mob

Vars | |
active_thinking_indicator | the icon currently used for the thinking indicator's bubble |
---|---|
active_typing_indicator | the icon currently used for the typing indicator's bubble |
alerts | contains /atom/movable/screen/alert only, used by alerts.dm |
bubble_icon | what icon the mob uses for speechbubbles |
cached_multiplicative_slowdown | The calculated mob speed slowdown based on the modifiers list. |
canon_client | The current client inhabiting this mob. Managed by login/logout This exists so we can do cleanup in logout for occasions where a client was transfere rather then destroyed We need to do this because the mob on logout never actually has a reference to client We also need to clear this var/do other cleanup in client/Destroy, since that happens before logout HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH |
control_object | Used by admins to possess objects. |
dextrous | Has enough dexterity to interact with advanced objects? |
do_actions | Lazylist assoc list of do_after and do_mob actions the mob is currently performing: list([target] = amount) |
do_self_harm | Whether or not the mob can hit themselves. |
focus | What receives our keyboard inputs. src by default |
has_unlimited_silicon_privilege | Can they interact with station electronics |
interactee | the thing that the mob is currently interacting with (e.g. a computer, another mob (stripping a mob), manning a hmg) |
lighting_color_cutoffs | A list of red, green and blue cutoffs This is what actually gets applied to the mob, it's modified by things like glasses |
lighting_cutoff | Percentage of how much rgb to max the lighting plane at This lets us brighten it without washing out color Scale from 0-100, reset off update_sight() |
listed_turf | the current turf being examined in the stat panel |
lying_angle | Mob's angle in BYOND degrees. 0 is north (up/standing for humans), 90 and 270 are east and west respectively (lying horizontally), and 90 is south (upside-down). |
machine | The machine the mob is interacting with (this is very bad old code btw) |
move_on_shuttle | Can move on the shuttle. |
movespeed_modification | List of movement speed modifiers applying to this mob. Lazy list, see mob_movespeed.dm |
next_move_adjust | Amount to adjust action/click delays by, + or - |
next_move_slowdown | Amount added during the next movement_delay(), then is reset. |
observers | The list of people observing this mob. |
pain_stored | TODO MOVE ME OR EVEN BETTER GET RID OF ME |
progbar_towers | for stacking the total pixel height of the aboves. |
progressbars | for stacking do_after bars |
queued_interactions | List of queued interactions on this mob |
remote_control | Calls relaymove() to whatever it is |
s_active | Our mobs currently active storage |
speak_emote | Verbs used when speaking instead of the default ones. |
stat | Whether a mob is alive or dead. TODO: Move this to living - Nodrak |
tgui_open_uis | global |
thinking_IC | User is thinking in character. Used to revert to thinking state after stop_typing |
updating_glide_size | Whether the mob is updating glide size when movespeed updates or not |
Procs | |
AltRightClickOn | Called when a owner mob Alt + Rightmouseclicks an atom, given that Altclick does not return TRUE |
ClickOn | Standard mob ClickOn() Handles exceptions: Buildmode, middle click, modified clicks, mech actions |
Process_Spacemove | Process_Spacemove Called by /client/Move() For moving in space Return 1 for movement 0 for none |
RightClickOn | Called when a owner mob Rightmouseclicks an atom |
ShiftRightClickOn | Called when a owner mob Shift + Rightmouseclicks an atom |
UnEquip | DO NOT CALL THIS PROC |
UnarmedAttack | Translates into attack_hand, etc. |
add_click_catcher | Sets up the click_catcher for the client |
add_movespeed_modifier | Add a move speed modifier to a mob |
additive_flagged_slowdown | Give the sum of all slowdown that have inputted flag |
attack_ui | This proc is called whenever someone clicks an inventory ui slot. |
become_uncliented | Cleanup proc that's called when a mob loses a client, either through client destroy or logout Logout happens post client del, so we can't just copypaste this there. This keeps things clean and consistent |
binarycheck | Returns false by default |
buckle_mob | Buckle to another mob You can buckle on mobs if you're next to them since most are dense Turns you to face the other mob too |
can_be_facehugged | Can this mob be facehugged? |
can_put_in_hand | Returns if we're able to put something in a hand of a mob |
can_wait_in_larva_queue | Returns if the mob is valid to keep waiting in the larva queue |
changeNext_move | how many times we've fired the railgun this cycle max times we can fire within a single volley used to check if we have valid targets Delays the mob's next click/action by num deciseconds eg: 10 - 3 = 7 deciseconds of delay eg: 10 * 0.5 = 5 deciseconds of delay DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK |
check_emote | Check if this message is an emote |
clear_fullscreen | Removes a fullscreen overlay |
clear_important_client_contents | We got our awareness updated by the important recursive contents stuff, now we add our membership Clears the clients channel of this mob |
create_chat_message | Creates a message overlay at a defined location for a given speaker |
create_thinking_indicator | Creates a thinking indicator over the mob. |
create_typing_indicator | Creates a typing indicator over the mob. |
default_lighting_cutoff | Returns this mob's default lighting alpha |
do_after_coefficent | Multiplier on all do_afters for this mob |
down | Moves a mob down a z level |
draw_from_slot_if_possible | Checks an inventory slot for an item that can be drawn that is directly stored, or inside another storage item, and draws it if possible |
dropItemToGround | Used to drop an item (if it exists) to the ground. |
drop_all_held_items | Drops the items in our hands. |
drop_held_item | Drops the item in our active hand. |
drop_item_v | Helper proc used by the drop_item verb and on screen button. |
drop_l_hand | Drops the item in our left hand. |
drop_r_hand | Drops the item in our right hand. |
enable_client_mobs_in_contents | We get our awareness updated by the important recursive contents stuff, here we remove our membership propogates ourselves through our nested contents, similar to other important_recursive_contents procs main difference is that client contents need to possibly duplicate recursive contents for the clients mob AND its eye |
