byond - Modules - TypesVar Details - Proc Details

human

Vars

ageCharacter's age (pure fluff)
assigned_squadThe squad this human is assigned to
beltThe belt being worn.
chestburstchestburst state
command_aura_allowedAuras we can create, used for the order choice UI.
damageoverlaytempUsed to help determine the severity icon state for our damage hud overlays
dead_ticksHow long the human is dead, in life ticks, which is 2 seconds
ethnicityThe character's ethnicity
exploit_recordThis human's custom exploit record. Fluff.
flag_auraStrength of the flag aura affecting us
flavor_textThis human's flavor text. Shows up when they're examined.
gen_recordThis human's custom employment record. Fluff.
germ_levelHow much dirt the mob's accumulated. Harmless by itself, but can trigger issues with open wounds or surgery.
glassesThe glasses being worn.
glovesThe gloves being worn.
headThe item currently on the character's head.
holo_card_colorWhich color type of holocard is printed on us
internal_organs_by_nameA list of internal organs by name ["organ name"] = /datum/internal_organ
l_storeThe item currently in the left pocket
last_damUsed for determining if we need to process all limbs or just some or even none.
last_shock_effectThis is the cooldown on suffering additional effects for when shock gets high
limbsA list of our limb datums
makeup_styleThe style of the makeup the mob currently has applied. Used to determine the right icon state for on the mob.
marksman_auraStrength of the focus order aura affecting us
med_recordThis human's custom medical record. Fluff.
mob_heightHeight of the mob
mobility_auraStrength of the move order aura affecting us
protection_auraStrength of the hold order aura affecting us
r_storeThe item currently in the right pocket
religionThe character's religion. Fluff.
s_storeThe item currently inside the suit storage slot (not inside the armor itself)
sec_recordThis human's custom security record. Fluff.
shoesThe shoes currently being worn.
stand_iconThe current standing icon
undershirtWhich undershirt the player wants.
underwearWhich underwear the player wants
w_uniformThe jumpsuit/uniform that's currently being worn.
wear_earThe headset/ear item being worn.
wear_idThe ID being worn.
wear_suitThe item currently being worn in the suit slot (usually armor)
xeno_push_delayThe cooldown for being pushed by xenos on harm intent

Procs

acid_spray_enteredSignal handler to burn and maybe stun the human entering the acid spray
amputate_limbAmputates the limb in the specified limb zone
apply_height_filtersApplies a filter to an appearance according to mob height
apply_height_offsetsUsed in some circumstances where appearances can get cut off from the mob sprite from being too tall
async_do_quick_equipasync signal wrapper for do_quick_equip
check_defibProc for checking parameters of a human for defibrillation.
copy_clothing_prefscopies over clothing preferences like underwear to another human
do_quick_equipruns equip, quick_equip_used is the # in INVOKE_ASYNC
do_unique_actionTry to perform a unique action on the held items
equip_role_outfitfinds and equips a valid outfit for a specified job and species
finish_revive_to_critCheck if we have a mind, and finish the revive if we do
force_sayMakes the player force say what's in their current input box.
get_damage_icon_partfetches the damage icon part, and caches it if it made a new one
get_equipped_itemsUsed to return a list of equipped items on a human mob; does not include held items (use get_all_gear)
get_eye_protectionget_eye_protection() Returns a number between -1 to 2
get_mob_heightGetter for mob height
get_organ_slotGets organ by name
get_target_lockThis looks for a an ID on a person and checkes if an access tag from their ID matches the provided access tag. Used with the gun, claymore, sentry and possibly other IFF code. Does not actually check for station jobs.
get_type_in_slotsReturn the first item found in SLOT_ALL of the type searched type searched the type you are looking for
has_aiChecks if we have an AI behavior active
has_working_organsProc to check if a carbon human has the required organs to sustain life.
heal_limbsHeal limbs until the total mob health went up by health_to_heal
heal_overall_damageHeal MANY limbs, in random order. If robo_repair is TRUE then both metal and flesh limbs will be healed, otherwise only flesh.
hud_set_orderUpdates aura hud icons
interact_other_handCurrent active hand will interact with the other hand. Uses attackby and attack_hand.
is_item_in_handsReturn [TRUE]|[FALSE] if item_searched is in the hands of the human item_searched the item you want to check
is_item_in_slotsReturn [TRUE]|[FALSE] if item_searched is equipped or in the hands of the human item_searched the item you want to check
issue_orderActually issues an Order
on_crit_movedgives humans oxy when moved around in certain conditions. called on COMSIG_MOVABLE_MOVED
pick_order_targetChoose what we're sending a buff order through
receive_orderProc to give a marine an order target : what atom to track arrow_type : what kind of visual arrow will be spawned on the marine verb_name : a word / sentence to describe the order
remove_organ_slotRemoves organ by name
resuscitateProc that brings a carbon human back to life. Only works if their health is higher than their death threshold and they are dead in the first place.
revive_to_critRevive the huamn up to X health points
set_flag_auraUpdates the flag aura if it is actually changing
set_marksman_aura_auraUpdates the marksman aura if it is actually changing
set_mob_heightSetter for mob height
set_mobility_auraUpdates the mobility aura if it is actually changing
set_protection_auraUpdates the protection aura if it is actually changing
set_speciesTurns our human into a selected species new_species new_species must be either a string or a species datum
set_undefibbableMarks the mob as unrevivable Arguments:
suggest_squad_assignwrapper for a signal to handle opening the squad selector ui just before drop
update_bodypartssnowflake replacement handling since we don't have tg's proper handling of individual body parts as overlays
update_sightffs why is this on human instead of carbon its breaking shit!!!!! fix this!!!! todo!!!

