human

Any humanoid (non-Xeno) mob, such as humans, plasmamen, lizards.
Vars | |
afk_thefts | When an braindead player has their equipment fiddled with, we log that info here for when they come back so they know who took their ID while they were DC'd for 30 seconds |
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blood_in_hands | How many "units of blood" we have on our hands |
can_ride_typecache | What types of mobs are allowed to ride/buckle to this mob |
coretemperature | The core temperature of the human compaired to the skin temp of the body |
eye_color_heterochromatic | Var used to keep track of a human mob having a heterochromatic right eye. To ensure prefs don't overwrite shit |
grad_color | Colours used for hair and facial hair gradients. |
grad_style | Styles used for hair and facial hair gradients. |
heat_exposure_stacks | Exposure to damaging heat levels increases stacks, stacks clean over time when temperatures are lower. Stack is consumed to add a wound. |
physique | Which body type to use |
Procs | |
adjust_coretemperature | Adjust the core temperature of a mob |
apply_damage | depending on the species, it will run the corresponding apply_damage code there |
burn_clothing | Used by fire code to damage worn items. |
check_reflect | Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object |
clean_face | Called on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal |
clean_lips | A wrapper for mob/living/carbon/human/proc/update_lips that tells us if there were lip styles to change |
clothingonpart | Get all the clothing on a specific body part |
copy_clothing_prefs | copies over clothing preferences like underwear to another human |
do_cpr | Performs CPR on the target after a delay. |
electrocute_act | Calculates the siemens coeff based on clothing and species, can also restart hearts. |
fan_hud_set_fandom | FAN HUDs! For identifying other fans on-sight. |
force_say | Makes the player force say what's in their current input box. |
format_scars | For use formatting all of the scars this human has for saving for persistent scarring, returns a string with all current scars/missing limb amputation scars for saving or loading purposes |
generate_death_examine_text | Returns death message for mob examine text |
get_body_temp_normal | get_body_temperature Returns the body temperature with any modifications applied |
get_equipped_items | Used to return a list of equipped items on a human mob; does not include held items (use get_all_gear) |
get_majority_bodypart_damage_desc | returns a list of "damtype" => damage description based off of which bodypart description is most common used in human examines |
handle_blood | BLOOD SYSTEM |
handle_environment | Environment handlers for species |
handle_traits | If we're in a space with 0.5 content pressure protection, it averages the values, for example. |
increment_scar_slot | When we're joining the game in /mob/dead/new_player/proc/create_character, we increment our scar slot then store the slot in our mind datum. |
load_persistent_scars | Read all the scars we have for the designated character/scar slots, verify they're good/dump them if they're old/wrong format, create them on the user, and write the scars that passed muster back to the file |
load_scar | Takes a single scar from the persistent scar loader and recreates it from the saved data |
on_entered | HUDs |
on_unknown_trait | Gaining or losing TRAIT_UNKNOWN updates our name and our sechud |
psykerize | Proc with no side effects that turns someone into a psyker. returns FALSE if it could not psykerize. |
randomize_human_appearance | Fully randomizes everything according to the given flags. |
save_persistent_scars | Save any scars we have to our designated slot, then write our current slot so that the next time we call /mob/living/carbon/human/proc/increment_scar_slot (the next round we join), we'll be there |
sec_hud_set_ID | Security HUDs! Basic mode shows only the job. |
set_haircolor | Set the haircolor of a human. Override instead sets the override value, it will not be changed away from the override value until override is set to null. |
singularity_act | Overrides the point value that the mob is worth |
slow_psykerize | flavorful variant of psykerizing that deals damage and sends messages before calling psykerize() |
smart_equip_targeted | take the most recent item out of a slot or place held item in a slot |
something_horrible | DNA HELPER-PROCS |
toggle_externals | Returns TRUE if the tank successfully toggles open/closed. Opens the tank only if a breathing apparatus is found. |
update_lips | Used to update the makeup on a human and apply/remove lipstick traits, then store/unstore them on the head object in case it gets severed |
wash | Called when this human should be washed |
wash_hands | Wash the hands, cleaning either the gloves if equipped and not obscured, otherwise the hands themselves if they're not obscured. |
Var Details
afk_thefts

When an braindead player has their equipment fiddled with, we log that info here for when they come back so they know who took their ID while they were DC'd for 30 seconds
blood_in_hands

How many "units of blood" we have on our hands
can_ride_typecache

What types of mobs are allowed to ride/buckle to this mob
coretemperature

The core temperature of the human compaired to the skin temp of the body
eye_color_heterochromatic

