Goonstation 13 - Modules - TypesVar Details - Proc Details

/mob

Vars

tgui_open_uisglobal

Procs

UpdateNamemob/proc/get_radiation()
add_stam_mod_maxAdds a stamina max modifier with the given key. This uses unique keys to allow for "categories" of max modifiers - so you can only have one food buff etc. If you get a buff of a category you already have, nothing will happen.
apply_color_matrixAdds a 20-length color matrix to the mob's list of color matrices cmatrix is the color matrix (must be a 16-length list!), label is the string to be used for dupe checks and removal
apply_custom_keybindsApplies the client's custom keybind changelist, fetched from the cloud.
attack_effectsAfter attack
build_keybind_stylesAdditiviely applies keybind styles onto the client's keymap.
check_attack_resistanceTarget damage modifiers
damn////Set up the new body./ Now play the degibbing animation and move them to the turf.
disarmDisarm intent
do_helpHelp intent
ex_actMBC : I did this. this SUCKS. (pulling behavior is only applied in process_move... and step() doesn't trigger process_move nor is there anyway to override the step() behavior ////////////////////////////////// end suck
fake_damageMISC BULLSHIT
find_tool_in_handGiven a tool flag, returns the src mob's tool in hand that matches the flag, or null
get_ability_hotkeyReturn the ability bound to the pressed ability hotkey combination
get_base_damage_multiplierCalculate damage
get_stam_mod_maxReturns the total modifier for stamina max
get_staminaReturns current stamina
get_vampire_bloodHelper procs
handle_stamina_critResponsible for executing critical hits to stamina
initializeBioholderdo you want your mob to have custom hairstyles and stuff? don't use spawns but set all of those properties here
make_grinchSetup
melee_attack_testTargeting checks
remove_color_matrixRemoves whichever matrix is associated with the label. Must be a string!
remove_stam_mod_maxRemoves a stamina max modifier with the given key.
reset_keymapBuilds the mob's keybind styles, checks for valid movement controllers, and finally sets the keymap.
shared_ui_interactionpublic
stamina_stunChecks if mob should be stunned for being at or below 0 stamina and then does so.
update_active_matrixMultiplies all of the mob's color matrices together and puts the result into src.active_color_matrix This matrix will be applied to the mob at the end of this proc, and any time the client logs in
werewolf_attackWerewolf is typically a "temporary" MR, as few people start the round as a wolf. Or TF into a wolf while being a wolf
werewolf_transformHelper procs
wizard_spellpowerHelper procs

Var Details

tgui_open_uis

global

Tracks open UIs for a user.

Proc Details

UpdateName

mob/proc/get_radiation()

add_stam_mod_max

Adds a stamina max modifier with the given key. This uses unique keys to allow for "categories" of max modifiers - so you can only have one food buff etc. If you get a buff of a category you already have, nothing will happen.

apply_color_matrix

Adds a 20-length color matrix to the mob's list of color matrices cmatrix is the color matrix (must be a 16-length list!), label is the string to be used for dupe checks and removal

apply_custom_keybinds

Applies the client's custom keybind changelist, fetched from the cloud.

Called by build_keybind_styles if not resetting the custom keybinds of a u

attack_effects

After attack

build_keybind_styles

Additiviely applies keybind styles onto the client's keymap.

To be extended upon in children types that want to have special keybind handling.

Call this proc first, and then do your specific application of keybind styles.

check_attack_resistance

Target damage modifiers

damn

////Set up the new body./ Now play the degibbing animation and move them to the turf.

disarm

Disarm intent

do_help

Help intent

ex_act

MBC : I did this. this SUCKS. (pulling behavior is only applied in process_move... and step() doesn't trigger process_move nor is there anyway to override the step() behavior ////////////////////////////////// end suck

fake_damage

MISC BULLSHIT

find_tool_in_hand

Given a tool flag, returns the src mob's tool in hand that matches the flag, or null

get_ability_hotkey

Return the ability bound to the pressed ability hotkey combination

get_base_damage_multiplier

Calculate damage

get_stam_mod_max

Returns the total modifier for stamina max

get_stamina

Returns current stamina

get_vampire_blood

Helper procs

handle_stamina_crit

Responsible for executing critical hits to stamina

initializeBioholder

do you want your mob to have custom hairstyles and stuff? don't use spawns but set all of those properties here

make_grinch

Setup

melee_attack_test

Targeting checks

remove_color_matrix

Removes whichever matrix is associated with the label. Must be a string!

remove_stam_mod_max

Removes a stamina max modifier with the given key.

reset_keymap

Builds the mob's keybind styles, checks for valid movement controllers, and finally sets the keymap.

Called on: Login, Vehicle change, WASD/TG/AZERTY toggle, Keybind menu Reset

shared_ui_interaction

public

Standard interaction/sanity checks. Different mob types may have overrides.

return UI_state The state of the UI.

stamina_stun

Checks if mob should be stunned for being at or below 0 stamina and then does so.

This is in a proc so we can easily instantly apply the stun from other areas of the game.

For example: You'd put this on a weapon after it removes stamina to make sure the stun applies instantly and not on the next life tick.

update_active_matrix

Multiplies all of the mob's color matrices together and puts the result into src.active_color_matrix This matrix will be applied to the mob at the end of this proc, and any time the client logs in

werewolf_attack

Werewolf is typically a "temporary" MR, as few people start the round as a wolf. Or TF into a wolf while being a wolf

werewolf_transform

Helper procs

wizard_spellpower

Helper procs