body part

Vars | |
accepts_normal_human_overlays | for avoiding istype in update icon |
---|---|
bodyImage | Used by getMobIcon to pass off to update_body. Typically holds image(the_limb's_icon, "[src.slot]") |
bones | for medical crap |
decomp_affected | set to TRUE if this limb has decomposition icons |
easy_attach | Attachable without surgery? |
handfoot_overlay_1 | Gets sent to update_body to overlay something onto this hand/foot, like kudzu vines. Only handles the hand/foot, not the limb! |
handfoot_overlay_1_color | The color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone |
handfoot_overlay_1_icon | The icon of this overlay |
handfoot_overlay_1_state | The state of this overlay |
handlistPart | Used by getHandIconState to determine the attached-to-mob-sprite hand sprite |
kind_of_limb | What kind of limb is this? So we dont have to do dozens of typechecks. is bitflags, check defines/item.dm |
limb_data | used by arms for attack_hand overrides |
limb_is_transplanted | Limb is not attached to its original owner |
limb_is_unnatural | If TRUE, it'll resist mutantraces trying to change them |
limb_overlay_1 | Gets sent to update_body to overlay something onto this limb, like kudzu vines. Only handles the limb, not the hand/foot! |
limb_overlay_1_color | The color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone |
limb_overlay_1_icon | The icon of this overlay |
limb_overlay_1_state | The state of this overlay |
limb_type | the type of limb_data |
movement_modifier | When attached, applies this movement modifier |
no_icon | if the only icon is above the clothes layer ie. in the handlistPart list |
partIcon | The icon the mob sprite uses when attached, change if the limb's icon isnt in 'icons/mob/human.dmi' |
partIconModifier | The part of the icon state that differs per part, ie "brullbar" for brullbar arms |
partlistPart | Used by getPartIconState to determine the attached-to-mob-sprite non-hand sprite |
random_limb_blacklisted | Can we roll this limb as a random limb? |
remove_object | set to create an item when severed rather than removing the arm itself |
remove_stage | 2 will fall off, 3 is removed. This should use defines honestly but eh. |
severed_overlay_1_color | The color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone |
severed_overlay_1_icon | The icon of this overlay |
severed_overlay_1_state | The state of this overlay |
side | used for streak direction |
skintoned | is this affected by human skin tones? Also if the severed limb uses a separate bloody-stump icon layered on top |
slot | which part of the person or robot suit does it go on??????? |
step_image_state | for legs, we leave footprints in this style (located in blood.dmi) |
streak_decal | what streaks everywhere when it's cut off? |
streak_descriptor | bloody, oily, etc |
Var Details
accepts_normal_human_overlays

for avoiding istype in update icon
bodyImage

Used by getMobIcon to pass off to update_body. Typically holds image(the_limb's_icon, "[src.slot]")
bones

for medical crap
decomp_affected

set to TRUE if this limb has decomposition icons
easy_attach

Attachable without surgery?
handfoot_overlay_1

Gets sent to update_body to overlay something onto this hand/foot, like kudzu vines. Only handles the hand/foot, not the limb!
handfoot_overlay_1_color

The color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone
handfoot_overlay_1_icon

The icon of this overlay
handfoot_overlay_1_state

The state of this overlay
handlistPart

Used by getHandIconState to determine the attached-to-mob-sprite hand sprite
kind_of_limb

What kind of limb is this? So we dont have to do dozens of typechecks. is bitflags, check defines/item.dm
limb_data

used by arms for attack_hand overrides
limb_is_transplanted

Limb is not attached to its original owner
limb_is_unnatural

If TRUE, it'll resist mutantraces trying to change them
limb_overlay_1

Gets sent to update_body to overlay something onto this limb, like kudzu vines. Only handles the limb, not the hand/foot!
limb_overlay_1_color

The color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone
limb_overlay_1_icon

The icon of this overlay
limb_overlay_1_state

The state of this overlay
limb_type

the type of limb_data
movement_modifier

When attached, applies this movement modifier
no_icon

if the only icon is above the clothes layer ie. in the handlistPart list
partIcon

The icon the mob sprite uses when attached, change if the limb's icon isnt in 'icons/mob/human.dmi'
partIconModifier

The part of the icon state that differs per part, ie "brullbar" for brullbar arms
partlistPart

Used by getPartIconState to determine the attached-to-mob-sprite non-hand sprite
random_limb_blacklisted

Can we roll this limb as a random limb?
remove_object

set to create an item when severed rather than removing the arm itself
remove_stage

2 will fall off, 3 is removed. This should use defines honestly but eh.
severed_overlay_1_color

The color reference. null for uncolored("#ffffff"), CUST_1/2/3 for one of the mob's haircolors, SKIN_TONE for the mob's skintone
severed_overlay_1_icon

The icon of this overlay
severed_overlay_1_state

The state of this overlay
side

used for streak direction
skintoned

is this affected by human skin tones? Also if the severed limb uses a separate bloody-stump icon layered on top
slot

which part of the person or robot suit does it go on???????
step_image_state

for legs, we leave footprints in this style (located in blood.dmi)
streak_decal

what streaks everywhere when it's cut off?
streak_descriptor

bloody, oily, etc