 then we will extinguish the mob.

Vars:

set_health

Sets the current mob's health value. Do not call directly if you don't know what you are doing, use the damage procs, instead.

set_lying_angle

Changes the inclination angle of a mob, used by humans and others to differentiate between standing up and prone positions.

In BYOND-angles 0 is NORTH, 90 is EAST, 180 is SOUTH and 270 is WEST. This usually means that 0 is standing up, 90 and 270 are horizontal positions to right and left respectively, and 180 is upside-down. Mobs that do now follow these conventions due to unusual sprites should require a special handling or redefinition of this proc, due to the density and layer changes. The return of this proc is the previous value of the modified lying_angle if a change was successful (might include zero), or null if no change was made.

set_lying_down

Change the [body_position] to LYING_DOWN and update associated behavior.

set_num_hands

Proc to modify the value of num_hands and hook behavior associated to this event.

set_num_legs

Proc to modify the value of num_legs and hook behavior associated to this event.

set_resting

Proc to hook behavior to the change of value in the resting variable.

set_safe_hunger_level

Sets the mob's hunger levels to a safe overall level. Useful for TRAIT_NOHUNGER species changes.

set_shocked

Sets the SHOCKED_1 flag on this mob.

set_usable_hands

Proc to modify the value of usable_hands and hook behavior associated to this event.

set_usable_legs

Proc to modify the value of usable_legs and hook behavior associated to this event.

shared_living_ui_distance

public

Distance versus interaction check.

required src_object atom/movable The object which owns the UI.

return UI_state The state of the UI.

singularity_act

Logs, gibs and returns point values of whatever mob is unfortunate enough to get eaten.

sleeping_carp_help

Verb added to humans who learn the art of the sleeping carp.

take_bodypart_damage

damage ONE external organ, organ gets randomly selected from damaged ones.

take_overall_damage

damage MANY bodyparts, in random order

tram_slam_land

A proc triggered by callback when someone gets slammed by the tram and lands somewhere.

This proc is used to force people to fall through things like lattice and unplated flooring at the expense of some extra damage, so jokers can't use half a stack of iron rods to make getting hit by the tram immediately lethal.

transfer_blood_to

BLOOD TRANSFERS

try_inject

Like can_inject, but it can perform side effects.

Arguments:

unignore_slowdown

Unignores all slowdowns that lack the IGNORE_NOSLOW flag.

update_pipe_vision

Everything related to pipe vision on ventcrawling is handled by update_pipe_vision(). Called on exit, entrance, and pipenet differences (e.g. moving to a new pipenet). One important thing to note however is that the movement of the client's eye is handled by the relaymove() proc in /obj/machinery/atmospherics. We move first and then call update. Dont flip this around

update_resting

Proc to append and redefine behavior to the change of the [/mob/living/var/resting] variable.

update_succumb_action

Called when traits that alter succumbing are added/removed.

Will show or hide the succumb alert prompt.

update_transform

Called whenever the mob is to be resized or when lying/standing up for carbons.

will_escape_storage

Whether or not this mob will escape from storages while being picked up/held.