Goonstation 13 - Modules - TypesVar Details - Proc Details

human

Vars

chest_cavity_clampedHas our chest cavity been clamped by hemostats?
coreMRused by werewolf TF to store and restore what you were before TFing into a werewolf
hair_overrideforces the mob to display human hair, even if their flags tell them not to
juggle_dummyA dummy object that juggled objects go in the vis_contents of, so they can be scaled visually without affecting their actual scale
special_hair_overrideforces the mob to display their special hair, even if their flags tell them not to
underpants_overrideforces the mob to wear underpants, even if their flags tell them not to

Procs

ExitedClear chest item if it escapes/gets disposed
NewConcept: cloning you gives you wacky defects, which can be genetic, sci-fi, or just dumb space magic. If you're scanned while you have some cloner defects, Those are also included in the scan, meaning after another cloning you'll be even more screwed up. However, curing defects before scanning (the curable ones, at least) will mean they don't carry over. Current concept is that defects will first be split into major/minor, and then weighted in those pools seperately.
ai_set_stateSets this mob's ai_state to state returns TRUE if the state was set, FALSE otherwise
autoequip_slotswap I into the given slot, puts item in that slot (if it exists) into hand or on ground
clown_tallyReturns the number of clown items someone is wearing
equip_sensory_itemsEquip items from sensory traits
stow_in_availableTries to put an item in an available backpack, pocket, or hand slot, default specified to delete the item if unsuccessful
stun_glove_attackmob/living/critter/stun_glove_attack(var/mob/living/target)
update_blood_allUpdates all the blood overlays on the human Currently the things that can have overlays are Hands, Head, Mask, Uniform, Suit, Shoes, Feet, Hands and Gloves Made to be cheaper than calling update_x() when adding blood.
update_colorful_partsGoes through all the things that can be recolored and updates their colors

Var Details

chest_cavity_clamped

Has our chest cavity been clamped by hemostats?

coreMR

used by werewolf TF to store and restore what you were before TFing into a werewolf

hair_override

forces the mob to display human hair, even if their flags tell them not to

juggle_dummy

A dummy object that juggled objects go in the vis_contents of, so they can be scaled visually without affecting their actual scale

special_hair_override

forces the mob to display their special hair, even if their flags tell them not to

underpants_override

forces the mob to wear underpants, even if their flags tell them not to

Proc Details

Exited

Clear chest item if it escapes/gets disposed

New

Concept: cloning you gives you wacky defects, which can be genetic, sci-fi, or just dumb space magic. If you're scanned while you have some cloner defects, Those are also included in the scan, meaning after another cloning you'll be even more screwed up. However, curing defects before scanning (the curable ones, at least) will mean they don't carry over. Current concept is that defects will first be split into major/minor, and then weighted in those pools seperately.

Properties set in init() will only be ran/applied when the defect is initially added, not when the defect is applied after a later cloning. Properties set in on_add() will be ran/applied on every further cloning, if not removed.

Applied when leaving the pod (via signal jank) rather than when starting the clone (to prevent us instantly botching the clone)

ai_set_state

Sets this mob's ai_state to state returns TRUE if the state was set, FALSE otherwise

autoequip_slot

swap I into the given slot, puts item in that slot (if it exists) into hand or on ground

clown_tally

Returns the number of clown items someone is wearing

equip_sensory_items

Equip items from sensory traits

stow_in_available

Tries to put an item in an available backpack, pocket, or hand slot, default specified to delete the item if unsuccessful

stun_glove_attack

mob/living/critter/stun_glove_attack(var/mob/living/target)

update_blood_all

Updates all the blood overlays on the human Currently the things that can have overlays are Hands, Head, Mask, Uniform, Suit, Shoes, Feet, Hands and Gloves Made to be cheaper than calling update_x() when adding blood.

Consider changing the overlays to use a mask like items since this only looks right for human proportions

update_colorful_parts

Goes through all the things that can be recolored and updates their colors