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. |
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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 |
receiving_cpr_from | UID of the person who is giving this mob CPR. |
species_subtype | Species Sub-Type - overrites the species_sheet_name when it's not "None", acts the same as a skin tone. |
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. |
bananatouched_harmless | Like bananatouched, but intended to be used for funny one-off scenarios which aren't meant to permanently cripple someone's round. |
check_eye_prot | check_eye_prot() Returns a number between -1 to 2 |
check_obscured_slots | Gets the obscured ITEM_SLOTs on a human |
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 |
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. |
slimify_limb | Slimifies a limb by painting a color onto the icon, then changing the alpha |
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
receiving_cpr_from 
UID of the person who is giving this mob CPR.
species_subtype 
Species Sub-Type - overrites the species_sheet_name when it's not "None", acts the same as a skin tone.
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.
bananatouched_harmless
Like bananatouched, but intended to be used for funny one-off scenarios which aren't meant to permanently cripple someone's round.
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.
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
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.
slimify_limb
Slimifies a limb by painting a color onto the icon, then changing the alpha
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.