human
Vars | |
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 |
receiving_cpr_from | UID of the person who is giving this mob CPR. |
tail | Name of tail image in species effects icon file. |
wing | Same as tail but wing |
Procs | |
Robotize | For transforming humans into robots (cyborgs). |
add_comment | Helper function to add a "comment" to a data record. Used for medical or security records. |
adjustBrainLoss | sums up all the damage of all the limbs |
check_eye_prot | check_eye_prot() Returns a number between -1 to 2 |
check_vital_organs | Returns true if all the mob's vital organs are functional, otherwise returns false |
electrocute_act | Calculates the siemens coeff based on clothing and species, can also restart hearts. |
get_cpr_timer_adjustment | Get the amount of time that this round of CPR should add to the death timer |
get_runechat_color | Helper to get the mobs runechat colour span |
handle_fire | FIRE CODE |
mind_checks | Handles any adjustments to the mob after a mind transfer. |
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_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. |
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
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
receiving_cpr_from
UID of the person who is giving this mob CPR.
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.
add_comment
Helper function to add a "comment" to a data record. Used for medical or security records.
adjustBrainLoss
sums up all the damage of all the limbs
check_eye_prot
check_eye_prot() Returns a number between -1 to 2
check_vital_organs
Returns true if all the mob's vital organs are functional, otherwise returns false
electrocute_act
Calculates the siemens coeff based on clothing and species, can also restart hearts.
get_cpr_timer_adjustment
Get the amount of time that this round of CPR should add to the death timer
get_runechat_color
Helper to get the mobs runechat colour span
Basically just a quick redirect to the DNA handler that gets the species-specific colour handler
handle_fire
FIRE CODE
mind_checks
Handles any adjustments to the mob after a mind transfer.
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_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.
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.