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

human

Any humanoid (non-Xeno) mob, such as humans, plasmamen, lizards.

Vars

afk_theftsWhen 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_handsHow many "units of blood" we have on our hands
can_ride_typecacheWhat types of mobs are allowed to ride/buckle to this mob
coretemperatureThe core temperature of the human compaired to the skin temp of the body
eye_color_heterochromaticVar used to keep track of a human mob having a heterochromatic right eye. To ensure prefs don't overwrite shit
grad_colorColours used for hair and facial hair gradients.
grad_styleStyles used for hair and facial hair gradients.
heat_exposure_stacksExposure to damaging heat levels increases stacks, stacks clean over time when temperatures are lower. Stack is consumed to add a wound.
physiqueWhich body type to use

Procs

adjust_coretemperatureAdjust the core temperature of a mob
apply_damagedepending on the species, it will run the corresponding apply_damage code there
burn_clothingUsed by fire code to damage worn items.
check_reflectReflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object
clean_faceCalled on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal
clean_lipsA wrapper for mob/living/carbon/human/proc/update_lips that tells us if there were lip styles to change
clothingonpartGet all the clothing on a specific body part
copy_clothing_prefscopies over clothing preferences like underwear to another human
do_cprPerforms CPR on the target after a delay.
electrocute_actCalculates the siemens coeff based on clothing and species, can also restart hearts.
fan_hud_set_fandomFAN HUDs! For identifying other fans on-sight.
force_sayMakes the player force say what's in their current input box.
format_scarsFor 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
generate_death_examine_textReturns death message for mob examine text
get_body_temp_normalget_body_temperature Returns the body temperature with any modifications applied
get_equipped_itemsUsed to return a list of equipped items on a human mob; does not include held items (use get_all_gear)
handle_bloodBLOOD SYSTEM
handle_environmentEnvironment handlers for species
handle_traitsIf we're in a space with 0.5 content pressure protection, it averages the values, for example.
increment_scar_slotWhen 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.
load_persistent_scarsRead 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_scarTakes a single scar from the persistent scar loader and recreates it from the saved data
on_enteredHUDs
on_unknown_traitGaining or losing TRAIT_UNKNOWN updates our name and our sechud
psykerizeMakes us go through a transform sequency, to turn into a psyker.
randomize_human_appearanceFully randomizes everything according to the given flags.
save_persistent_scarsSave 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_IDSecurity HUDs! Basic mode shows only the job.
set_haircolorSet the haircolor of a human. Override instead sets the override value, it will not be changed away from the override value until override is set to null.
singularity_actOverrides the point value that the mob is worth
smart_equip_targetedtake the most recent item out of a slot or place held item in a slot
something_horribleDNA HELPER-PROCS
toggle_externalsReturns TRUE if the tank successfully toggles open/closed. Opens the tank only if a breathing apparatus is found.
update_lipsUsed to update the makeup on a human and apply/remove lipstick traits, then store/unstore them on the head object in case it gets severed
washCalled when this human should be washed
wash_handsWash 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.

physique

Which body type to use

Proc Details

adjust_coretemperature

Adjust the core temperature of a mob

vars:

apply_damage

depending on the species, it will run the corresponding apply_damage code there

burn_clothing

Used by fire code to damage worn items.

Arguments:

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

clean_lips

A wrapper for mob/living/carbon/human/proc/update_lips that tells us if there were lip styles to change

clothingonpart

Get all the clothing on a specific body part

copy_clothing_prefs

copies over clothing preferences like underwear to another human

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.

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

generate_death_examine_text

Returns death message for mob examine text

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:

get_equipped_items

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

Argument(s):

handle_blood

BLOOD SYSTEM

handle_environment

Environment handlers for species

handle_traits

If we're in a space with 0.5 content pressure protection, it averages the values, for example.

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.

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

on_entered

HUDs

on_unknown_trait

Gaining or losing TRAIT_UNKNOWN updates our name and our sechud

psykerize

Makes us go through a transform sequency, to turn into a psyker.

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.

set_haircolor

Set the haircolor of a human. Override instead sets the override value, it will not be changed away from the override value until override is set to null.

singularity_act

Overrides the point value that the mob is worth

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_lips

Used to update the makeup on a human and apply/remove lipstick traits, then store/unstore them on the head object in case it gets severed

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