human
Any humanoid (non-Xeno) mob, such as humans, plasmamen, lizards.
Vars | |
afk_thefts | When an braindead player has their equipment fiddled with, we log that info here for when they come back so they know who took their ID while they were DC'd for 30 seconds |
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blood_in_hands | How many "units of blood" we have on our hands |
can_ride_typecache | What types of mobs are allowed to ride/buckle to this mob |
coretemperature | The core temperature of the human compaired to the skin temp of the body |
eye_color_heterochromatic | Var used to keep track of a human mob having a heterochromatic right eye. To ensure prefs don't overwrite shit |
grad_color | Colours used for hair and facial hair gradients. |
grad_style | Styles used for hair and facial hair gradients. |
heat_exposure_stacks | Exposure to damaging heat levels increases stacks, stacks clean over time when temperatures are lower. Stack is consumed to add a wound. |
mob_height | Height of the mob |
physique | Which body type to use |
Procs | |
adjust_coretemperature | Adjust the core temperature of a mob |
apply_height_filters | Applies a filter to an appearance according to mob height |
apply_height_offsets | Used in some circumstances where appearances can get cut off from the mob sprite from being too tall |
burn_clothing | Used by fire code to damage worn items. |
check_body_shape | Used to perform regular updates to the limbs of humans with special bodyshapes |
check_pocket_weght | Signal proc for COMSIG_ATOM_CONTENTS_WEIGHT_CLASS_CHANGED to check if an item is suddenly too heavy for our pockets |
check_reflect | Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object |
clean_face | Called on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal |
copy_clothing_prefs | copies over clothing preferences like underwear to another human |
crabize | Turns the source atom into a crab crab, the peak of evolutionary design. |
crewlike_monkify | Proc used to make monkey roles able to function like crew, but not be able to shift into humans easily. |
do_cpr | Performs CPR on the target after a delay. |
electrocute_act | Calculates the siemens coeff based on clothing and species, can also restart hearts. |
equip_outfit_and_loadout | Equips this mob with a given outfit and loadout items as per the passed preferences. |
equip_species_outfit | A version of equipOutfit that overrides passed in outfits with their entry on the species' outfit override registry |
fan_hud_set_fandom | FAN HUDs! For identifying other fans on-sight. |
force_say | Makes the player force say what's in their current input box. |
format_scars | For use formatting all of the scars this human has for saving for persistent scarring, returns a string with all current scars/missing limb amputation scars for saving or loading purposes |
get_body_temp_normal | get_body_temperature Returns the body temperature with any modifications applied |
get_clothing_on_part | Get all the clothing on a specific body part |
get_equipped_items | Used to return a list of equipped items on a human mob; does not by default include held items, see include_flags |
get_medhud_examine_info | Collects information displayed about src when examined by a user with a medical HUD. |
get_mob_height | Getter for mob height |
get_name_part | From compose_message(). Snowflake code converted into its own signal proc |
give_emote_overlay | Creates a new emote bodypart overlay and applies it to the human. The overlay can be removed by simply deleting the returned overlay. |
handle_blood | BLOOD SYSTEM |
handle_environment | Environment handlers for species |
hardset_dna | Sets the DNA of the mob to the given DNA. |
increment_scar_slot | When we're joining the game in /mob/dead/new_player/proc/create_character, we increment our scar slot then store the slot in our mind datum. |
infuse_organ | Attempt to replace/add-to the occupant's organs with "mutated" equivalents. Returns TRUE on success, FALSE on failure. Requires the target mob to have an existing organic organ to "mutate". |
load_persistent_scars | Read all the scars we have for the designated character/scar slots, verify they're good/dump them if they're old/wrong format, create them on the user, and write the scars that passed muster back to the file |
load_scar | Takes a single scar from the persistent scar loader and recreates it from the saved data |
make_full_human_copy | Makes a full copy of src and returns it. Attempts to copy as much as possible to be a close to the original. This includes job outfit (which handles skillchips), quirks, and mutations. We do not set a mind here, so this is purely the body. Args: location - The turf the human will be spawned on. |
on_dwarf_trait | Gaining or losing [TRAIT_DWARF] updates our height |
on_unknown_trait | Gaining or losing TRAIT_UNKNOWN updates our name and our sechud |
pick_infusion_organ | Picks a random mutated organ from the given infuser entry which is also compatible with this human. Tries to return a typepath of a valid mutant organ if all of the following criteria are true: |
psykerize | Proc with no side effects that turns someone into a psyker. returns FALSE if it could not psykerize. |
