code/__DEFINES/mobs.dm 
            
        
| BLOOD_REGEN_FACTOR | How efficiently humans regenerate blood. | 
|---|---|
| BLOOD_DEFICIENCY_MODIFIER | Determines the rate at which humans lose blood when they have the blood deficiency quirk. The default is BLOOD_REGEN_FACTOR + BLOOD_DEFICIENCY_MODIFIER. | 
| BLOOD_STOP_TEMP | Temperature at which blood loss and regen stops. /mob/living/carbon/human/proc/handle_blood | 
| MOB_ORGANIC | The mob is organic, can heal from medical sutures. | 
| MOB_MINERAL | The mob is of a rocky make, most likely a golem. Iron within, iron without! | 
| MOB_ROBOTIC | The mob is a synthetic lifeform, like station borgs. | 
| MOB_UNDEAD | The mob is an shambling undead corpse. Or a halloween species. Pick your poison. | 
| MOB_HUMANOID | The mob is a human-sized human-like human-creature. | 
| MOB_BUG | The mob is a bug/insect/arachnid/some other kind of scuttly thing. | 
| MOB_BEAST | The mob is a wild animal. Domestication may apply. | 
| MOB_SPECIAL | The mob is some kind of a creature that should be exempt from certain fun interactions for balance reasons, i.e. megafauna or a headslug. | 
| MOB_REPTILE | The mob is some kind of a scaly reptile creature | 
| MOB_SPIRIT | The mob is a spooky phantasm or an evil ghast of such nature. | 
| MOB_PLANT | The mob is a plant-based species, benefitting from light but suffering from darkness and plantkillers. | 
| MOB_SLIME | The mob is a goopy creature, probably coming from xenobiology. | 
| BODYTYPE_ORGANIC | The limb is organic. | 
| BODYTYPE_ROBOTIC | The limb is robotic. | 
| BODYTYPE_HUMANOID | The limb fits the human mold. This is not meant to be literal, if the sprite "fits" on a human, it is "humanoid", regardless of origin. | 
| BODYTYPE_MONKEY | The limb fits the monkey mold. | 
| BODYTYPE_DIGITIGRADE | The limb is digitigrade. | 
| BODYTYPE_SNOUTED | The limb is snouted. | 
| BODYTYPE_LARVA_PLACEHOLDER | A placeholder bodytype for xeno larva, so their limbs cannot be attached to anything. | 
| BODYTYPE_ALIEN | The limb is from a xenomorph. | 
| BODYTYPE_GOLEM | The limb is from a golem | 
| DIGITIGRADE_NEVER | The species does not have digitigrade legs in generation. | 
| DIGITIGRADE_OPTIONAL | The species can have digitigrade legs in generation | 
| DIGITIGRADE_FORCED | The species is forced to have digitigrade legs in generation. | 
| DIGITIGRADE_LEGS | Digitigrade's prefs, used in features for legs if you're meant to be a Digitigrade. | 
| BEAT_FAST | Heartbeat is beating fast for hard crit | 
| BEAT_SLOW | Heartbeat is beating slow for soft crit | 
| BEAT_NONE | Heartbeat is gone... He's dead Jim :( | 
| NO_SLIP_WHEN_WALKING | The mob will not slip if they're walking intent | 
| SLIDE | Slipping on this will send them sliding a few tiles down | 
| SLIDE_ICE | Ice slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles) | 
| GALOSHES_DONT_HELP | TRAIT_NO_SLIP_WATER does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will | 
| SLIP_WHEN_CRAWLING | Slip works even if you're already on the ground | 
| SLIPPERY_TURF | the mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait. | 
| SHOCK_NOGLOVES | Flags used by the flags parameter of electrocute act. Makes it so that the shock doesn't take gloves into account. | 
| SHOCK_TESLA | Used when the shock is from a tesla bolt. | 
| SHOCK_ILLUSION | Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects. | 
| SHOCK_NOSTUN | The shock doesn't stun. | 
| SHOCK_SUPPRESS_MESSAGE | No default message is sent from the shock | 
| SHOCK_NO_HUMAN_ANIM | No skeleton animation if a human was shocked | 
