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signals_human.dm
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signals_human.dm
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///from /mob/living/carbon/human/proc/force_say(): ()
#define COMSIG_HUMAN_FORCESAY "human_forcesay"
#define COMSIG_HUMAN_TAKE_DAMAGE "human_take_damage"
#define COMPONENT_BLOCK_DAMAGE (1<<0)
/// From /mob/living/carbon/human/ExtinguishMob()
#define COMSIG_HUMAN_EXTINGUISH "human_extinguish"
/// From /obj/item/device/defibrillator/attack
#define COMSIG_HUMAN_REVIVED "human_revived"
/// From /mob/living/carbon/human/bullet_act
#define COMSIG_HUMAN_PRE_BULLET_ACT "human_pre_bullet_act"
/// From /mob/living/carbon/human/bullet_act(): (damage_result, ammo_flags, obj/projectile/P)
#define COMSIG_HUMAN_BULLET_ACT "human_bullet_act"
#define COMPONENT_CANCEL_BULLET_ACT (1<<0)
/// From /obj/effect/decal/cleanable/blood/Crossed(): (amount, bcolor, dry_time_left)
#define COMSIG_HUMAN_BLOOD_CROSSED "human_blood_crossed"
#define COMSIG_HUMAN_CLEAR_BLOODY_FEET "human_clear_bloody_feet"
/// from /mob/living/carbon/human/attack_alien()
#define COMSIG_HUMAN_ALIEN_ATTACK "human_alien_attack"
/// From /obj/item/clothing/mask/facehugger/proc/impregnate(): (obj/item/clothing/mask/facehugger/hugger)
#define COMSIG_HUMAN_IMPREGNATE "human_impregnate"
#define COMPONENT_NO_IMPREGNATE (1<<0)
/// From /mob/living/carbon/human/apply_overlay(): (cache_index, overlay_image)
#define COMSIG_HUMAN_OVERLAY_APPLIED "human_overlay_applied"
/// From /mob/living/carbon/human/remove_overlay(): (cache_index, overlay_image)
#define COMSIG_HUMAN_OVERLAY_REMOVED "human_overlay_removed"
/// From /datum/flaying_datum
#define COMSIG_HUMAN_FLAY_ATTEMPT "human_flay_attempt"
#define COMSIG_HUMAN_BONEBREAK_PROBABILITY "human_bonebreak_probability"
#define COMSIG_HUMAN_UPDATE_SIGHT "human_update_sight"
#define COMPONENT_OVERRIDE_UPDATE_SIGHT (1<<0)
///from /mob/living/carbon/human/movement_delay()
#define COMSIG_HUMAN_MOVEMENT_CANCEL_INTERACTION "human_movement_cancel_interaction"
#define COMPONENT_HUMAN_MOVEMENT_KEEP_USING (1<<0)
///from /mob/living/carbon/human/update_sight()
#define COMSIG_HUMAN_POST_UPDATE_SIGHT "human_post_update_sight"
///from /mob/living/carbon/human/movement_delay(): (list/movedata)
#define COMSIG_HUMAN_POST_MOVE_DELAY "human_post_move_delay"
#define COMSIG_HUMAN_XENO_ATTACK "human_attack_alien"
#define COMPONENT_CANCEL_XENO_ATTACK (1<<0)
/// From /mob/living/carbon/human/MouseDrop_T(atom/dropping, mob/user)
//this is a jank way to use signals, but you would need to rework the entire proc otherwise
#define COMSIG_HUMAN_CARRY "fireman_carry"
#define COMPONENT_CARRY_ALLOW (1<<0)
//from /mob/living/carbon/human/equip_to_slot()
#define COMSIG_HUMAN_EQUIPPED_ITEM "human_equipped_item"
/// From /mob/proc/equip_to_slot_if_possible()
#define COMSIG_HUMAN_ATTEMPTING_EQUIP "human_attempting_equip"
#define COMPONENT_HUMAN_CANCEL_ATTEMPT_EQUIP (1<<0)
//from /mob/living/carbon/human/Life()
#define COMSIG_HUMAN_SET_UNDEFIBBABLE "human_set_undefibbable"
/// from /datum/surgery_step/proc/attempt_step()
#define COMSIG_HUMAN_SURGERY_APPLY_MODIFIERS "human_surgery_apply_modifiers"
/// From /mob/living/carbon/human/proc/get_flags_cold_protection()
#define COMSIG_HUMAN_COLD_PROTECTION_APPLY_MODIFIERS "human_cold_protection_apply_modifiers"
/// From /obj/item/proc/dig_out_shrapnel() : ()
#define COMSIG_HUMAN_SHRAPNEL_REMOVED "human_shrapnel_removed"