eord_respawn | This is only available to mobs once they join EORD. |
equip_to_appropriate_slot | Attempts to store an item in a valid location based on SLOT_EQUIP_ORDER |
equip_to_slot | This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task. In most cases you will want to use equip_to_slot_if_possible() |
equip_to_slot_if_possible | This is a SAFE proc. Use this instead of equip_to_slot()! set del_on_fail to have it delete item_to_equip if it fails to equip unset redraw_mob to prevent the mob from being redrawn at the end. |
equip_to_slot_or_del | This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds starts and when events happen and such. |
equip_to_slot_or_hand | Tries to equip an item to the slot provided, otherwise tries to put it in hands, if hands are full the item is deleted |
examinate | This is a mob verb for speed reasons (nice one BYOND).
See this BYOND forum post
for why this isnt something like /atom/verb/examine . |
finish_clear_fullscreen | Actually removes the fullscreen overlay when ready |
get_active_held_item | returns the thing in our currently active hand |
get_config_multiplicative_speed | Get the global config movespeed of a mob by type |
get_equipped_slot | Find the slot an item is equipped to and returns its slot define |
get_held_item | Proc to get the item in the active hand. |
get_held_items | Get a list of all held items |
get_inactive_held_item | returns the thing in our currently inactive hand |
get_item_by_slot | Returns the item in a given slot |
get_item_by_slot_bit | Returns the item in a given bit slot |
get_item_for_held_index | gets an item by hand index |
get_liquid_slowdown | Returns the slowdown applied to the mob when moving through liquids like water |
get_mob_buckling_height | returns the height in pixel the mob should have when buckled to another mob. |
get_movespeed_modifiers | Get the move speed modifiers list of the mob |
get_policy_keywords | Get the list of keywords for policy config |
get_status_tab_items | Adds this list to the output to the stat browser |
has_movespeed_modifier | Is there a movespeed modifier for this mob |
index_to_hand | returns the hand based on index (1 for left hand, 2 for right) |
interaction_emote | All in one function to begin interactions |
is_holding_item_of_type | Checks if this mob is holding a certain type of item in hands returns the item if found Args: |
log_message | Logs a message in a mob's individual log, and in the global logs as well if log_globally is true |
log_mob_tag | Logs a mesage to the mob_tags log, including the mobs tag Arguments: |
movespeed_modifier_identical_check | Check if a movespeed modifier is identical to another |
onShuttleMove | Mob move procs |
on_eord | Side effects of being sent to the end of round deathmatch zone |
overlay_fullscreen | Applies a fullscreen overlay |
play_screen_text | proc for playing a screen_text on a mob. enqueues it if a screen text is running and plays i otherwise Arguments: |
playsound_local | snowflake, note this ignores walls cus I cant be assed rn Plays a sound locally |
post_buckle_mob | Call back post buckle to a mob to offset your visual height |
post_unbuckle_mob | Call back post unbuckle from a mob, (reset your visual height here) |
put_in_active_hand | Puts the item into our active hand if possible. |
put_in_any_hand_if_possible | Attempts to put an item in either hand, prioritizing the active hand |
put_in_hand | Puts an item in a specific hand index (so left or right) |
put_in_hand_check | Proc that checks if we can put something into someone's hands |
put_in_hands | Puts the item our active hand if possible. Failing that it tries our inactive hand. If both hands fail the item falls to the floor. |
put_in_inactive_hand | Puts the item into our inactive hand if possible. |
put_in_l_hand | Puts the item into your l_hand if possible and calls all necessary triggers/updates. |
put_in_r_hand | Puts the item into your r_hand if possible and calls all necessary triggers/updates. |
record_structures_built | Tally when a structure is constructed |
record_traps_created | Short proc that tallies up traps_created; reduce copy pasta |
remove_all_indicators | Removes any indicators and marks the mob as not speaking IC. |
remove_movespeed_modifier | Remove a move speed modifier from a mob |
remove_thinking_indicator | Removes the thinking indicator over the mob. |
remove_typing_indicator | Removes the typing indicator over the mob. |
say_verb | what clients use to speak. when you type a message into the chat bar in say mode, this is the first thing that goes off serverside. |
setGrabState | Updates the grab state of the mob and updates movespeed |
set_invis_see | see invisibility is the mob's capability to see things that ought to be hidden from it Can think of it as a primitive version of changing the alpha of planes We mostly use it to hide ghosts, no real reason why |
set_sight | Sight here is the mob.sight var, which tells byond what to actually show to our client See code__DEFINES\sight.dm for more details |
set_skills | Handles setting or changing a mob's skills |
shared_ui_interaction | public |
shuttleRotate | Mob rotate procs |
sort_movespeed_modlist | Sort the list of move speed modifiers |
stripPanelUnequip | The mob is trying to strip an item from someone |
sync_lighting_plane_cutoff | Set the lighting plane hud filters to the mobs lighting_cutoff var |
temporarilyRemoveItemFromInventory | Removes an item on a mob's inventory. |
throw_item | Throws active held item at target in params |
transferItemToLoc | For when the item will be immediately placed in a loc other than the ground. |
up | Moves a mob upwards in z level |
update_action_buttons | This is the proc used to update all the action buttons. |
update_config_movespeed | Set or update the global movespeed config on a mob |
update_joined_player_list | Signal sent after the eye has been successfully updated, with the client existing. |
update_mouse_pointer | Update the mouse pointer of the attached client in this mob |
update_movespeed | Go through the list of movespeed modifiers and calculate a final movespeed |
update_sight | Update the lighting plane and sight of this mob (sends COMSIG_MOB_UPDATE_SIGHT) |
update_stat | Called to update the stat var, returns a boolean to indicate if it has been handled. |
Var Details
active_thinking_indicator