| SHOCK_IGNORE_IMMUNITY | Ignores TRAIT_STUNIMMUNE | 
| SHOCK_DELAY_STUN | Prevents the immediate stun, instead only gives the delay | 
| SHOCK_KNOCKDOWN | Makes the paralyze into a knockdown | 
| INCORPOREAL_MOVE_BASIC | normal movement, see: /mob/living/var/incorporeal_move | 
| INCORPOREAL_MOVE_SHADOW | leaves a trail of shadows | 
| INCORPOREAL_MOVE_JAUNT | is blocked by holy water/salt | 
| CLOTHING_NUTRITION_GAIN | How much nutrition eating clothes as moth gives and drains | 
| REM | Shorthand for the above define for ease of use in equations and the like | 
| RECENT_EXAMINE_MAX_WINDOW | How long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows | 
| EXAMINE_MORE_WINDOW | If you examine the same atom twice in this timeframe, we call examine_more() instead of examine() | 
| EYE_CONTACT_WINDOW | If you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute! | 
| YAWN_PROPAGATION_EXAMINE_WINDOW | If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft! | 
| EYE_CONTACT_RANGE | How far away you can be to make eye contact with someone while examining | 
| CAN_SUCCUMB | Returns whether or not the given mob can succumb | 
| STANDING_UP | Mob is standing up, usually associated with lying_angle value of 0. | 
| LYING_DOWN | Mob is lying down, usually associated with lying_angle values of 90 or 270. | 
| PIXEL_Y_OFFSET_LYING | How much a mob's sprite should be moved when they're lying down | 
| SPAWN_MEGAFAUNA | Define for spawning megafauna instead of a mob for cave gen | 
| SQUASHED_SHOULD_BE_DOWN | Squash flags. For squashable element Squashing will not occur if the mob is not lying down (bodyposition is LYING_DOWN) | 
| SQUASHED_SHOULD_BE_GIBBED | If present, outright gibs the squashed mob instead of just dealing damage | 
| SQUASHED_ALWAYS_IF_DEAD | If squashing always passes if the mob is dead | 
| SQUASHED_DONT_SQUASH_IN_CONTENTS | Don't squash our mob if its not located in a turf | 
| AI_HOLOGRAM_BEAR | Defines for AI hologram preferences | 
| AI_DISPLAY_DONT_GLOW | Icon state to use for ai displays that just turns them off | 
| THROW_MODE_DISABLED | Throw modes, defines whether or not to turn off throw mode after | 
| TOTAL_LAYERS | Total number of layers for mob overlays KEEP THIS UP-TO-DATE OR SHIT WILL BREAK Also consider updating layers_to_offset | 
| MUTATIONS_LAYER | Mutations layer - Tk headglows, cold resistance glow, etc | 
| BODY_BEHIND_LAYER | Mutantrace features (tail when looking south) that must appear behind the body parts | 
| BODYPARTS_LOW_LAYER | Layer for bodyparts that should appear behind every other bodypart - Mostly, legs when facing WEST or EAST | 
| BODYPARTS_LAYER | Layer for most bodyparts, appears above BODYPARTS_LOW_LAYER and below BODYPARTS_HIGH_LAYER | 
| BODY_ADJ_LAYER | Mutantrace features (snout, body markings) that must appear above the body parts | 
| BODY_LAYER | Underwear, undershirts, socks, eyes, lips(makeup) | 
| FRONT_MUTATIONS_LAYER | Mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes) | 
| DAMAGE_LAYER | Damage indicators (cuts and burns) | 
| UNIFORM_LAYER | Jumpsuit clothing layer | 
| ID_LAYER | ID card layer | 
| ID_CARD_LAYER | ID card layer (might be deprecated) | 
| BODYPARTS_HIGH_LAYER | Layer for bodyparts that should appear above every other bodypart - Currently only used for hands | 
| GLOVES_LAYER | Gloves layer | 
| SHOES_LAYER | Shoes layer | 
| LOW_FACEMASK_LAYER | Layer for masks that are worn below ears and eyes (like Balaclavas) (layers below hair, use flagsinv=HIDEHAIR as needed) | 
| EARS_LAYER | Ears layer (Spessmen have ears? Wow) | 
