Paradise Station 13 - Modules - TypesVar Details - Proc Details

mob

Vars

active_mutationsList of the active mutation types
audio_emote_cd_statusCooldown on audio effects from emotes.
audio_emote_unintentional_cd_statusCooldown on audio effects from unintentional emotes.
buckledmovable atoms buckled to this mob
bucklingmovable atom we are buckled to
emote_cooldown_overrideOverride for cooldowns on non-audio emotes. Should be a number in deciseconds.
emotes_usedTracks last uses of emotes for cooldown purposes
handTrue for left hand active, otherwise for right hand active
has_enabled_antagHUDWhether antagHUD has been enabled previously.
health_hud_overrideOverrides the health HUD element state if set.
input_focusThe datum receiving keyboard input. parent mob by default.
last_movement_dirThe direction they last moved
memoryonly set while the move is ongoing, to prevent shuffling between pullees
open_uisglobal
runechat_msg_locationA soft reference to the location where this mob's runechat message will appear. Uses UID().
s_activeActive storage container
sound_environment_overrideOverride for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)
zone_selectedThe zone this mob is currently targeting

Procs

ForceContractDiseaseForces the mob to contract a virus. If the mob can have viruses. Ignores clothing and other protection Returns TRUE if it succeeds. False if it doesn't
Process_SpacemoveProcess_Spacemove Called by /client/Move() For moving in space Return 1 for movement 0 for none
adjust_nutritionAdjust the nutrition of a mob
become_mouseReturns true if the player successfully becomes a mouse
buckle_mobBuckle to another mob
can_bucklecan the mob be buckled to something by default?
can_resistCan this mob resist (default FALSE)
can_unbucklecan the mob be unbuckled from something by default?
can_use_audio_emoteHelper proc to determine if a mob can use emotes that make sound or not.
create_chat_messageCreates a message overlay at a defined location for a given speaker
custom_emotePerform a custom emote.
emoteSend an emote.
flash_screen_colorFlash up a color as an overlay on a player's screen, then fade back to normal.
get_mob_buckling_heightreturns the height in pixel the mob should have when buckled to another mob.
get_telepathic_targetsReturns an assoc list which contains the mobs in range and their "visible" name. Mobs out of view but in range will be listed as unknown. Else they will have their visible name
ghost_can_reenterChecks if a mob's ghost can reenter their body or not. Used to check for DNR or AntagHUD.
is_holdingCheck if an item is in one of our hands
manual_emoteAllows the intrepid coder to send a basic emote Takes text as input, sends it out to those who need to know after some light parsing If you need something more complex, make it into a datum emote Arguments:
pointedPoint at an atom
post_buckle_mobCall back post buckle to a mob to offset your visual height
post_unbuckle_mobCall back post unbuckle from a mob, (reset your visual height here)
run_modeproc version to finish /mob/verb/mode() execution. used in case the proc needs to be queued for the tick after its first called
run_pointedpossibly delayed verb that finishes the pointing process starting in [/mob/verb/pointed()]. either called immediately or in the tick after pointed() was called, as per the [DEFAULT_QUEUE_OR_CALL_VERB()] macro
run_quick_equipproc extender of [/mob/verb/quick_equip] used to make the verb queuable if the server is overloaded
set_nutritionForce set the mob nutrition
set_typing_indicatorToggles the floating chat bubble above a players head.
shared_ui_interactionpublic
show_radsShow an overlay of radiation levels on radioactive objects.
shuttleRotateTurf rotate procs
special_get_hands_checkSpecal proc for special mobs that use "hands" in weird ways
start_audio_emote_cooldownStart the cooldown for an emote that plays audio.
throw_alertProc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already. Each mob may only have one alert per category.
update_runechat_msg_locationUpdates the mob's runechat maptext display location.
usable_emote_keysGet a list of all emote keys usable by the current mob.

