mirror of
https://github.com/Aurorastation/Aurora.3.git
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250 lines
9.4 KiB
Plaintext
250 lines
9.4 KiB
Plaintext
/mob
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density = 1
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layer = 4.0
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animate_movement = 2
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flags = PROXMOVE
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sight = DEFAULT_SIGHT
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virtual_mob = /mob/abstract/observer/virtual/mob
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var/datum/mind/mind
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var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
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can_be_buckled = TRUE
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var/obj/screen/cells = null
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var/obj/screen/flash = null
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var/obj/screen/blind = null
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var/obj/screen/hands = null
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var/obj/screen/pullin = null
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var/obj/screen/purged = null
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var/obj/screen/internals/internals = null
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var/obj/screen/oxygen = null
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var/obj/screen/paralysis_indicator = null
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var/obj/screen/i_select = null
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var/obj/screen/m_select = null
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var/obj/screen/toxin = null
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var/obj/screen/fire = null
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var/obj/screen/bodytemp = null
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var/obj/screen/healths = null
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var/obj/screen/throw_icon = null
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var/obj/screen/nutrition_icon = null
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var/obj/screen/hydration_icon = null
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var/obj/screen/pressure = null
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var/obj/screen/damageoverlay = null
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var/obj/screen/pain = null
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var/obj/screen/gun/item/item_use_icon = null
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var/obj/screen/gun/radio/radio_use_icon = null
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var/obj/screen/gun/move/gun_move_icon = null
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var/obj/screen/gun/run/gun_run_icon = null
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var/obj/screen/gun/mode/gun_setting_icon = null
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var/obj/screen/gun/unique_action_icon = null
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var/obj/screen/gun/toggle_firing_mode = null
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var/obj/screen/energy/energy_display = null
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var/obj/screen/instability/instability_display = null
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var/obj/screen/up_hint = null
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//spells hud icons - this interacts with add_spell and remove_spell
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var/list/obj/screen/movable/spell_master/spell_masters = null
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var/obj/screen/movable/ability_master/ability_master = null
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/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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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).
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I'll make some notes on where certain variable defines should probably go.
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Changing this around would probably require a good look-over the pre-existing code.
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*/
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var/obj/screen/zone_sel/zone_sel = null
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var/use_me = 1 //Allows all mobs to use the me verb by default, will have to manually specify they cannot
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var/damageoverlaytemp = 0
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var/computer_id = null
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var/character_id = 0
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var/obj/machinery/machine = null
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var/other_mobs = null
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var/sdisabilities = 0 //Carbon
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var/disabilities = 0 //Carbon
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var/atom/movable/pulling = null
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var/next_move = null
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var/transforming = null //Carbon
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var/other = 0.0
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var/hand = null
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var/eye_blind = null //Carbon
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var/eye_blurry = null //Carbon
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var/ear_deaf = null //Carbon
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var/ear_damage = null //Carbon
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var/stuttering = null
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var/slurring = null
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var/brokejaw = null
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var/tarded = null
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var/real_name = null
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var/flavor_text = ""
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var/med_record = ""
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var/sec_record = ""
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var/list/incidents = list()
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var/list/additional_vision_handlers = list()
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var/gen_record = ""
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var/ccia_record = ""
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var/list/ccia_actions = list()
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var/exploit_record = ""
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var/blinded = null
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var/bhunger = 0 //Carbon
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var/ajourn = 0
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var/druggy = 0 //Carbon
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var/confused = 0 //Carbon
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var/antitoxs = null
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var/phoron = null
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var/sleeping = 0 //Carbon
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var/sleeping_msg_debounce = FALSE //Carbon - Used to show a message once every time someone falls asleep.
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var/resting = 0 //Carbon
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var/lying = 0
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var/lying_prev = 0
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var/canmove = 1
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//Allows mobs to move through dense areas without restriction. For instance, in space or out of holder objects.
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var/incorporeal_move = INCORPOREAL_DISABLE
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var/lastpuke = 0
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var/unacidable = 0
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var/list/pinned = list() // List of things pinning this creature to walls (see living_defense.dm)
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var/list/embedded = list() // Embedded items, since simple mobs don't have organs.
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var/list/languages = list() // For speaking/listening.
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var/list/speak_emote = list("says") // Verbs used when speaking. Defaults to 'say' if speak_emote is null.
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var/emote_type = 1 // Define emote default type, 1 for seen emotes, 2 for heard emotes
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var/facing_dir = null // Used for the ancient art of moonwalking.