| SUIT_LAYER | Suit layer (armor, coats, etc.) | 
| GLASSES_LAYER | Glasses layer | 
| BELT_LAYER | Belt layer | 
| SUIT_STORE_LAYER | Suit storage layer (tucking a gun or baton underneath your armor) | 
| NECK_LAYER | Neck layer (for wearing ties and bedsheets) | 
| BACK_LAYER | Back layer (for backpacks and equipment on your back) | 
| HAIR_LAYER | Hair layer (mess with the fro and you got to go!) | 
| FACEMASK_LAYER | Facemask layer (gas masks, breath masks, etc.) | 
| HEAD_LAYER | Head layer (hats, helmets, etc.) | 
| HANDCUFF_LAYER | Handcuff layer (when your hands are cuffed) | 
| LEGCUFF_LAYER | Legcuff layer (when your feet are cuffed) | 
| HANDS_LAYER | Hands layer (for the actual hand, not the arm... I think?) | 
| BODY_FRONT_LAYER | Body front layer. Usually used for mutant bodyparts that need to be in front of stuff (e.g. cat ears) | 
| ABOVE_BODY_FRONT_GLASSES_LAYER | Special body layer that actually require to be above the hair (e.g. lifted welding goggles) | 
| ABOVE_BODY_FRONT_HEAD_LAYER | Special body layer for the rare cases where something on the head needs to be above everything else (e.g. flowers) | 
| WOUND_LAYER | Bleeding wound icons | 
| HALO_LAYER | Blood cult ascended halo layer, because there's currently no better solution for adding/removing | 
| FIRE_LAYER | Fire layer when you're on fire | 
| EXTERNAL_FRONT | Draws overlay on the BODY_FRONT_LAYER | 
| EXTERNAL_ADJACENT | Draws overlay on the BODY_ADJ_LAYER | 
| EXTERNAL_BEHIND | Draws overlay on the BODY_BEHIND_LAYER | 
| ALL_EXTERNAL_OVERLAYS | Draws organ on all EXTERNAL layers | 
| EXTERNAL_RESTYLE_PLANT | This organ allows restyle through plant restyling (like secateurs) | 
| EXTERNAL_RESTYLE_FLESH | This organ allows restyling with flesh restyling stuff (surgery or something idk) | 
| EXTERNAL_RESTYLE_ENAMEL | This organ allows restyling with enamel restyling (like a fucking file or something?). It's for horns and shit | 
| UNDER_SUIT_LAYER | The layer underneath the suit | 
| UNDER_HEAD_LAYER | The layer underneath the head (for hats) | 
| ABOVE_SHOES_LAYER | The layer above shoes | 
| ABOVE_BODY_FRONT_LAYER | The layer above mutant body parts | 
| NEED_GRAVITY | If gravity must be present to perform action (can't use pens without gravity) | 
| NEED_LITERACY | If reading is required to perform action (can't read a book if you are illiterate) | 
| NEED_LIGHT | If lighting must be present to perform action (can't heal someone in the dark) | 
| NEED_DEXTERITY | If other mobs (monkeys, aliens, etc) can perform action (can't use computers if you are a monkey) | 
| NEED_HANDS | If hands are required to perform action (can't use objects that require hands if you are a cyborg) | 
| FORBID_TELEKINESIS_REACH | If telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation) | 
| ALLOW_SILICON_REACH | If silicons are allowed to perform action from a distance (silicons can operate airlocks from far away) | 
| ALLOW_RESTING | If resting on the floor is allowed to perform action (pAIs can play music while resting) | 
| RESIZE_DEFAULT_SIZE | The default mob sprite size (used for shrinking or enlarging the mob sprite to regular size) | 
| CLIENT_FROM_VAR | Get the client from the var | 
| MOB_VOMIT_MESSAGE | Flag which makes a message send about the vomiting. | 
| MOB_VOMIT_STUN | Flag which makes the mob get stunned upon vomiting. | 
| MOB_VOMIT_HARM | Flag which makes the mob incur damage upon vomiting. | 
| MOB_VOMIT_BLOOD | Flag which makes the mob vomit blood | 
| MOB_VOMIT_KNOCKDOWN | Flag which will cause the mob to fall over when vomiting. | 
