human 
Vars | |
| 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 |
Procs | |
| Robotize | For transforming humans into robots (cyborgs). |
| 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 |
| 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 |
| 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 |
| 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 |
| set_species | Change a mob's species. |
| setup_dna | Sets up DNA and species. |
| setup_other | Sets up other variables and components that may be needed for gameplay. |
| sop_legal | 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. |
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:
- cell_type: A type path of the cell the new borg should receive.
- connect_to_default_AI: TRUE if you want /robot/New() to handle connecting the borg to the AI with the least borgs.
- AI: A reference to the AI we want to connect to.
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:
- A bitfield containing the ITEM_SLOTS bitflags that are obscured.
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:
- limb_name - The name of the limb being added. "l_arm" for example
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:
- new_species - The user's new species.
- use_default_color - If true, use the species' default color for the new mob.
- delay_icon_update - If true, UpdateAppearance() won't be called in this proc.
- skip_same_check - If true, don't bail out early if we would be changing to our current species and run through everything anyway.
- retain_damage - If true, damage on the mob will be re-applied post-transform. Otherwise, the mob will have its organs healed.
- transformation - If true, don't apply new species traits to the mob. A false value should be used when creating a new mob instead of transforming into a new species.
- keep_missing_bodyparts - If true, any bodyparts (legs, head, etc.) that were missing on the mob before species change will be missing post-change as well.
setup_dna
Sets up DNA and species.
Arguments:
- new_species - The new species to assign.
setup_other
Sets up other variables and components that may be needed for gameplay.
sop_legal
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.