the icon currently used for the thinking indicator's bubble
active_typing_indicator

the icon currently used for the typing indicator's bubble
alerts

contains /atom/movable/screen/alert only, used by alerts.dm
bubble_icon

what icon the mob uses for speechbubbles
cached_multiplicative_slowdown

The calculated mob speed slowdown based on the modifiers list.
canon_client

The current client inhabiting this mob. Managed by login/logout This exists so we can do cleanup in logout for occasions where a client was transfere rather then destroyed We need to do this because the mob on logout never actually has a reference to client We also need to clear this var/do other cleanup in client/Destroy, since that happens before logout HHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHHH
control_object

Used by admins to possess objects.
dextrous

Has enough dexterity to interact with advanced objects?
do_actions

Lazylist assoc list of do_after and do_mob actions the mob is currently performing: list([target] = amount)
do_self_harm

Whether or not the mob can hit themselves.
focus

What receives our keyboard inputs. src by default
has_unlimited_silicon_privilege

Can they interact with station electronics
interactee

the thing that the mob is currently interacting with (e.g. a computer, another mob (stripping a mob), manning a hmg)
lighting_color_cutoffs

A list of red, green and blue cutoffs This is what actually gets applied to the mob, it's modified by things like glasses
lighting_cutoff

Percentage of how much rgb to max the lighting plane at This lets us brighten it without washing out color Scale from 0-100, reset off update_sight()
listed_turf

the current turf being examined in the stat panel
lying_angle

Mob's angle in BYOND degrees. 0 is north (up/standing for humans), 90 and 270 are east and west respectively (lying horizontally), and 90 is south (upside-down).
machine