| MOB_VOMIT_FORCE | Flag which will make the proc skip certain checks when it comes to forcing a vomit. | 
| VOMIT_CATEGORY_DEFAULT | The default. Gives you might typically expect to happen when you vomit. | 
| VOMIT_CATEGORY_BLOOD | The vomit you've all come to know and love, but with a little extra "spice" (blood) | 
| VOMIT_CATEGORY_KNOCKDOWN | Another vomit variant that causes you to get knocked down instead of just only getting a stun. Standard otherwise. | 
| NO_BUCKLE_LYING | Possible value of /atom/movable/buckle_lying. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled. | 
| HEAL_ADMIN | Special flag that means this heal is an admin heal and goes above and beyond Note, this includes things like removing suicide status and handcuffs / legcuffs, use with slight caution. | 
| HEAL_BRUTE | Heals all brute damage. | 
| HEAL_BURN | Heals all burn damage. | 
| HEAL_TOX | Heals all toxin damage, slime people included. | 
| HEAL_OXY | Heals all oxyloss. | 
| HEAL_STAM | Heals all stamina damage. | 
| HEAL_LIMBS | Restore all limbs to their initial state. | 
| HEAL_ORGANS | Heals all organs from failing. | 
| HEAL_REFRESH_ORGANS | A "super" heal organs, this refreshes all organs entirely, deleting old and replacing them with new. | 
| HEAL_WOUNDS | Removes all wounds. | 
| HEAL_TRAUMAS | Removes all brain traumas, not including permanent ones. | 
| HEAL_ALL_REAGENTS | Removes all reagents present. | 
| HEAL_NEGATIVE_DISEASES | Removes all non-positive diseases. | 
| HEAL_TEMP | Restores body temperature back to nominal. | 
| HEAL_BLOOD | Restores blood levels to normal. | 
| HEAL_NEGATIVE_MUTATIONS | Removes all non-positive mutations (neutral included). | 
| HEAL_STATUS | Removes status effects with this flag set that also have remove_on_fullheal = TRUE. | 
| HEAL_CC_STATUS | Same as above, removes all CC related status effects with this flag set that also have remove_on_fullheal = TRUE. | 
| HEAL_RESTRAINTS | Deletes any restraints on the mob (handcuffs / legcuffs) | 
| HEAL_DAMAGE | Combination flag to only heal the main damage types. | 
| HEAL_BODY | Combination flag to only heal things messed up things about the mob's body itself. | 
| HEAL_AFFLICTIONS | Combination flag to heal negative things affecting the mob. | 
| HEAL_ALL | Full heal that isn't admin forced | 
| ADMIN_HEAL_ALL | Heals everything and is as strong as / is an admin heal | 
| READING_CHECK_LITERACY | Checking flags for [/mob/proc/can_read()] | 
| DEVIATION_NONE | No deviation at all. Flashed from the front or front-left/front-right. Alternatively, flashed in direct view. | 
| DEVIATION_PARTIAL | Partial deviation. Flashed from the side. Alternatively, flashed out the corner of your eyes. | 
| DEVIATION_FULL | Full deviation. Flashed from directly behind or behind-left/behind-rack. Not flashed at all. | 
| NO_REPLACE | In dynamic human icon gen we don't replace the held item. | 
| HEALING_TOUCH_ANYONE | Flags for whether you can heal yourself or not or only | 
| NPC_DEFAULT_MIN_TEMP | Default minimum body temperature mobs can exist in before taking damage | 
| NPC_DEFAULT_MAX_TEMP | Default maximum body temperature mobs can exist in before taking damage | 
| NO_OBSERVED_MOVEMENT | Flag which stops you from moving while observed | 
| NO_OBSERVED_ACTIONS | Flag which stops you from using actions while observed | 
| NO_OBSERVED_ATTACKS | Flag which stops you from attacking while observed | 
| MINING_MOB_PROJECTILE_VULNERABILITY | Types of bullets that mining mobs take full damage from | 
Define Details
ABOVE_BODY_FRONT_GLASSES_LAYER
            