Var Details

age

Character's age (pure fluff)

assigned_squad

The squad this human is assigned to

belt

The belt being worn.

chestburst

chestburst state

command_aura_allowed

Auras we can create, used for the order choice UI.

damageoverlaytemp

Used to help determine the severity icon state for our damage hud overlays

dead_ticks

How long the human is dead, in life ticks, which is 2 seconds

ethnicity

The character's ethnicity

exploit_record

This human's custom exploit record. Fluff.

flag_aura

Strength of the flag aura affecting us

flavor_text

This human's flavor text. Shows up when they're examined.

gen_record

This human's custom employment record. Fluff.

germ_level

How much dirt the mob's accumulated. Harmless by itself, but can trigger issues with open wounds or surgery.

glasses

The glasses being worn.

gloves

The gloves being worn.

head

The item currently on the character's head.

holo_card_color

Which color type of holocard is printed on us

internal_organs_by_name

A list of internal organs by name ["organ name"] = /datum/internal_organ

l_store

The item currently in the left pocket

last_dam

Used for determining if we need to process all limbs or just some or even none.

last_shock_effect

This is the cooldown on suffering additional effects for when shock gets high

limbs

A list of our limb datums

makeup_style

The style of the makeup the mob currently has applied. Used to determine the right icon state for on the mob.

marksman_aura

Strength of the focus order aura affecting us

med_record

This human's custom medical record. Fluff.

mob_height

Height of the mob

mobility_aura

Strength of the move order aura affecting us

protection_aura

Strength of the hold order aura affecting us

r_store

The item currently in the right pocket

religion

The character's religion. Fluff.

s_store

The item currently inside the suit storage slot (not inside the armor itself)

sec_record

This human's custom security record. Fluff.

shoes

The shoes currently being worn.

stand_icon

The current standing icon

undershirt

Which undershirt the player wants.

underwear

Which underwear the player wants

w_uniform

The jumpsuit/uniform that's currently being worn.

wear_ear

The headset/ear item being worn.

wear_id

The ID being worn.

wear_suit

The item currently being worn in the suit slot (usually armor)

xeno_push_delay

The cooldown for being pushed by xenos on harm intent

Proc Details

acid_spray_entered

Signal handler to burn and maybe stun the human entering the acid spray

amputate_limb

Amputates the limb in the specified limb zone

apply_height_filters

Applies a filter to an appearance according to mob height

apply_height_offsets

Used in some circumstances where appearances can get cut off from the mob sprite from being too tall

upper_torso is to specify whether the appearance is locate in the upper half of the mob rather than the lower half, higher up things (hats for example) need to be offset more due to the location of the filter displacement

async_do_quick_equip

async signal wrapper for do_quick_equip

check_defib

Proc for checking parameters of a human for defibrillation.

