human

Vars | |
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 |
Procs | |
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 |
async_do_quick_equip | async signal wrapper for do_quick_equip |
check_defib | Proc for checking parameters of a human for defibrillation. |
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) |
get_eye_protection | get_eye_protection() Returns a number between -1 to 2 |
get_mob_height | Getter for mob height |
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. |
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. |
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 |
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!!! |
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):
- Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
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:
- affects_synth - If synths should be affected
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!!!