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Aurora.3/code/modules/mob/mob_defines.dm

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/mob
density = 1
layer = 4.0
animate_movement = 2
flags = PROXMOVE
sight = DEFAULT_SIGHT
virtual_mob = /mob/abstract/observer/virtual/mob
var/datum/mind/mind
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
can_be_buckled = TRUE
var/obj/screen/cells = null
var/obj/screen/flash = null
var/obj/screen/blind = null
var/obj/screen/hands = null
var/obj/screen/pullin = null
var/obj/screen/purged = null
var/obj/screen/internals/internals = null
var/obj/screen/oxygen = null
var/obj/screen/paralysis_indicator = null
var/obj/screen/i_select = null
var/obj/screen/m_select = null
var/obj/screen/toxin = null
var/obj/screen/fire = null
var/obj/screen/bodytemp = null
var/obj/screen/healths = null
var/obj/screen/throw_icon = null
var/obj/screen/nutrition_icon = null
var/obj/screen/hydration_icon = null
var/obj/screen/pressure = null
var/obj/screen/damageoverlay = null
var/obj/screen/pain = null
var/obj/screen/gun/item/item_use_icon = null
var/obj/screen/gun/radio/radio_use_icon = null
var/obj/screen/gun/move/gun_move_icon = null
var/obj/screen/gun/run/gun_run_icon = null
var/obj/screen/gun/mode/gun_setting_icon = null
var/obj/screen/gun/unique_action_icon = null
var/obj/screen/gun/toggle_firing_mode = null
var/obj/screen/energy/energy_display = null
var/obj/screen/instability/instability_display = null
var/obj/screen/up_hint = null
//spells hud icons - this interacts with add_spell and remove_spell
var/list/obj/screen/movable/spell_master/spell_masters = null
var/obj/screen/movable/ability_master/ability_master = null
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
I'll make some notes on where certain variable defines should probably go.
Changing this around would probably require a good look-over the pre-existing code.
*/
var/obj/screen/zone_sel/zone_sel = null
var/use_me = 1 //Allows all mobs to use the me verb by default, will have to manually specify they cannot
var/damageoverlaytemp = 0
var/computer_id = null
var/character_id = 0
var/obj/machinery/machine = null
var/other_mobs = null
var/sdisabilities = 0 //Carbon
var/disabilities = 0 //Carbon
var/atom/movable/pulling = null
var/next_move = null
var/transforming = null //Carbon
var/other = 0.0
var/hand = null
var/eye_blind = null //Carbon
var/eye_blurry = null //Carbon
var/ear_deaf = null //Carbon
var/ear_damage = null //Carbon
var/stuttering = null
var/slurring = null
var/brokejaw = null
var/tarded = null
var/real_name = null
var/flavor_text = ""
var/med_record = ""
var/sec_record = ""
var/list/incidents = list()
var/list/additional_vision_handlers = list()
var/gen_record = ""
var/ccia_record = ""
var/list/ccia_actions = list()
var/exploit_record = ""
var/blinded = null
var/bhunger = 0 //Carbon
var/ajourn = 0
var/druggy = 0 //Carbon
var/confused = 0 //Carbon
var/antitoxs = null
var/phoron = null
var/sleeping = 0 //Carbon
var/sleeping_msg_debounce = FALSE //Carbon - Used to show a message once every time someone falls asleep.
var/resting = 0 //Carbon
var/lying = 0
var/lying_prev = 0
var/canmove = 1
//Allows mobs to move through dense areas without restriction. For instance, in space or out of holder objects.
var/incorporeal_move = INCORPOREAL_DISABLE
var/lastpuke = 0
var/unacidable = 0
var/list/pinned = list() // List of things pinning this creature to walls (see living_defense.dm)
var/list/embedded = list() // Embedded items, since simple mobs don't have organs.
var/list/languages = list() // For speaking/listening.
var/list/speak_emote = list("says") // Verbs used when speaking. Defaults to 'say' if speak_emote is null.
var/emote_type = 1 // Define emote default type, 1 for seen emotes, 2 for heard emotes
var/facing_dir = null // Used for the ancient art of moonwalking.
var/obj/machinery/hologram/holopad/holo = null
var/name_archive //For admin things like possession
var/timeofdeath = 0.0//Living
var/cpr = FALSE //Whether the mob is performing cpr or not
var/bodytemperature = 310.055 //98.7 F
var/old_x = 0
var/old_y = 0
var/drowsiness = 0.0//Carbon
var/charges = 0.0
var/nutrition = BASE_MAX_NUTRITION * CREW_NUTRITION_SLIGHTLYHUNGRY //carbon
var/nutrition_loss = HUNGER_FACTOR //How much hunger is lost per tick. This is modified by species
var/nutrition_attrition_rate = 1 // A multiplier for how much nutrition this specific mob loses per tick.
