Space Station 13 - Modules - TypesVar Details - Proc Details

human

Vars

alpha_sourcesLazylist of sources to track what our alpha should be, alpha is set to the minimum. Use the set_alpha_tracking and get_alpha helpers.
body_typeThe body type associated with the body
bodyparts_by_namemap organ names to organs
heightPlayers' height (more fluff)
physiquePlayers physique (even MORE fluff)
previous_damage_appearanceStores what the body last looked like. Prevents updating the body when we don't need to
quirksList of quirk datums attached to the mob
receiving_cpr_fromUID of the person who is giving this mob CPR.
skittish_cooldownThe cooldown for jumping into a closet or crate
spinesSame as wing but with back spines
tailName of tail image in species effects icon file.
wingSame as tail but wing

Procs

RobotizeFor transforming humans into robots (cyborgs).
TogglewingsUsed to toggle whether wings are open or not
__getarmor_bodypartThis is an internal proc, returns the armor value for a particular bodypart /obj/item/organ/external. Use getarmor() instead
add_commentHelper function to add a "comment" to a data record. Used for medical or security records.
bananatouched_harmlessLike bananatouched, but intended to be used for funny one-off scenarios which aren't meant to permanently cripple someone's round.
change_skin_toneTone must be between -185 and 220. commonly used in 1 to 220, see random_skin_tone() for species-specific values
check_eye_protcheck_eye_prot() Returns a number between -1 to 2
check_obscured_slotsGets the obscured ITEM_SLOTs on a human
compressor_grindDefault behavior when getting ground up in a compressor
contaminate_atomTries to contaminate a human
electrocute_actCalculates the siemens coeff based on clothing and species, can also restart hearts.
get_alphaGets the target alpha of the human
get_cpr_timer_adjustmentGet the amount of time that this round of CPR should add to the death timer
getarmorThis proc calculates armor value for humans. If null is passed for def_zone, then this will return something appropriate for all zones (e.g. area effect damage)
handle_fireFIRE CODE
is_inside_mobChecks if an item is inside the body of the mob
mind_checksHandles any adjustments to the mob after a mind transfer.
rad_contaminate_zoneReturns a list. The first element is whether we penetrated all clothing for the zone, the rest are the clothes that got contaminated
regrow_external_limb_if_missingRegrows a given external limb if it is missing. Does not add internal organs back in. Returns whether or not it regrew the limb
sec_hud_set_IDSecurity HUDs! Basic mode shows only the job.
set_alpha_trackingHelper for tracking alpha, use this to set an alpha source
set_speciesChange a mob's species.
setup_dnaSets up DNA and species.
setup_otherSets up other variables and components that may be needed for gameplay.
sop_legalGives the imaginary legal sop booklet verb
space_lawGives the imaginary space law booklet verb
tintchecktintcheck() Checks eye covering items for visually impairing tinting, such as welding masks Checked in life.dm. 0 & 1 = no impairment, 2 = welding mask overlay, 3 = You can see jack, but you can't see shit.
update_hairGenerates overlays for the hair layer.

Var Details

alpha_sources

Lazylist of sources to track what our alpha should be, alpha is set to the minimum. Use the set_alpha_tracking and get_alpha helpers.

body_type

The body type associated with the body

bodyparts_by_name

map organ names to organs

height

Players' height (more fluff)

physique

Players physique (even MORE fluff)

previous_damage_appearance

Stores what the body last looked like. Prevents updating the body when we don't need to

quirks

List of quirk datums attached to the mob

receiving_cpr_from

UID of the person who is giving this mob CPR.

skittish_cooldown

The cooldown for jumping into a closet or crate

spines

Same as wing but with back spines

tail

Name of tail image in species effects icon file.

wing

Same as tail but wing

Proc Details

Robotize

For transforming humans into robots (cyborgs).

Arguments:

Togglewings

Used to toggle whether wings are open or not

__getarmor_bodypart

This is an internal proc, returns the armor value for a particular bodypart /obj/item/organ/external. Use getarmor() instead

add_comment

Helper function to add a "comment" to a data record. Used for medical or security records.

bananatouched_harmless

Like bananatouched, but intended to be used for funny one-off scenarios which aren't meant to permanently cripple someone's round.

change_skin_tone

Tone must be between -185 and 220. commonly used in 1 to 220, see random_skin_tone() for species-specific values

check_eye_prot

check_eye_prot() Returns a number between -1 to 2

check_obscured_slots

Gets the obscured ITEM_SLOTs on a human

Returns:

compressor_grind

Default behavior when getting ground up in a compressor

contaminate_atom

Tries to contaminate a human

electrocute_act

Calculates the siemens coeff based on clothing and species, can also restart hearts.

get_alpha

Gets the target alpha of the human

optional_source - use this to get the alpha of an exact source. This is unsafe, only use if you 100% know it will be in the list. For the best safety, only call this as get_alpha(src)

get_cpr_timer_adjustment

Get the amount of time that this round of CPR should add to the death timer

getarmor

This proc calculates armor value for humans. If null is passed for def_zone, then this will return something appropriate for all zones (e.g. area effect damage)

handle_fire

FIRE CODE

is_inside_mob

Checks if an item is inside the body of the mob

mind_checks

Handles any adjustments to the mob after a mind transfer.

rad_contaminate_zone

Returns a list. The first element is whether we penetrated all clothing for the zone, the rest are the clothes that got contaminated

regrow_external_limb_if_missing

Regrows a given external limb if it is missing. Does not add internal organs back in. Returns whether or not it regrew the limb

Arguments:

sec_hud_set_ID

Security HUDs! Basic mode shows only the job.

set_alpha_tracking

Helper for tracking alpha, use this to set an alpha source

alpha_num - num between 0 and 255 that represents the alpha from source source - a datum that is the cause of the alpha source. This will be turned into a key via UID. update_alpha - boolean if alpha should be updated with this proc. Set this to false if you plan to animate the alpha after this call.

set_species

Change a mob's species.

Arguments:

setup_dna

Sets up DNA and species.

Arguments:

setup_other

Sets up other variables and components that may be needed for gameplay.

Gives the imaginary legal sop booklet verb

space_law

Gives the imaginary space law booklet verb

tintcheck

tintcheck() Checks eye covering items for visually impairing tinting, such as welding masks Checked in life.dm. 0 & 1 = no impairment, 2 = welding mask overlay, 3 = You can see jack, but you can't see shit.

update_hair

Generates overlays for the hair layer.