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carbon_defines.dm
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/mob/living/carbon
gender = MALE
pressure_resistance = 15
hud_possible = list(HEALTH_HUD,STATUS_HUD,ANTAG_HUD,GLAND_HUD,NANITE_HUD,DIAG_NANITE_FULL_HUD)
has_limbs = 1
blocks_emissive = EMISSIVE_BLOCK_NONE
held_items = list(null, null)
/// 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 = list()
/// List of /obj/item/organ in the mob by slot ID for easy access.
/// They don't go in the contents for some reason I don't want to know.
var/list/internal_organs_slot= list()
/// 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/silent = FALSE
/// How many dream images we have left to send
var/dreaming = 0
/// A reference to the current handcuff on this carbon if one is equipped.
var/obj/item/restraints/handcuffed = null
/// A reference to the current legcuff on this carbon if one is equipped. Bear traps use this.
var/obj/item/restraints/legcuffed = null
var/disgust = 0
/// Timer id of any transformation
var/transformation_timer
//inventory slots
var/obj/item/back = null
var/obj/item/clothing/mask/wear_mask = null
var/obj/item/clothing/neck/wear_neck = null
/// Equipped air tank. Never set this manually.
var/obj/item/tank/internal = null
/// "External" air tank. Never set this manually. Not required to stay directly equipped on the mob (i.e. could be a machine or MOD suit module).
var/obj/item/tank/external = 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
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/leg/right, /obj/item/bodypart/leg/left)
//Gets filled up in create_bodyparts()
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()
//halucination vars
var/image/halimage
var/image/halbody
var/obj/halitem
var/hal_screwyhud = SCREWYHUD_NONE
var/cpr_time = 1 //CPR cooldown.
var/damageoverlaytemp = 0
var/stam_regen_start_time = 0 //used to halt stamina regen temporarily
/// 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
var/visible_tumors = FALSE //if you are seem with some tumors, for examine
/// Only load in visual organs
var/visual_only_organs = FALSE
COOLDOWN_DECLARE(bleeding_message_cd)
var/list/image/infra_images