Checks decapitation, DNR status, organ damage and health status (in that order) for defibrillation.

See defines in __DEFINES/defibrillator.dm for bitflags.

additional_health_increase can be used to add additional health when calculating health for situations like grabbing ghost.

copy_clothing_prefs

copies over clothing preferences like underwear to another human

do_quick_equip

runs equip, quick_equip_used is the # in INVOKE_ASYNC

do_unique_action

Try to perform a unique action on the held items

equip_role_outfit

finds and equips a valid outfit for a specified job and species

finish_revive_to_crit

Check if we have a mind, and finish the revive if we do

force_say

Makes the player force say what's in their current input box.

get_damage_icon_part

fetches the damage icon part, and caches it if it made a new one

get_equipped_items

Used to return a list of equipped items on a human mob; does not include held items (use get_all_gear)

Argument(s):

get_eye_protection

get_eye_protection() Returns a number between -1 to 2

get_mob_height

Getter for mob height

Mainly so that dwarfism can adjust height without needing to override existing height

Returns a mob height num

get_organ_slot

Gets organ by name

get_target_lock

This looks for a an ID on a person and checkes if an access tag from their ID matches the provided access tag. Used with the gun, claymore, sentry and possibly other IFF code. Does not actually check for station jobs.

get_type_in_slots

Return the first item found in SLOT_ALL of the type searched type searched the type you are looking for

has_ai

Checks if we have an AI behavior active

has_working_organs

Proc to check if a carbon human has the required organs to sustain life.

Returns false if has_brain returns false, this human is missing a heart, or their current heart is broken

Returns true otherwise

heal_limbs

Heal limbs until the total mob health went up by health_to_heal

heal_overall_damage

Heal MANY limbs, in random order. If robo_repair is TRUE then both metal and flesh limbs will be healed, otherwise only flesh.

hud_set_order

Updates aura hud icons

interact_other_hand

Current active hand will interact with the other hand. Uses attackby and attack_hand.

is_item_in_hands

Return [TRUE]|[FALSE] if item_searched is in the hands of the human item_searched the item you want to check

is_item_in_slots

Return [TRUE]|[FALSE] if item_searched is equipped or in the hands of the human item_searched the item you want to check

issue_order

Actually issues an Order

on_crit_moved

gives humans oxy when moved around in certain conditions. called on COMSIG_MOVABLE_MOVED

pick_order_target

Choose what we're sending a buff order through

receive_order

Proc to give a marine an order target : what atom to track arrow_type : what kind of visual arrow will be spawned on the marine verb_name : a word / sentence to describe the order

remove_organ_slot

Removes organ by name

resuscitate

Proc that brings a carbon human back to life. Only works if their health is higher than their death threshold and they are dead in the first place.

Intended to be called by defibrillators or anything that brings a carbon human back to life

revive_to_crit

Revive the huamn up to X health points

set_flag_aura

Updates the flag aura if it is actually changing

set_marksman_aura_aura

Updates the marksman aura if it is actually changing

set_mob_height

Setter for mob height

Exists so that the update is done immediately

Returns TRUE if changed, FALSE otherwise

set_mobility_aura

Updates the mobility aura if it is actually changing

set_protection_aura

Updates the protection aura if it is actually changing

set_species

Turns our human into a selected species new_species new_species must be either a string or a species datum

set_undefibbable

Marks the mob as unrevivable Arguments:

suggest_squad_assign

wrapper for a signal to handle opening the squad selector ui just before drop

update_bodyparts

snowflake replacement handling since we don't have tg's proper handling of individual body parts as overlays

update_sight

ffs why is this on human instead of carbon its breaking shit!!!!! fix this!!!! todo!!!