randomize_human_appearance | Fully randomizes everything according to the given flags. |
save_persistent_scars | Save any scars we have to our designated slot, then write our current slot so that the next time we call /mob/living/carbon/human/proc/increment_scar_slot (the next round we join), we'll be there |
sec_hud_set_ID | Security HUDs! Basic mode shows only the job. |
send_applicable_messages | Any "special" suicide messages are handled by the related item that the mob uses to kill itself. This is just messages for when it's done with the bare hands. |
set_mob_height | Setter for mob height |
set_service_style | Gives the appearance of being an agent |
setup_organless_effects | This proc is for holding effects applied when a mob is missing certain organs It is called very, very early in human init because all humans innately spawn with no organs and gain them during init Gaining said organs removes these effects |
singularity_act | Overrides the point value that the mob is worth |
slow_psykerize | flavorful variant of psykerizing that deals damage and sends messages before calling psykerize() |
smart_equip_targeted | take the most recent item out of a slot or place held item in a slot |
something_horrible | DNA HELPER-PROCS |
toggle_externals | Returns TRUE if the tank successfully toggles open/closed. Opens the tank only if a breathing apparatus is found. |
update_sensor_list | Adds or removes a mob from the global suit sensors list based on sensor status and mode |
wash | Called when this human should be washed |
wash_hands | Wash the hands, cleaning either the gloves if equipped and not obscured, otherwise the hands themselves if they're not obscured. |
Var Details
afk_thefts
When an braindead player has their equipment fiddled with, we log that info here for when they come back so they know who took their ID while they were DC'd for 30 seconds
blood_in_hands
How many "units of blood" we have on our hands
can_ride_typecache
What types of mobs are allowed to ride/buckle to this mob
coretemperature
The core temperature of the human compaired to the skin temp of the body
eye_color_heterochromatic
Var used to keep track of a human mob having a heterochromatic right eye. To ensure prefs don't overwrite shit
grad_color
Colours used for hair and facial hair gradients.
grad_style
Styles used for hair and facial hair gradients.
heat_exposure_stacks
Exposure to damaging heat levels increases stacks, stacks clean over time when temperatures are lower. Stack is consumed to add a wound.
mob_height
Height of the mob
physique
Which body type to use
Proc Details
adjust_coretemperature
Adjust the core temperature of a mob
vars:
- amount The amount of degrees to change body temperature by
- min_temp (optional) The minimum body temperature after adjustment
- max_temp (optional) The maximum body temperature after adjustment
apply_height_filters
Applies a filter to an appearance according to mob height
apply_height_offsets
Used in some circumstances where appearances can get cut off from the mob sprite from being too tall
upper_torso is to specify whether the appearance is locate in the upper half of the mob rather than the lower half, higher up things (hats for example) need to be offset more due to the location of the filter displacement
burn_clothing
Used by fire code to damage worn items.
Arguments:
- seconds_per_tick
- times_fired
- stacks: Current amount of firestacks
check_body_shape
Used to perform regular updates to the limbs of humans with special bodyshapes
- check_shapes: The bodyshapes to check for. Any limbs or organs which share this shape, will be updated.
- ignore_slots: The slots to ignore when updating the limbs. This is useful for things like digitigrade legs, where we can skip some slots that we're already updating.
return an integer, the number of limbs updated
check_pocket_weght
Signal proc for COMSIG_ATOM_CONTENTS_WEIGHT_CLASS_CHANGED to check if an item is suddenly too heavy for our pockets
check_reflect
Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object
clean_face
Called on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal
copy_clothing_prefs
copies over clothing preferences like underwear to another human
crabize
Turns the source atom into a crab crab, the peak of evolutionary design.
crewlike_monkify
Proc used to make monkey roles able to function like crew, but not be able to shift into humans easily.
do_cpr
Performs CPR on the target after a delay.
electrocute_act
Calculates the siemens coeff based on clothing and species, can also restart hearts.
equip_outfit_and_loadout
Equips this mob with a given outfit and loadout items as per the passed preferences.
Loadout items override the pre-existing item in the corresponding slot of the job outfit. Some job items are preserved after being overridden - belt items, ear items, and glasses. The rest of the slots, the items are overridden completely and deleted.
Species with special outfits are snowflaked to have loadout items placed in their bags instead of overriding the outfit.
- outfit - the job outfit we're equipping
- preference_source - the preferences to draw loadout items from.