Var Details

active_mutations

List of the active mutation types

audio_emote_cd_status

Cooldown on audio effects from emotes.

audio_emote_unintentional_cd_status

Cooldown on audio effects from unintentional emotes.

buckled

movable atoms buckled to this mob

buckling

movable atom we are buckled to

emote_cooldown_override

Override for cooldowns on non-audio emotes. Should be a number in deciseconds.

emotes_used

Tracks last uses of emotes for cooldown purposes

hand

True for left hand active, otherwise for right hand active

has_enabled_antagHUD

Whether antagHUD has been enabled previously.

health_hud_override

Overrides the health HUD element state if set.

input_focus

The datum receiving keyboard input. parent mob by default.

last_movement_dir

The direction they last moved

memory

only set while the move is ongoing, to prevent shuffling between pullees

open_uis

global

Used to track UIs for a mob.

runechat_msg_location

A soft reference to the location where this mob's runechat message will appear. Uses UID().

s_active

Active storage container

sound_environment_override

Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)

zone_selected

The zone this mob is currently targeting

Proc Details

ForceContractDisease

Forces the mob to contract a virus. If the mob can have viruses. Ignores clothing and other protection Returns TRUE if it succeeds. False if it doesn't

Arguments:

Process_Spacemove

Process_Spacemove Called by /client/Move() For moving in space Return 1 for movement 0 for none

adjust_nutrition

Adjust the nutrition of a mob

become_mouse

Returns true if the player successfully becomes a mouse

buckle_mob

Buckle to another mob

You can buckle on mobs if you're next to them since most are dense

Turns you to face the other mob too

can_buckle

can the mob be buckled to something by default?

can_resist

Can this mob resist (default FALSE)

can_unbuckle

can the mob be unbuckled from something by default?

can_use_audio_emote

Helper proc to determine if a mob can use emotes that make sound or not.

create_chat_message

Creates a message overlay at a defined location for a given speaker

Arguments:

custom_emote

Perform a custom emote.

emote

Send an emote.

flash_screen_color

Flash up a color as an overlay on a player's screen, then fade back to normal.

Arguments:

get_mob_buckling_height

returns the height in pixel the mob should have when buckled to another mob.

get_telepathic_targets

Returns an assoc list which contains the mobs in range and their "visible" name. Mobs out of view but in range will be listed as unknown. Else they will have their visible name

ghost_can_reenter

Checks if a mob's ghost can reenter their body or not. Used to check for DNR or AntagHUD.

Returns FALSE if there is a ghost, and it can't reenter the body. Returns TRUE otherwise.

is_holding

Check if an item is in one of our hands

manual_emote

Allows the intrepid coder to send a basic emote Takes text as input, sends it out to those who need to know after some light parsing If you need something more complex, make it into a datum emote Arguments:

Returns TRUE if it was able to run the emote, FALSE otherwise.

pointed

Point at an atom

mob verbs are faster than object verbs. See this byond forum post for why this isn't atom/verb/pointed()

note: ghosts can point, this is intended

visible_message will handle invisibility properly

overridden here and in /mob/dead/observer for different point span classes and sanity checks

post_buckle_mob

Call back post buckle to a mob to offset your visual height

post_unbuckle_mob

Call back post unbuckle from a mob, (reset your visual height here)

run_mode

proc version to finish /mob/verb/mode() execution. used in case the proc needs to be queued for the tick after its first called

run_pointed

possibly delayed verb that finishes the pointing process starting in [/mob/verb/pointed()]. either called immediately or in the tick after pointed() was called, as per the [DEFAULT_QUEUE_OR_CALL_VERB()] macro

run_quick_equip

proc extender of [/mob/verb/quick_equip] used to make the verb queuable if the server is overloaded

set_nutrition

Force set the mob nutrition

set_typing_indicator

Toggles the floating chat bubble above a players head.

Arguments:

shared_ui_interaction

public

Standard interaction/sanity checks. Different mob types may have overrides.

return UI_state The state of the UI.

show_rads

Show an overlay of radiation levels on radioactive objects.

shuttleRotate

Turf rotate procs

Mob rotate procs

special_get_hands_check

Specal proc for special mobs that use "hands" in weird ways

start_audio_emote_cooldown

Start the cooldown for an emote that plays audio.

Arguments:

throw_alert

Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already. Each mob may only have one alert per category.

Arguments:

update_runechat_msg_location

Updates the mob's runechat maptext display location.

By default, we set this to the src mob's UID().

usable_emote_keys

Get a list of all emote keys usable by the current mob.