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var/obj/machinery/hologram/holopad/holo = null
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var/name_archive //For admin things like possession
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var/timeofdeath = 0.0//Living
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var/cpr = FALSE //Whether the mob is performing cpr or not
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var/bodytemperature = 310.055 //98.7 F
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var/old_x = 0
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var/old_y = 0
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var/drowsiness = 0.0//Carbon
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var/charges = 0.0
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var/nutrition = BASE_MAX_NUTRITION * CREW_NUTRITION_SLIGHTLYHUNGRY //carbon
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var/nutrition_loss = HUNGER_FACTOR //How much hunger is lost per tick. This is modified by species
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var/nutrition_attrition_rate = 1 // A multiplier for how much nutrition this specific mob loses per tick.
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var/max_nutrition = BASE_MAX_NUTRITION
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var/hydration = BASE_MAX_HYDRATION * CREW_HYDRATION_SLIGHTLYTHIRSTY //carbon
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var/hydration_loss = THIRST_FACTOR //How much hunger is lost per tick. This is modified by species
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var/hydration_attrition_rate = 1 // A multiplier for how much hydration this specific mob loses per tick.
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var/max_hydration = BASE_MAX_NUTRITION
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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var/overdrinkduration = 0 // How long this guy is overdrinking //Carbon
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var/paralysis = 0
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var/stunned = 0
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var/weakened = 0
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var/losebreath = 0 //Carbon
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var/intent = null//Living -- Depreciated? (a_intent below is your help/disarm/grab/harm)
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var/shakecamera = 0
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var/a_intent = I_HELP//Living
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var/m_intent = M_WALK //Living
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var/lastKnownIP = null
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var/obj/item/l_hand = null//Living
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var/obj/item/r_hand = null//Living
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var/obj/item/back = null//Human/Monkey
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var/obj/item/tank/internal = null//Human/Monkey
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var/obj/item/storage/s_active = null//Carbon
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var/obj/item/clothing/mask/wear_mask = null//Carbon
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var/seer = 0 //for cult//Carbon, probably Human
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var/datum/hud/hud_used = null
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var/list/grabbed_by = list( )
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var/list/requests = list( )
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var/list/mapobjs = list()
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var/in_throw_mode = 0
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var/inertia_dir = 0
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var/job = null//Living
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var/const/blindness = 1//Carbon
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var/const/deafness = 2//Carbon
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var/const/muteness = 4//Carbon
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var/can_pull_size = 10 // Maximum w_class the mob can pull.
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var/can_pull_mobs = MOB_PULL_LARGER // Whether or not the mob can pull other mobs.
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var/datum/dna/dna = null//Carbon
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var/list/mutations = list() //Carbon -- Doohl
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//see: setup.dm for list of mutations
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var/voice_name = "unidentifiable voice"
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var/accent
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var/faction = "neutral" //Used for checking whether hostile simple animals will attack you, possibly more stuff later
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var/captured = 0 //Functionally, should give the same effect as being buckled_to into a chair when true.
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//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
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//var/proc_holder_list[] = list()//Right now unused.
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//Also unlike the spell list, this would only store the object in contents, not an object in itself.
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/* Add this line to whatever stat module you need in order to use the proc holder list.
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Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
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This requires creating a verb for the object proc holder.
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if (proc_holder_list.len)//Generic list for proc_holder objects.
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for(var/obj/effect/proc_holder/P in proc_holder_list)
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statpanel("[P.panel]","",P)
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*/
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//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
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// This is stored as a weakref because BYOND's harddeleter sucks ass.
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var/datum/weakref/LAssailant
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//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
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var/list/spell/spell_list
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//List of active diseases
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var/list/viruses = list() // replaces var/datum/disease/virus
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//Monkey/infected mode
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var/list/resistances = list()
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var/datum/disease/virus = null
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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var/update_icon = 1 //Set to 1 to trigger update_icon() at the next life() call
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var/status_flags = CANSTUN|CANWEAKEN|CANPARALYSE|CANPUSH //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
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var/area/lastarea = null
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var/digitalcamo = 0 // Can they be tracked by the AI?
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var/obj/control_object //Used by admins to possess objects. All mobs should have this var
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//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
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var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
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var/universal_understand = 0 // Set to 1 to enable the mob to understand everyone, not necessarily speak
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//If set, indicates that the client "belonging" to this (clientless) mob is currently controlling some other mob
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//so don't treat them as being SSD even though their client var is null.
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var/mob/teleop = null
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var/turf/listed_turf = null //the current turf being examined in the stat panel
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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
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var/list/active_genes=list()
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var/mob_size = MOB_MEDIUM
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var/list/progressbars
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var/frozen = FALSE //related to wizard statues, if set to true, life won't process
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gfi_layer_rotation = GFI_ROTATION_DEFDIR
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var/disconnect_time = null//Time of client loss, set by Logout(), for timekeeping
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var/mob_thinks = TRUE
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var/authed = TRUE
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var/player_age = "Requires database" |