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 |
breaks_cuffs | Can break cuffs/shackles instantly if both limbs have this set. Has to be this high because limb pathing is a fuck. |
decomp_affected | set to TRUE if this limb has decomposition icons |
easy_attach | Attachable without surgery? |
fingertip_color | fingertip_color |
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 |
Procs | |
get_fingertip_color | Fingertip color, used to tint overlays |
on_life | Called every life tick when attached to a mob |
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
breaks_cuffs
Can break cuffs/shackles instantly if both limbs have this set. Has to be this high because limb pathing is a fuck.
decomp_affected
set to TRUE if this limb has decomposition icons
easy_attach
Attachable without surgery?
fingertip_color
fingertip_color
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
Proc Details
get_fingertip_color
Fingertip color, used to tint overlays
on_life
Called every life tick when attached to a mob