        
    
    Special body layer that actually require to be above the hair (e.g. lifted welding goggles)
ABOVE_BODY_FRONT_HEAD_LAYER
            
        
    
    Special body layer for the rare cases where something on the head needs to be above everything else (e.g. flowers)
ABOVE_BODY_FRONT_LAYER
            
        
    
    The layer above mutant body parts
ABOVE_SHOES_LAYER
            
        
    
    The layer above shoes
ADMIN_HEAL_ALL
            
        
    
    Heals everything and is as strong as / is an admin heal
AI_DISPLAY_DONT_GLOW
            
        
    
    Icon state to use for ai displays that just turns them off
AI_HOLOGRAM_BEAR
            
        
    
    Defines for AI hologram preferences
ALLOW_RESTING
            
        
    
    If resting on the floor is allowed to perform action (pAIs can play music while resting)
ALLOW_SILICON_REACH
            
        
    
    If silicons are allowed to perform action from a distance (silicons can operate airlocks from far away)
ALL_EXTERNAL_OVERLAYS
            
        
    
    Draws organ on all EXTERNAL layers
BACK_LAYER
            
        
    
    Back layer (for backpacks and equipment on your back)
BEAT_FAST
            
        
    
    Heartbeat is beating fast for hard crit
BEAT_NONE
            
        
    
    Heartbeat is gone... He's dead Jim :(
BEAT_SLOW
            
        
    
    Heartbeat is beating slow for soft crit
BELT_LAYER
            
        
    
    Belt layer
BLOOD_DEFICIENCY_MODIFIER
            
        
    
    Determines the rate at which humans lose blood when they have the blood deficiency quirk. The default is BLOOD_REGEN_FACTOR + BLOOD_DEFICIENCY_MODIFIER.
BLOOD_REGEN_FACTOR
            
        
    
    How efficiently humans regenerate blood.
BLOOD_STOP_TEMP
            
        
    
    Temperature at which blood loss and regen stops. /mob/living/carbon/human/proc/handle_blood
BODYPARTS_HIGH_LAYER
            
        
    
    Layer for bodyparts that should appear above every other bodypart - Currently only used for hands
BODYPARTS_LAYER
            
        
    
    Layer for most bodyparts, appears above BODYPARTS_LOW_LAYER and below BODYPARTS_HIGH_LAYER
BODYPARTS_LOW_LAYER
            
        
    
    Layer for bodyparts that should appear behind every other bodypart - Mostly, legs when facing WEST or EAST
BODYTYPE_ALIEN
            
        
    
    The limb is from a xenomorph.
BODYTYPE_DIGITIGRADE
            
        
    
    The limb is digitigrade.
BODYTYPE_GOLEM
            
        
    
    The limb is from a golem
BODYTYPE_HUMANOID
            
        
    
    The limb fits the human mold. This is not meant to be literal, if the sprite "fits" on a human, it is "humanoid", regardless of origin.
BODYTYPE_LARVA_PLACEHOLDER
            
        
    
    A placeholder bodytype for xeno larva, so their limbs cannot be attached to anything.
BODYTYPE_MONKEY
            
        
    
    The limb fits the monkey mold.
BODYTYPE_ORGANIC
            
        
    
    The limb is organic.
BODYTYPE_ROBOTIC
            
        
    
    The limb is robotic.
BODYTYPE_SNOUTED
            
        
    
    The limb is snouted.
BODY_ADJ_LAYER
            
        
    
    Mutantrace features (snout, body markings) that must appear above the body parts
BODY_BEHIND_LAYER
            
        
    
    Mutantrace features (tail when looking south) that must appear behind the body parts
BODY_FRONT_LAYER
            
        
    
    Body front layer. Usually used for mutant bodyparts that need to be in front of stuff (e.g. cat ears)
BODY_LAYER
            
        
    
    Underwear, undershirts, socks, eyes, lips(makeup)
CAN_SUCCUMB
            
            
        
    
    Returns whether or not the given mob can succumb
CLIENT_FROM_VAR
            
            
        
    
    Get the client from the var
CLOTHING_NUTRITION_GAIN
            
        
    
    How much nutrition eating clothes as moth gives and drains
DAMAGE_LAYER
            
        
    
    Damage indicators (cuts and burns)
DEVIATION_FULL
            
        
    
    Full deviation. Flashed from directly behind or behind-left/behind-rack. Not flashed at all.
DEVIATION_NONE
            
        
    
    No deviation at all. Flashed from the front or front-left/front-right. Alternatively, flashed in direct view.
DEVIATION_PARTIAL
            
        
    
    Partial deviation. Flashed from the side. Alternatively, flashed out the corner of your eyes.
DIGITIGRADE_FORCED
            
        
    
    The species is forced to have digitigrade legs in generation.
DIGITIGRADE_LEGS
            
        
    
    Digitigrade's prefs, used in features for legs if you're meant to be a Digitigrade.
DIGITIGRADE_NEVER
            
        
    
    The species does not have digitigrade legs in generation.
DIGITIGRADE_OPTIONAL
            
        
    
    The species can have digitigrade legs in generation
EARS_LAYER
            
        
    
    Ears layer (Spessmen have ears? Wow)
EXAMINE_MORE_WINDOW
            
        
    