var/max_nutrition = BASE_MAX_NUTRITION
var/hydration = BASE_MAX_HYDRATION * CREW_HYDRATION_SLIGHTLYTHIRSTY //carbon
var/hydration_loss = THIRST_FACTOR //How much hunger is lost per tick. This is modified by species
var/hydration_attrition_rate = 1 // A multiplier for how much hydration this specific mob loses per tick.
var/max_hydration = BASE_MAX_NUTRITION
var/overeatduration = 0 // How long this guy is overeating //Carbon
var/overdrinkduration = 0 // How long this guy is overdrinking //Carbon
var/paralysis = 0
var/stunned = 0
var/weakened = 0
var/losebreath = 0 //Carbon
var/intent = null//Living -- Depreciated? (a_intent below is your help/disarm/grab/harm)
var/shakecamera = 0
var/a_intent = I_HELP//Living
var/m_intent = M_WALK //Living
var/lastKnownIP = null
var/obj/item/l_hand = null//Living
var/obj/item/r_hand = null//Living
var/obj/item/back = null//Human/Monkey
var/obj/item/tank/internal = null//Human/Monkey
var/obj/item/storage/s_active = null//Carbon
var/obj/item/clothing/mask/wear_mask = null//Carbon
var/seer = 0 //for cult//Carbon, probably Human
var/datum/hud/hud_used = null
var/list/grabbed_by = list( )
var/list/requests = list( )
var/list/mapobjs = list()
var/in_throw_mode = 0
var/inertia_dir = 0
var/job = null//Living
var/const/blindness = 1//Carbon
var/const/deafness = 2//Carbon
var/const/muteness = 4//Carbon
var/can_pull_size = 10 // Maximum w_class the mob can pull.
var/can_pull_mobs = MOB_PULL_LARGER // Whether or not the mob can pull other mobs.
var/datum/dna/dna = null//Carbon
var/list/mutations = list() //Carbon -- Doohl
//see: setup.dm for list of mutations
var/voice_name = "unidentifiable voice"
var/accent
var/faction = "neutral" //Used for checking whether hostile simple animals will attack you, possibly more stuff later
var/captured = 0 //Functionally, should give the same effect as being buckled_to into a chair when true.
//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
//var/proc_holder_list[] = list()//Right now unused.
//Also unlike the spell list, this would only store the object in contents, not an object in itself.
/* Add this line to whatever stat module you need in order to use the proc holder list.
Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
This requires creating a verb for the object proc holder.
if (proc_holder_list.len)//Generic list for proc_holder objects.
for(var/obj/effect/proc_holder/P in proc_holder_list)
statpanel("[P.panel]","",P)
*/
//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
// This is stored as a weakref because BYOND's harddeleter sucks ass.
var/datum/weakref/LAssailant
//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
var/list/spell/spell_list
//List of active diseases
var/list/viruses = list() // replaces var/datum/disease/virus
//Monkey/infected mode
var/list/resistances = list()
var/datum/disease/virus = null
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/update_icon = 1 //Set to 1 to trigger update_icon() at the next life() call
var/status_flags = CANSTUN|CANWEAKEN|CANPARALYSE|CANPUSH //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
var/area/lastarea = null
var/digitalcamo = 0 // Can they be tracked by the AI?
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/universal_understand = 0 // Set to 1 to enable the mob to understand everyone, not necessarily speak
//If set, indicates that the client "belonging" to this (clientless) mob is currently controlling some other mob
//so don't treat them as being SSD even though their client var is null.
var/mob/teleop = null
var/turf/listed_turf = null //the current turf being examined in the stat panel
var/list/shouldnt_see = list() //typecache of objects that this mob shouldn't see in the stat panel. this silliness is needed because of AI alt+click and cult blood runes
var/list/active_genes=list()
var/mob_size = MOB_MEDIUM
var/list/progressbars
var/frozen = FALSE //related to wizard statues, if set to true, life won't process
gfi_layer_rotation = GFI_ROTATION_DEFDIR
var/disconnect_time = null//Time of client loss, set by Logout(), for timekeeping
var/mob_thinks = TRUE
var/authed = TRUE
var/player_age = "Requires database"