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carbon_defines.dm
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carbon_defines.dm
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/mob/living/carbon
blood_volume = BLOOD_VOLUME_NORMAL
gender = MALE
pressure_resistance = 15
possible_a_intents = list(INTENT_HELP, INTENT_HARM)
hud_possible = list(HEALTH_HUD,STATUS_HUD,ANTAG_HUD,GLAND_HUD,NANITE_HUD,DIAG_NANITE_FULL_HUD)
has_limbs = 1
held_items = list(null, null)
num_legs = 0 //Populated on init through list/bodyparts
usable_legs = 0 //Populated on init through list/bodyparts
num_hands = 0 //Populated on init through list/bodyparts
usable_hands = 0 //Populated on init through list/bodyparts
var/list/internal_organs = list() ///List of [/obj/item/organ] in the mob. They don't go in the contents for some reason I don't want to know.
var/list/internal_organs_slot= list() ///Same as [above][/mob/living/carbon/var/internal_organs], but stores "slot ID" - "organ" pairs for easy access.
var/silent = 0 ///Can't talk. Value goes down every life proc. NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.
var/dreaming = 0 ///How many dream images we have left to send
var/obj/item/handcuffed = null///Whether or not the mob is handcuffed
var/obj/item/legcuffed = null ///Same as handcuffs but for legs. Bear traps use this.
var/disgust = 0
//inventory slots
var/obj/item/back = null
var/obj/item/clothing/mask/wear_mask = null
var/obj/item/clothing/neck/wear_neck = null
var/obj/item/tank/internal = null
var/obj/item/clothing/head = null
var/obj/item/clothing/gloves = null ///only used by humans
var/obj/item/clothing/shoes/shoes = null ///only used by humans.
var/obj/item/clothing/glasses/glasses = null ///only used by humans.
var/obj/item/clothing/ears = null ///only used by humans.
var/datum/dna/dna = null /// Carbon
var/datum/mind/last_mind = null ///last mind to control this mob, for blood-based cloning
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/co2overloadtime = null
var/temperature_resistance = T0C+75
var/obj/item/reagent_containers/food/snacks/meat/slab/type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab
var/gib_type = /obj/effect/decal/cleanable/blood/gibs
var/rotate_on_lying = 1
var/tinttotal = 0 /// Total level of visualy impairing items
///Gets filled up in [create_bodyparts()][/mob/living/carbon/proc/create_bodyparts]
var/list/bodyparts = list(
/obj/item/bodypart/chest,
/obj/item/bodypart/head,
/obj/item/bodypart/l_arm,
/obj/item/bodypart/r_arm,
/obj/item/bodypart/r_leg,
/obj/item/bodypart/l_leg,
)
var/list/hand_bodyparts = list() ///a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
var/icon_render_key = ""
var/static/list/limb_icon_cache = list()
var/has_bones = FALSE
//halucination vars
var/image/halimage
var/image/halbody
var/obj/halitem
var/hal_screwyhud = SCREWYHUD_NONE
var/next_hallucination = 0
var/cpr_time = 1 ///CPR cooldown.
var/damageoverlaytemp = 0
var/drunkenness = 0 ///Overall drunkenness
var/stam_regen_start_time = 0 ///used to halt stamina regen temporarily
/// Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection
var/heat_protection = 0 // No heat protection
/// Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection
var/cold_protection = 0 // No cold protection
/// Timer id of any transformation
var/transformation_timer
/// All of the wounds a carbon has afflicted throughout their limbs
var/list/all_wounds
/// All of the scars a carbon has afflicted throughout their limbs
var/list/all_scars
/// WS edit - moth dust when hugging
var/mothdust