The machine the mob is interacting with (this is very bad old code btw)
move_on_shuttle

Can move on the shuttle.
movespeed_modification

List of movement speed modifiers applying to this mob. Lazy list, see mob_movespeed.dm
next_move_adjust

Amount to adjust action/click delays by, + or -
next_move_slowdown

Amount added during the next movement_delay(), then is reset.
observers

The list of people observing this mob.
pain_stored

TODO MOVE ME OR EVEN BETTER GET RID OF ME
progbar_towers

for stacking the total pixel height of the aboves.
progressbars

for stacking do_after bars
queued_interactions

List of queued interactions on this mob
remote_control

Calls relaymove() to whatever it is
s_active

Our mobs currently active storage
speak_emote

Verbs used when speaking instead of the default ones.
stat

Whether a mob is alive or dead. TODO: Move this to living - Nodrak
tgui_open_uis

global
Tracks open UIs for a user.
thinking_IC

User is thinking in character. Used to revert to thinking state after stop_typing
updating_glide_size

Whether the mob is updating glide size when movespeed updates or not
Proc Details
AltRightClickOn
Called when a owner mob Alt + Rightmouseclicks an atom, given that Altclick does not return TRUE
ClickOn
Standard mob ClickOn() Handles exceptions: Buildmode, middle click, modified clicks, mech actions
After that, mostly just check your state, check whether you're holding an item, check whether you're adjacent to the target, then pass off the click to whoever is receiving it. The most common are:
- mob/UnarmedAttack(atom, adjacent, params) - used here only when adjacent, with no item in hand; in the case of humans, checks gloves
- atom/attackby(item, user, params) - used only when adjacent
- item/afterattack(atom, user, adjacent, params) - used both ranged and adjacent when not handled by attackby
- mob/RangedAttack(atom, params) - used only ranged, only used for tk and laser eyes but could be changed
Process_Spacemove
Process_Spacemove Called by /client/Move() For moving in space Return 1 for movement 0 for none
RightClickOn
Called when a owner mob Rightmouseclicks an atom
ShiftRightClickOn
Called when a owner mob Shift + Rightmouseclicks an atom
UnEquip
DO NOT CALL THIS PROC
- Use one of the above 3 helper procs.
- You may override it, but do not modify the args.
UnarmedAttack
Translates into attack_hand, etc.
has_proximity is TRUE if this afterattack was called on something adjacent, in your square, or on your person.
has_proximity is not currently passed to attack_hand, and is instead used in human click code to allow glove touches only at melee range.
params is passed on here as the third arg
add_click_catcher
Sets up the click_catcher for the client
add_movespeed_modifier
Add a move speed modifier to a mob
additive_flagged_slowdown
Give the sum of all slowdown that have inputted flag
attack_ui
This proc is called whenever someone clicks an inventory ui slot.
become_uncliented
Cleanup proc that's called when a mob loses a client, either through client destroy or logout Logout happens post client del, so we can't just copypaste this there. This keeps things clean and consistent
binarycheck
Returns false by default
buckle_mob
Buckle to another mob You can buckle on mobs if you're next to them since most are dense Turns you to face the other mob too
can_be_facehugged
Can this mob be facehugged?
can_put_in_hand
Returns if we're able to put something in a hand of a mob
can_wait_in_larva_queue
Returns if the mob is valid to keep waiting in the larva queue
changeNext_move
how many times we've fired the railgun this cycle max times we can fire within a single volley used to check if we have valid targets Delays the mob's next click/action by num deciseconds eg: 10 - 3 = 7 deciseconds of delay eg: 10 * 0.5 = 5 deciseconds of delay DOES NOT EFFECT THE BASE 1 DECISECOND DELAY OF NEXT_CLICK
check_emote
Check if this message is an emote
clear_fullscreen
Removes a fullscreen overlay
clear_important_client_contents
We got our awareness updated by the important recursive contents stuff, now we add our membership Clears the clients channel of this mob
create_chat_message
Creates a message overlay at a defined location for a given speaker
Arguments:
- speaker - The atom who is saying this message
- message_language - The language that the message is said in
- raw_message - The text content of the message
- spans - Additional classes to be added to the message
- message_mode - String relating to the mode of the message
- runechat_flags - Bitflags relating to the message
create_thinking_indicator
Creates a thinking indicator over the mob.
create_typing_indicator
Creates a typing indicator over the mob.
default_lighting_cutoff
Returns this mob's default lighting alpha
do_after_coefficent
Multiplier on all do_afters for this mob