- visuals_only - whether we call special equipped procs, or if we just look like we equipped it
equip_species_outfit
A version of equipOutfit that overrides passed in outfits with their entry on the species' outfit override registry
fan_hud_set_fandom
FAN HUDs! For identifying other fans on-sight.
force_say
Makes the player force say what's in their current input box.
format_scars
For use formatting all of the scars this human has for saving for persistent scarring, returns a string with all current scars/missing limb amputation scars for saving or loading purposes
get_body_temp_normal
get_body_temperature Returns the body temperature with any modifications applied
This applies the result from proc/get_body_temp_normal_change() against the bodytemp_normal for the species and returns the result
arguments:
- apply_change (optional) Default True This applies the changes to body temperature normal
get_clothing_on_part
Get all the clothing on a specific body part
get_equipped_items
Used to return a list of equipped items on a human mob; does not by default include held items, see include_flags
Argument(s):
- Optional - include_flags, (see obj.flags.dm) describes which optional things to include or not (pockets, accessories, held items)
get_medhud_examine_info
Collects information displayed about src when examined by a user with a medical HUD.
get_mob_height
Getter for mob height
Mainly so that dwarfism can adjust height without needing to override existing height
Returns a mob height num
get_name_part
From compose_message(). Snowflake code converted into its own signal proc
give_emote_overlay
Creates a new emote bodypart overlay and applies it to the human. The overlay can be removed by simply deleting the returned overlay.
- Arguments:
- overlay_typepath - Typepath to the overlay that should be applied. Should be a subtype of datum/bodypart_overlay/simple/emote.
Returns the given overlay, which can be deleted to stop displaying it. Will return null if no bodypart matching the overlay's attached_body_zone field can be found.
handle_blood
BLOOD SYSTEM
handle_environment
Environment handlers for species
hardset_dna
Sets the DNA of the mob to the given DNA.
increment_scar_slot
When we're joining the game in /mob/dead/new_player/proc/create_character, we increment our scar slot then store the slot in our mind datum.
infuse_organ
Attempt to replace/add-to the occupant's organs with "mutated" equivalents. Returns TRUE on success, FALSE on failure. Requires the target mob to have an existing organic organ to "mutate".
load_persistent_scars
Read all the scars we have for the designated character/scar slots, verify they're good/dump them if they're old/wrong format, create them on the user, and write the scars that passed muster back to the file
load_scar
Takes a single scar from the persistent scar loader and recreates it from the saved data
make_full_human_copy
Makes a full copy of src and returns it. Attempts to copy as much as possible to be a close to the original. This includes job outfit (which handles skillchips), quirks, and mutations. We do not set a mind here, so this is purely the body. Args: location - The turf the human will be spawned on.
on_dwarf_trait
Gaining or losing [TRAIT_DWARF] updates our height
on_unknown_trait
Gaining or losing TRAIT_UNKNOWN updates our name and our sechud
pick_infusion_organ
Picks a random mutated organ from the given infuser entry which is also compatible with this human. Tries to return a typepath of a valid mutant organ if all of the following criteria are true:
- Target must have a pre-existing organ in the same organ slot as the new organ;
- or the new organ must be external.
- Target's pre-existing organ must be organic / not robotic.
- Target must not have the same/identical organ.
psykerize
Proc with no side effects that turns someone into a psyker. returns FALSE if it could not psykerize.
randomize_human_appearance
Fully randomizes everything according to the given flags.
save_persistent_scars
Save any scars we have to our designated slot, then write our current slot so that the next time we call /mob/living/carbon/human/proc/increment_scar_slot (the next round we join), we'll be there
sec_hud_set_ID
Security HUDs! Basic mode shows only the job.
send_applicable_messages
Any "special" suicide messages are handled by the related item that the mob uses to kill itself. This is just messages for when it's done with the bare hands.
set_mob_height
Setter for mob height
Exists so that the update is done immediately
Returns TRUE if changed, FALSE otherwise
set_service_style
Gives the appearance of being an agent
setup_organless_effects
This proc is for holding effects applied when a mob is missing certain organs It is called very, very early in human init because all humans innately spawn with no organs and gain them during init Gaining said organs removes these effects
singularity_act
Overrides the point value that the mob is worth
slow_psykerize
flavorful variant of psykerizing that deals damage and sends messages before calling psykerize()
smart_equip_targeted
take the most recent item out of a slot or place held item in a slot
something_horrible
DNA HELPER-PROCS
toggle_externals
Returns TRUE if the tank successfully toggles open/closed. Opens the tank only if a breathing apparatus is found.
update_sensor_list
Adds or removes a mob from the global suit sensors list based on sensor status and mode
wash
Called when this human should be washed
wash_hands
Wash the hands, cleaning either the gloves if equipped and not obscured, otherwise the hands themselves if they're not obscured.
Returns false if we couldn't wash our hands due to them being obscured, otherwise true