human 
Vars | |
chest_cavity_clamped | Has our chest cavity been clamped by hemostats? |
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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 |
Procs | |
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. |
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_body_traits | Equip items from body traits. |
equip_sensory_items | Equip items from sensory traits |
put_in_hand_or_stow | Attempts to put an item in the hand of a mob, if not possible then stow it, then by default delete the item. |
stow_in_available | Tries to put an item in an available backpack, belt storage, pocket, or hand slot. Will delete items that cannot be placed by default. |
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. |
update_colorful_parts | Goes 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)
- This replaces the max health debuff, so the 'Quit Cloning Around' medal will need a new method. Maybe hitting a certain threshold of instability/defect score?
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_body_traits
Equip items from body traits.
- @param extended_tank - If TRUE, the mob will spawn with a pocket extended tank instead of a mini tank.
equip_sensory_items
Equip items from sensory traits
put_in_hand_or_stow
Attempts to put an item in the hand of a mob, if not possible then stow it, then by default delete the item.
-
@param I The item to put in the hand.
-
@param hand The hand to put the item in.
-
@param delete_item If TRUE, the item will be deleted if it cannot be put in hand or stowed. If FALSE, the item is dropped at the current location.
-
@return TRUE if the item was successfully put in hand or stowed, FALSE otherwise.
stow_in_available
Tries to put an item in an available backpack, belt storage, pocket, or hand slot. Will delete items that cannot be placed by default.
-
@param I The item to stow.
-
@param delete_item If TRUE, the item will be deleted if it cannot be stowed. If FALSE, the item is dropped at the current location.
-
@return TRUE if the item was stowed, FALSE if it was not.
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