/
living_defines.dm
70 lines (53 loc) · 2.61 KB
/
living_defines.dm
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/mob/living
see_in_dark = 2
see_invisible = SEE_INVISIBLE_LIVING
waterproof = FALSE
/// Whether or not the mob can be buckled to things.
var/can_be_buckled = TRUE
//Health and life related vars
var/maxHealth = 100 //Maximum health that should be possible.
var/health = 100 //A mob's health
var/mob_class = null // A mob's "class", e.g. human, mechanical, animal, etc. Used for certain projectile effects. See __defines/mob.dm for available classes.
var/hud_updateflag = 0
//Damage related vars, NOTE: THESE SHOULD ONLY BE MODIFIED BY PROCS // what a joke
//var/bruteloss = 0 //Brutal damage caused by brute force (punching, being clubbed by a toolbox ect... this also accounts for pressure damage)
//var/oxyloss = 0 //Oxygen depravation damage (no air in lungs)
//var/toxloss = 0 //Toxic damage caused by being poisoned or radiated
//var/fireloss = 0 //Burn damage caused by being way too hot, too cold or burnt.
//var/halloss = 0 //Hallucination damage. 'Fake' damage obtained through hallucinating or the holodeck. Sleeping should cause it to wear off.
var/last_special = 0 //Used by the resist verb, likely used to prevent players from bypassing next_move by logging in/out.
var/base_attack_cooldown = DEFAULT_ATTACK_COOLDOWN
var/t_phoron = null
var/t_oxygen = null
var/t_sl_gas = null
var/t_n2 = null
var/now_pushing = null
var/mob_bump_flag = 0
var/mob_swap_flags = 0
var/mob_push_flags = 0
var/mob_always_swap = 0
var/mob/living/cameraFollow = null
var/list/datum/action/actions = list()
var/update_slimes = 1
var/silent = null // Can't talk. Value goes down every life proc.
var/on_fire = 0 //The "Are we on fire?" var
var/fire_stacks
var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
var/possession_candidate = FALSE // Can be possessed by ghosts if unplayed.
var/eye_blind = null //Carbon
var/eye_blurry = null //Carbon
var/ear_damage = null //Carbon
var/stuttering = null //Carbon
var/slurring = null //Carbon
var/job = null//Living
var/list/obj/aura/auras = null //Basically a catch-all aura/force-field thing.
var/last_resist = 0
///For leaping and vaulting
var/jumping = FALSE
var/ghosted = 0 //For checks as to why a player has disconnected (can AI take over? etc.)
var/admin_paralyzed = FALSE
// var/nutrition = 400
// var/max_nutrition = MAX_NUTRITION
var/image/selected_image = null // Used for buildmode AI control stuff.
/// An associative list of /singleton/trait and trait level - See individual traits for valid levels
var/list/traits