human
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Vars | |
height | Players' height (more fluff) |
---|---|
physique | Players physique (even MORE fluff) |
receiving_cpr_from | UID of the person who is giving this mob CPR. |
tail | Name of tail image in species effects icon file. |
wing | Same as tail but wing |
Procs | |
Robotize | For transforming humans into robots (cyborgs). |
add_comment | Helper function to add a "comment" to a data record. Used for medical or security records. |
adjustBrainLoss | sums up all the damage of all the limbs |
attackby | HUMAN PART |
check_eye_prot | check_eye_prot() Returns a number between -1 to 2 |
check_vital_organs | Returns true if all the mob's vital organs are functional, otherwise returns false |
electrocute_act | Calculates the siemens coeff based on clothing and species, can also restart hearts. |
emote_collapse | Action Emotes |
emote_exercise | Exercise Emotes |
emote_laugh | Sound Emotes |
emote_scratch | ME Emotes |
emote_wag | Racial Emotes |
get_cpr_timer_adjustment | Get the amount of time that this round of CPR should add to the death timer |
get_runechat_color | Helper to get the mobs runechat colour span |
handle_fire | FIRE CODE |
mind_checks | Handles any adjustments to the mob after a mind transfer. |
regrow_external_limb_if_missing | Regrows a given external limb if it is missing. Does not add internal organs back in. Returns whether or not it regrew the limb |
set_species | Change a mob's species. |
setup_dna | Sets up DNA and species. |
setup_other | Sets up other variables and components that may be needed for gameplay. |
smart_equip_targeted | take the most recent item out of a slot or place held item in a slot |
tintcheck | tintcheck() Checks eye covering items for visually impairing tinting, such as welding masks Checked in life.dm. 0 & 1 = no impairment, 2 = welding mask overlay, 3 = You can see jack, but you can't see shit. |
update_hair | Generates overlays for the hair layer. |
Var Details
height
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Players' height (more fluff)
physique
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Players physique (even MORE fluff)
receiving_cpr_from
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UID of the person who is giving this mob CPR.
tail
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Name of tail image in species effects icon file.
wing
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Same as tail but wing
Proc Details
Robotize
For transforming humans into robots (cyborgs).
Arguments:
- cell_type: A type path of the cell the new borg should receive.
- connect_to_default_AI: TRUE if you want /robot/New() to handle connecting the borg to the AI with the least borgs.
- AI: A reference to the AI we want to connect to.
add_comment
Helper function to add a "comment" to a data record. Used for medical or security records.
adjustBrainLoss
sums up all the damage of all the limbs
attackby
HUMAN PART
check_eye_prot
check_eye_prot() Returns a number between -1 to 2
check_vital_organs
Returns true if all the mob's vital organs are functional, otherwise returns false
electrocute_act
Calculates the siemens coeff based on clothing and species, can also restart hearts.
emote_collapse
Action Emotes
emote_exercise
Exercise Emotes
emote_laugh
Sound Emotes
emote_scratch
ME Emotes
emote_wag
Racial Emotes
get_cpr_timer_adjustment
Get the amount of time that this round of CPR should add to the death timer
get_runechat_color
Helper to get the mobs runechat colour span
Basically just a quick redirect to the DNA handler that gets the species-specific colour handler
handle_fire
FIRE CODE
mind_checks
Handles any adjustments to the mob after a mind transfer.
regrow_external_limb_if_missing
Regrows a given external limb if it is missing. Does not add internal organs back in. Returns whether or not it regrew the limb
Arguments:
- limb_name - The name of the limb being added. "l_arm" for example
set_species
Change a mob's species.
Arguments:
- new_species - The user's new species.
- use_default_color - If true, use the species' default color for the new mob.
- delay_icon_update - If true, UpdateAppearance() won't be called in this proc.
- skip_same_check - If true, don't bail out early if we would be changing to our current species and run through everything anyway.
- retain_damage - If true, damage on the mob will be re-applied post-transform. Otherwise, the mob will have its organs healed.
- transformation - If true, don't apply new species traits to the mob. A false value should be used when creating a new mob instead of transforming into a new species.
- keep_missing_bodyparts - If true, any bodyparts (legs, head, etc.) that were missing on the mob before species change will be missing post-change as well.
setup_dna
Sets up DNA and species.
Arguments:
- new_species - The new species to assign.
setup_other
Sets up other variables and components that may be needed for gameplay.
smart_equip_targeted
take the most recent item out of a slot or place held item in a slot
tintcheck
tintcheck() Checks eye covering items for visually impairing tinting, such as welding masks Checked in life.dm. 0 & 1 = no impairment, 2 = welding mask overlay, 3 = You can see jack, but you can't see shit.
update_hair
Generates overlays for the hair layer.