Var used to keep track of a human mob having a heterochromatic right eye. To ensure prefs don't overwrite shit
grad_color

Colours used for hair and facial hair gradients.
grad_style

Styles used for hair and facial hair gradients.
heat_exposure_stacks

Exposure to damaging heat levels increases stacks, stacks clean over time when temperatures are lower. Stack is consumed to add a wound.
physique

Which body type to use
Proc Details
adjust_coretemperature
Adjust the core temperature of a mob
vars:
- amount The amount of degrees to change body temperature by
- min_temp (optional) The minimum body temperature after adjustment
- max_temp (optional) The maximum body temperature after adjustment
apply_damage
depending on the species, it will run the corresponding apply_damage code there
burn_clothing
Used by fire code to damage worn items.
Arguments:
- delta_time
- times_fired
- stacks: Current amount of firestacks
check_reflect
Reflection checks for anything in your l_hand, r_hand, or wear_suit based on the reflection chance of the object
clean_face
Called on the COMSIG_COMPONENT_CLEAN_FACE_ACT signal
clean_lips
A wrapper for mob/living/carbon/human/proc/update_lips that tells us if there were lip styles to change
clothingonpart
Get all the clothing on a specific body part
copy_clothing_prefs
copies over clothing preferences like underwear to another human
do_cpr
Performs CPR on the target after a delay.
electrocute_act
Calculates the siemens coeff based on clothing and species, can also restart hearts.
fan_hud_set_fandom
FAN HUDs! For identifying other fans on-sight.
force_say
Makes the player force say what's in their current input box.
format_scars
For use formatting all of the scars this human has for saving for persistent scarring, returns a string with all current scars/missing limb amputation scars for saving or loading purposes
generate_death_examine_text
Returns death message for mob examine text
get_body_temp_normal
get_body_temperature Returns the body temperature with any modifications applied
This applies the result from proc/get_body_temp_normal_change() against the bodytemp_normal for the species and returns the result
arguments:
- apply_change (optional) Default True This applies the changes to body temperature normal
get_equipped_items
Used to return a list of equipped items on a human mob; does not include held items (use get_all_gear)
Argument(s):
- Optional - include_pockets (TRUE/FALSE), whether or not to include the pockets and suit storage in the returned list
get_majority_bodypart_damage_desc
returns a list of "damtype" => damage description based off of which bodypart description is most common used in human examines
handle_blood
BLOOD SYSTEM
handle_environment
Environment handlers for species
handle_traits
If we're in a space with 0.5 content pressure protection, it averages the values, for example.
increment_scar_slot
When we're joining the game in /mob/dead/new_player/proc/create_character, we increment our scar slot then store the slot in our mind datum.
load_persistent_scars
Read all the scars we have for the designated character/scar slots, verify they're good/dump them if they're old/wrong format, create them on the user, and write the scars that passed muster back to the file
load_scar
Takes a single scar from the persistent scar loader and recreates it from the saved data
on_entered
HUDs
on_unknown_trait
Gaining or losing TRAIT_UNKNOWN updates our name and our sechud
psykerize
Proc with no side effects that turns someone into a psyker. returns FALSE if it could not psykerize.
randomize_human_appearance
Fully randomizes everything according to the given flags.
save_persistent_scars
Save any scars we have to our designated slot, then write our current slot so that the next time we call /mob/living/carbon/human/proc/increment_scar_slot (the next round we join), we'll be there
sec_hud_set_ID
Security HUDs! Basic mode shows only the job.
set_haircolor
Set the haircolor of a human. Override instead sets the override value, it will not be changed away from the override value until override is set to null.
singularity_act
Overrides the point value that the mob is worth
slow_psykerize
flavorful variant of psykerizing that deals damage and sends messages before calling psykerize()
smart_equip_targeted
take the most recent item out of a slot or place held item in a slot
something_horrible
DNA HELPER-PROCS
toggle_externals
Returns TRUE if the tank successfully toggles open/closed. Opens the tank only if a breathing apparatus is found.
update_lips
Used to update the makeup on a human and apply/remove lipstick traits, then store/unstore them on the head object in case it gets severed
wash
Called when this human should be washed
wash_hands
Wash the hands, cleaning either the gloves if equipped and not obscured, otherwise the hands themselves if they're not obscured.
Returns false if we couldn't wash our hands due to them being obscured, otherwise true