down
Moves a mob down a z level
draw_from_slot_if_possible
Checks an inventory slot for an item that can be drawn that is directly stored, or inside another storage item, and draws it if possible
dropItemToGround
Used to drop an item (if it exists) to the ground.
- Will return TRUE is successfully dropped.
- Will return FALSE if the item can not be dropped due to TRAIT_NODROP via doUnEquip().
- Will return null if there is no item. If the item can be dropped, it will be forceMove()'d to the ground and the turf's Entered() will be called.
drop_all_held_items
Drops the items in our hands.
Returns TURE if it was successful.
drop_held_item
Drops the item in our active hand.
Returns TURE if it was successful.
drop_item_v
Helper proc used by the drop_item verb and on screen button.
Returns TURE if it was successful.
drop_l_hand
Drops the item in our left hand.
Returns TURE if it was successful.
drop_r_hand
Drops the item in our right hand.
Returns TURE if it was successful.
enable_client_mobs_in_contents
We get our awareness updated by the important recursive contents stuff, here we remove our membership propogates ourselves through our nested contents, similar to other important_recursive_contents procs main difference is that client contents need to possibly duplicate recursive contents for the clients mob AND its eye
eord_respawn
This is only available to mobs once they join EORD.
equip_to_appropriate_slot
Attempts to store an item in a valid location based on SLOT_EQUIP_ORDER
equip_to_slot
This is an UNSAFE proc. It merely handles the actual job of equipping. All the checks on whether you can or can't eqip need to be done before! Use mob_can_equip() for that task. In most cases you will want to use equip_to_slot_if_possible()
equip_to_slot_if_possible
This is a SAFE proc. Use this instead of equip_to_slot()! set del_on_fail to have it delete item_to_equip if it fails to equip unset redraw_mob to prevent the mob from being redrawn at the end.
equip_to_slot_or_del
This is just a commonly used configuration for the equip_to_slot_if_possible() proc, used to equip people when the rounds starts and when events happen and such.
equip_to_slot_or_hand
Tries to equip an item to the slot provided, otherwise tries to put it in hands, if hands are full the item is deleted
examinate
This is a mob verb for speed reasons (nice one BYOND).
See this BYOND forum post
for why this isnt something like /atom/verb/examine
.
SIGNAL FUN: Produces a signal COMSIG_MOB_EXAMINATE, for doing stuff to people who examine things, like applying debilitating effects to someone who examines a specific type of atom.
finish_clear_fullscreen
Actually removes the fullscreen overlay when ready
get_active_held_item
returns the thing in our currently active hand
get_config_multiplicative_speed
Get the global config movespeed of a mob by type
get_equipped_slot
Find the slot an item is equipped to and returns its slot define
get_held_item
Proc to get the item in the active hand.
get_held_items
Get a list of all held items
get_inactive_held_item
returns the thing in our currently inactive hand
get_item_by_slot
Returns the item in a given slot
get_item_by_slot_bit
Returns the item in a given bit slot
get_item_for_held_index
gets an item by hand index
get_liquid_slowdown
Returns the slowdown applied to the mob when moving through liquids like water
get_mob_buckling_height
returns the height in pixel the mob should have when buckled to another mob.
get_movespeed_modifiers
Get the move speed modifiers list of the mob
get_policy_keywords
Get the list of keywords for policy config
This gets the type, mind assigned roles and antag datums as a list, these are later used to send the user relevant headadmin policy config
get_status_tab_items
Adds this list to the output to the stat browser
has_movespeed_modifier
Is there a movespeed modifier for this mob
index_to_hand
returns the hand based on index (1 for left hand, 2 for right)
interaction_emote
All in one function to begin interactions
is_holding_item_of_type
Checks if this mob is holding a certain type of item in hands returns the item if found Args:
- typepath: typepath to check for
log_message
Logs a message in a mob's individual log, and in the global logs as well if log_globally is true
log_mob_tag
Logs a mesage to the mob_tags log, including the mobs tag Arguments:
- text - text to log.
movespeed_modifier_identical_check
Check if a movespeed modifier is identical to another
onShuttleMove
Mob move procs
on_eord
Side effects of being sent to the end of round deathmatch zone
overlay_fullscreen
Applies a fullscreen overlay
play_screen_text
proc for playing a screen_text on a mob. enqueues it if a screen text is running and plays i otherwise Arguments:
- text: text we want to be displayed
- alert_type: typepath OR atom for screen text type we want to play here
