Space Station 13 - Modules - TypesVar Details - Proc Details

carbon

Vars

co2overloadtimeUsed to track how much CO2 is in our system. Too much CO2 means you get stunned and die
dreamingHow many dream messages we have left to send
handcuffedWhether or not the mob is handcuffed, restraints/handcuffs/ required for var/cuffed_state
headThe object stored on the head of the mob. Strangly not on the Human level
internal_organ_datumsAn associated list of strings that associate it with the organ datum, e.g. [ORGAN_DATUM_HEART] = /datum/organ/heart
last_pain_messageStores the last pain message we got. used to prevent chatspam from pain
legcuffedSame as handcuffs but for legs. Bear traps use this.
life_tickThe amount of life ticks that have processed on this mob.
next_pain_timeStores the last time we sent a pain message. used to prevent chatspam from pain
nightmareHow many nightmare messages we have left to send
poseActive emote/pose. Similar to flavor text
pulseCurrent pulse of this mob. Updated by handle_pulse on life
wear_suitThe object stored on the exosuit slot of the mob. Strangly not on the Human level
wetlevelTracks how wet the mob is. Only used for examining the mob

Procs

can_breathe_helmetReturns TRUE if an air tank compatible helmet is equipped.
can_breathe_internalsReturns TRUE if an air tank compatible mask or breathing tube is equipped.
can_breathe_maskReturns TRUE if an air tank compatible mask is equipped.
can_breathe_tubeReturns TRUE if a breathing tube is equipped.
can_feel_painWhether or not a mob can feel pain.
clear_handcuffsRemoves a carbon's handcuffs, dropping them to the ground. Calls update_handcuffed(). Unbuckles if handcuffs were necessary for the buckle (pipe buckling, etc.)
clear_legcuffsRemoves a carbon's legcuffs, dropping them to the ground. Calls update_inv_legcuffed().
clear_restraintsClears a carbon mob's handcuffs and legcuffs, dropping them to the ground.
dreamDREAMS
electrocute_actAdds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.
examine_damage_flavorAdd specific damage flavor here.
examine_extra_damage_flavorAdd any extra info which should be within the "damage" block, the big warning span.
examine_extra_general_flavorAdd some last information in before HUDs get put through.
examine_handle_individual_limbSpecial handlers for processing limbs go here, based on limb names in examine_visible_clothing.
examine_start_damage_blockAdd whatever you want to start the damage block with here.
examine_visible_clothingGet the message parts, in order, for a proper examine. Message parts should be as follows:
examine_what_am_iIdentify what this mob in particular is.
has_virusWhether a virus worthy displaying on the HUD is present.
is_in_critMedical HUD! Basic mode needs suit sensors on. Whether the carbon mob is currently in crit.
pat_outHandles patting out a fire on someone.
secondary_shockCalled slightly after electrocute act to reduce jittering and apply a secondary knockdown.
toggle_giveToggles the /datum/click_intercept/give on or off for the src mob.
update_suit_sensorsHOOKS

Var Details

co2overloadtime

Used to track how much CO2 is in our system. Too much CO2 means you get stunned and die

dreaming

How many dream messages we have left to send

handcuffed

Whether or not the mob is handcuffed, restraints/handcuffs/ required for var/cuffed_state

head

The object stored on the head of the mob. Strangly not on the Human level

internal_organ_datums

An associated list of strings that associate it with the organ datum, e.g. [ORGAN_DATUM_HEART] = /datum/organ/heart

last_pain_message

Stores the last pain message we got. used to prevent chatspam from pain

legcuffed

Same as handcuffs but for legs. Bear traps use this.

life_tick

The amount of life ticks that have processed on this mob.

next_pain_time

Stores the last time we sent a pain message. used to prevent chatspam from pain

nightmare

How many nightmare messages we have left to send

pose

Active emote/pose. Similar to flavor text

pulse

Current pulse of this mob. Updated by handle_pulse on life

wear_suit

The object stored on the exosuit slot of the mob. Strangly not on the Human level

wetlevel

Tracks how wet the mob is. Only used for examining the mob

Proc Details

can_breathe_helmet

Returns TRUE if an air tank compatible helmet is equipped.

can_breathe_internals

Returns TRUE if an air tank compatible mask or breathing tube is equipped.

can_breathe_mask

Returns TRUE if an air tank compatible mask is equipped.

can_breathe_tube

Returns TRUE if a breathing tube is equipped.

can_feel_pain

Whether or not a mob can feel pain.

Returns TRUE if the mob can feel pain, FALSE otherwise

clear_handcuffs

Removes a carbon's handcuffs, dropping them to the ground. Calls update_handcuffed(). Unbuckles if handcuffs were necessary for the buckle (pipe buckling, etc.)

Arguments:

Returns:

clear_legcuffs

Removes a carbon's legcuffs, dropping them to the ground. Calls update_inv_legcuffed().

Arguments:

Returns:

clear_restraints

Clears a carbon mob's handcuffs and legcuffs, dropping them to the ground.

Arguments:

Returns:

dream

DREAMS

electrocute_act

Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.

examine_damage_flavor

Add specific damage flavor here.

examine_extra_damage_flavor

Add any extra info which should be within the "damage" block, the big warning span.

examine_extra_general_flavor

Add some last information in before HUDs get put through.

examine_handle_individual_limb

Special handlers for processing limbs go here, based on limb names in examine_visible_clothing.

examine_start_damage_block

Add whatever you want to start the damage block with here.

examine_visible_clothing

Get the message parts, in order, for a proper examine. Message parts should be as follows:

Arguments represent whether to skip a certain slot when handling the message.

examine_what_am_i

Identify what this mob in particular is.

has_virus

Whether a virus worthy displaying on the HUD is present.

is_in_crit

Medical HUD! Basic mode needs suit sensors on. Whether the carbon mob is currently in crit.

pat_out

Handles patting out a fire on someone.

Removes 0.5 fire stacks per pat, with a 30% chance of the user burning their hand if they don't have adequate heat resistance. Arguments:

secondary_shock

Called slightly after electrocute act to reduce jittering and apply a secondary knockdown.

toggle_give

Toggles the /datum/click_intercept/give on or off for the src mob.

update_suit_sensors

HOOKS