    If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
EXTERNAL_ADJACENT
            
        
    
    Draws overlay on the BODY_ADJ_LAYER
EXTERNAL_BEHIND
            
        
    
    Draws overlay on the BODY_BEHIND_LAYER
EXTERNAL_FRONT
            
        
    
    Draws overlay on the BODY_FRONT_LAYER
EXTERNAL_RESTYLE_ENAMEL
            
        
    
    This organ allows restyling with enamel restyling (like a fucking file or something?). It's for horns and shit
EXTERNAL_RESTYLE_FLESH
            
        
    
    This organ allows restyling with flesh restyling stuff (surgery or something idk)
EXTERNAL_RESTYLE_PLANT
            
        
    
    This organ allows restyle through plant restyling (like secateurs)
EYE_CONTACT_RANGE
            
        
    
    How far away you can be to make eye contact with someone while examining
EYE_CONTACT_WINDOW
            
        
    
    If you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute!
FACEMASK_LAYER
            
        
    
    Facemask layer (gas masks, breath masks, etc.)
FIRE_LAYER
            
        
    
    Fire layer when you're on fire
FORBID_TELEKINESIS_REACH
            
        
    
    If telekinesis is forbidden to perform action from a distance (ex. canisters are blacklisted from telekinesis manipulation)
FRONT_MUTATIONS_LAYER
            
        
    
    Mutations that should appear above body, body_adj and bodyparts layer (e.g. laser eyes)
GALOSHES_DONT_HELP
            
        
    
    TRAIT_NO_SLIP_WATER does not work on this slip. ONLY TRAIT_NO_SLIP_ALL will
GLASSES_LAYER
            
        
    
    Glasses layer
GLOVES_LAYER
            
        
    
    Gloves layer
HAIR_LAYER
            
        
    
    Hair layer (mess with the fro and you got to go!)
HALO_LAYER
            
        
    
    Blood cult ascended halo layer, because there's currently no better solution for adding/removing
HANDCUFF_LAYER
            
        
    
    Handcuff layer (when your hands are cuffed)
HANDS_LAYER
            
        
    
    Hands layer (for the actual hand, not the arm... I think?)
HEAD_LAYER
            
        
    
    Head layer (hats, helmets, etc.)
HEALING_TOUCH_ANYONE
            
        
    
    Flags for whether you can heal yourself or not or only
HEAL_ADMIN
            
        
    
    Special flag that means this heal is an admin heal and goes above and beyond Note, this includes things like removing suicide status and handcuffs / legcuffs, use with slight caution.
HEAL_AFFLICTIONS
            
        
    
    Combination flag to heal negative things affecting the mob.
HEAL_ALL
            
        
    
    Full heal that isn't admin forced
HEAL_ALL_REAGENTS
            
        
    
    Removes all reagents present.
HEAL_BLOOD
            
        
    
    Restores blood levels to normal.
HEAL_BODY
            
        
    
    Combination flag to only heal things messed up things about the mob's body itself.
HEAL_BRUTE
            
        
    
    Heals all brute damage.
HEAL_BURN
            
        
    
    Heals all burn damage.
HEAL_CC_STATUS
            
        
    
    Same as above, removes all CC related status effects with this flag set that also have remove_on_fullheal = TRUE.
HEAL_DAMAGE
            
        
    
    Combination flag to only heal the main damage types.
HEAL_LIMBS
            
        
    
    Restore all limbs to their initial state.
HEAL_NEGATIVE_DISEASES
            
        
    
    Removes all non-positive diseases.
HEAL_NEGATIVE_MUTATIONS
            
        
    
    Removes all non-positive mutations (neutral included).
HEAL_ORGANS
            
        
    
    Heals all organs from failing.
HEAL_OXY
            
        
    
    Heals all oxyloss.
HEAL_REFRESH_ORGANS
            
        
    
    A "super" heal organs, this refreshes all organs entirely, deleting old and replacing them with new.
HEAL_RESTRAINTS
            
        
    
    Deletes any restraints on the mob (handcuffs / legcuffs)
HEAL_STAM
            
        
    
    Heals all stamina damage.
HEAL_STATUS
            
        
    
    Removes status effects with this flag set that also have remove_on_fullheal = TRUE.
HEAL_TEMP
            
        
    
    Restores body temperature back to nominal.
HEAL_TOX
            
        
    