- override_color: color of the screen text
playsound_local
snowflake, note this ignores walls cus I cant be assed rn Plays a sound locally
Arguments:
- turf_source - The turf our sound originates from
- soundin - the .ogg or SFX of our sound
- vol - Changes the volume of our sound, relevant when measuring falloff
- vary - to make the frequency var of the sound vary (mostly unused).
- frequency - Optional: if vary is set, this is how much we vary by (or a random amount if not given any value)
- falloff - Optional: Calculates falloff if not passed a value
- is_global - if false, sets our environment to SOUND_ENVIRONMENT_ROOM
- channel - Optional: Picks a random available channel if not set
- sound_to_use - Optional: Will default to soundin
- distance_multiplier - Affects x and z hearing
post_buckle_mob
Call back post buckle to a mob to offset your visual height
post_unbuckle_mob
Call back post unbuckle from a mob, (reset your visual height here)
put_in_active_hand
Puts the item into our active hand if possible.
Arguments
- obj/item/W is the item you are trying to equip
Returns TRUE on success.
put_in_any_hand_if_possible
Attempts to put an item in either hand, prioritizing the active hand
put_in_hand
Puts an item in a specific hand index (so left or right)
put_in_hand_check
Proc that checks if we can put something into someone's hands
put_in_hands
Puts the item our active hand if possible. Failing that it tries our inactive hand. If both hands fail the item falls to the floor.
Arguments
- obj/item/W is the item you are trying to equip
- del_on_fail if true will delete the item instead of dropping it to the floor
Returns TRUE if it was able to put the thing into one of our hands.
put_in_inactive_hand
Puts the item into our inactive hand if possible.
Arguments
- obj/item/W is the item you are trying to equip Returns TRUE on success.
put_in_l_hand
Puts the item into your l_hand if possible and calls all necessary triggers/updates.
Arguments
- obj/item/W is the item you are trying to equip
Returns TRUE on success.
put_in_r_hand
Puts the item into your r_hand if possible and calls all necessary triggers/updates.
Arguments
- obj/item/W is the item you are trying to equip
Returns TRUE on success.
record_structures_built
Tally when a structure is constructed
record_traps_created
Short proc that tallies up traps_created; reduce copy pasta
remove_all_indicators
Removes any indicators and marks the mob as not speaking IC.
remove_movespeed_modifier
Remove a move speed modifier from a mob
remove_thinking_indicator
Removes the thinking indicator over the mob.
remove_typing_indicator
Removes the typing indicator over the mob.
say_verb
what clients use to speak. when you type a message into the chat bar in say mode, this is the first thing that goes off serverside.
setGrabState
Updates the grab state of the mob and updates movespeed
set_invis_see
see invisibility is the mob's capability to see things that ought to be hidden from it Can think of it as a primitive version of changing the alpha of planes We mostly use it to hide ghosts, no real reason why
set_sight
Sight here is the mob.sight var, which tells byond what to actually show to our client See code__DEFINES\sight.dm for more details
set_skills
Handles setting or changing a mob's skills
shared_ui_interaction
public
Standard interaction/sanity checks. Different mob types may have overrides.
return UI_state The state of the UI.
shuttleRotate
Mob rotate procs
sort_movespeed_modlist
Sort the list of move speed modifiers
Verifies it too. Sorts highest priority (first applied) to lowest priority (last applied)
stripPanelUnequip
The mob is trying to strip an item from someone
sync_lighting_plane_cutoff
Set the lighting plane hud filters to the mobs lighting_cutoff var
temporarilyRemoveItemFromInventory
Removes an item on a mob's inventory.
- It does not change the item's loc, just unequips it from the mob.
- Used just before you want to delete the item, or moving it afterwards.
throw_item
Throws active held item at target in params
transferItemToLoc
For when the item will be immediately placed in a loc other than the ground.
up
Moves a mob upwards in z level
update_action_buttons
This is the proc used to update all the action buttons.
update_config_movespeed
Set or update the global movespeed config on a mob
update_joined_player_list
Signal sent after the eye has been successfully updated, with the client existing.
update_mouse_pointer
Update the mouse pointer of the attached client in this mob
update_movespeed
Go through the list of movespeed modifiers and calculate a final movespeed
update_sight
Update the lighting plane and sight of this mob (sends COMSIG_MOB_UPDATE_SIGHT)
update_stat
Called to update the stat var, returns a boolean to indicate if it has been handled.