    Heals all toxin damage, slime people included.
HEAL_TRAUMAS
            
        
    
    Removes all brain traumas, not including permanent ones.
HEAL_WOUNDS
            
        
    
    Removes all wounds.
ID_CARD_LAYER
            
        
    
    ID card layer (might be deprecated)
ID_LAYER
            
        
    
    ID card layer
INCORPOREAL_MOVE_BASIC
            
        
    
    normal movement, see: /mob/living/var/incorporeal_move
INCORPOREAL_MOVE_JAUNT
            
        
    
    is blocked by holy water/salt
INCORPOREAL_MOVE_SHADOW
            
        
    
    leaves a trail of shadows
LEGCUFF_LAYER
            
        
    
    Legcuff layer (when your feet are cuffed)
LOW_FACEMASK_LAYER
            
        
    
    Layer for masks that are worn below ears and eyes (like Balaclavas) (layers below hair, use flagsinv=HIDEHAIR as needed)
LYING_DOWN
            
        
    
    Mob is lying down, usually associated with lying_angle values of 90 or 270.
MINING_MOB_PROJECTILE_VULNERABILITY
            
        
    
    Types of bullets that mining mobs take full damage from
MOB_BEAST
            
        
    
    The mob is a wild animal. Domestication may apply.
MOB_BUG
            
        
    
    The mob is a bug/insect/arachnid/some other kind of scuttly thing.
MOB_HUMANOID
            
        
    
    The mob is a human-sized human-like human-creature.
MOB_MINERAL
            
        
    
    The mob is of a rocky make, most likely a golem. Iron within, iron without!
MOB_ORGANIC
            
        
    
    The mob is organic, can heal from medical sutures.
MOB_PLANT
            
        
    
    The mob is a plant-based species, benefitting from light but suffering from darkness and plantkillers.
MOB_REPTILE
            
        
    
    The mob is some kind of a scaly reptile creature
MOB_ROBOTIC
            
        
    
    The mob is a synthetic lifeform, like station borgs.
MOB_SLIME
            
        
    
    The mob is a goopy creature, probably coming from xenobiology.
MOB_SPECIAL
            
        
    
    The mob is some kind of a creature that should be exempt from certain fun interactions for balance reasons, i.e. megafauna or a headslug.
MOB_SPIRIT
            
        
    
    The mob is a spooky phantasm or an evil ghast of such nature.
MOB_UNDEAD
            
        
    
    The mob is an shambling undead corpse. Or a halloween species. Pick your poison.
MOB_VOMIT_BLOOD
            
        
    
    Flag which makes the mob vomit blood
MOB_VOMIT_FORCE
            
        
    
    Flag which will make the proc skip certain checks when it comes to forcing a vomit.
MOB_VOMIT_HARM
            
        
    
    Flag which makes the mob incur damage upon vomiting.
MOB_VOMIT_KNOCKDOWN
            
        
    
    Flag which will cause the mob to fall over when vomiting.
MOB_VOMIT_MESSAGE
            
        
    
    Flag which makes a message send about the vomiting.
MOB_VOMIT_STUN
            
        
    
    Flag which makes the mob get stunned upon vomiting.
MUTATIONS_LAYER
            
        
    
    Mutations layer - Tk headglows, cold resistance glow, etc
NECK_LAYER
            
        
    
    Neck layer (for wearing ties and bedsheets)
NEED_DEXTERITY
            
        
    
    If other mobs (monkeys, aliens, etc) can perform action (can't use computers if you are a monkey)
NEED_GRAVITY
            
        
    
    If gravity must be present to perform action (can't use pens without gravity)
NEED_HANDS
            
        
    
    If hands are required to perform action (can't use objects that require hands if you are a cyborg)
NEED_LIGHT
            
        
    
    If lighting must be present to perform action (can't heal someone in the dark)
NEED_LITERACY
            
        
    
    If reading is required to perform action (can't read a book if you are illiterate)
NO_BUCKLE_LYING
            
        
    
    Possible value of /atom/movable/buckle_lying. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled.
NO_OBSERVED_ACTIONS
            
        
    
    Flag which stops you from using actions while observed
NO_OBSERVED_ATTACKS
            
        
    
    Flag which stops you from attacking while observed
NO_OBSERVED_MOVEMENT
            
        
    
    Flag which stops you from moving while observed
NO_REPLACE
            
        
    
    In dynamic human icon gen we don't replace the held item.
NO_SLIP_WHEN_WALKING
            
        
    
    The mob will not slip if they're walking intent
NPC_DEFAULT_MAX_TEMP
            
        
    
    Default maximum body temperature mobs can exist in before taking damage
NPC_DEFAULT_MIN_TEMP
            
        
    
    Default minimum body temperature mobs can exist in before taking damage
PIXEL_Y_OFFSET_LYING
            
        
    
    How much a mob's sprite should be moved when they're lying down
READING_CHECK_LITERACY
            
        
    
    Checking flags for [/mob/proc/can_read()]
RECENT_EXAMINE_MAX_WINDOW
            
        
    
    How long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows
REM
            
        
    
    Shorthand for the above define for ease of use in equations and the like
RESIZE_DEFAULT_SIZE
            
        
    
    The default mob sprite size (used for shrinking or enlarging the mob sprite to regular size)
SHOCK_DELAY_STUN
            
        
    
    Prevents the immediate stun, instead only gives the delay
SHOCK_IGNORE_IMMUNITY
            
        
    
    Ignores TRAIT_STUNIMMUNE
SHOCK_ILLUSION
            
        
    
    Used when an illusion shocks something. Makes the shock deal stamina damage and not trigger certain secondary effects.
SHOCK_KNOCKDOWN
            
        
    
    Makes the paralyze into a knockdown
SHOCK_NOGLOVES
            
        
    
    Flags used by the flags parameter of electrocute act. Makes it so that the shock doesn't take gloves into account.
SHOCK_NOSTUN
            
        
    
    The shock doesn't stun.
SHOCK_NO_HUMAN_ANIM
            
        
    
    No skeleton animation if a human was shocked
SHOCK_SUPPRESS_MESSAGE
            
        
    
    No default message is sent from the shock
SHOCK_TESLA
            
        
    
    Used when the shock is from a tesla bolt.
SHOES_LAYER
            
        
    
    Shoes layer
SLIDE
            
        
    
    Slipping on this will send them sliding a few tiles down
SLIDE_ICE
            
        
    
    Ice slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles)
SLIPPERY_TURF
            
        
    
    the mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait.
SLIP_WHEN_CRAWLING
            
        
    
    Slip works even if you're already on the ground
SPAWN_MEGAFAUNA
            
        
    
    Define for spawning megafauna instead of a mob for cave gen
SQUASHED_ALWAYS_IF_DEAD
            
        
    
    If squashing always passes if the mob is dead
SQUASHED_DONT_SQUASH_IN_CONTENTS
            
        
    
    Don't squash our mob if its not located in a turf
SQUASHED_SHOULD_BE_DOWN
            
        
    
    Squash flags. For squashable element Squashing will not occur if the mob is not lying down (bodyposition is LYING_DOWN)
SQUASHED_SHOULD_BE_GIBBED
            
        
    
    If present, outright gibs the squashed mob instead of just dealing damage
STANDING_UP
            
        
    
    Mob is standing up, usually associated with lying_angle value of 0.
SUIT_LAYER
            
        
    
    Suit layer (armor, coats, etc.)
SUIT_STORE_LAYER
            
        
    
    Suit storage layer (tucking a gun or baton underneath your armor)
THROW_MODE_DISABLED
            
        
    
    Throw modes, defines whether or not to turn off throw mode after
TOTAL_LAYERS
            
        
    
    Total number of layers for mob overlays KEEP THIS UP-TO-DATE OR SHIT WILL BREAK Also consider updating layers_to_offset
UNDER_HEAD_LAYER
            
        
    
    The layer underneath the head (for hats)
UNDER_SUIT_LAYER
            
        
    
    The layer underneath the suit
UNIFORM_LAYER
            
        
    
    Jumpsuit clothing layer
VOMIT_CATEGORY_BLOOD
            
        
    
    The vomit you've all come to know and love, but with a little extra "spice" (blood)
VOMIT_CATEGORY_DEFAULT
            
        
    
    The default. Gives you might typically expect to happen when you vomit.
VOMIT_CATEGORY_KNOCKDOWN
            
        
    
    Another vomit variant that causes you to get knocked down instead of just only getting a stun. Standard otherwise.
WOUND_LAYER
            
        
    
    Bleeding wound icons
YAWN_PROPAGATION_EXAMINE_WINDOW
            
        
    
    If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft!