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https://github.com/Aurorastation/Aurora.3.git
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This is part 1 of a project to, eventually, bring the render planes system from /tg/ and bay into Aurora. This is a prerequisite and blocker for many things the development team and community want to have, and this was long overdue. Many objects have been re-assigned layers, which are now thoroughly defined. Maps have had their custom layer defines purged, as we should be moving away from this in favor of saner definitions in the base items. This should be a test-merge due to the sheer amount of layers changed, which will very likely create issues that I cannot possibly discover and debug in a reasonable amount of time myself. --------- Co-authored-by: Cody Brittain <cbrittain10@live.com>
261 lines
9.9 KiB
Plaintext
261 lines
9.9 KiB
Plaintext
/mob
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density = 1
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layer = MOB_LAYER
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animate_movement = 2
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movable_flags = MOVABLE_FLAG_PROXMOVE
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sight = DEFAULT_SIGHT
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var/datum/mind/mind
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var/static/next_mob_id = 0
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// we never want to hide a turf because it's not lit
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// We can rely on the lighting plane to handle that for us
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see_in_dark = 1e6
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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/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/height = HEIGHT_NOT_USED
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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/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 // Is the mob lying down?
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var/lying_prev = 0 // Was the mob lying down before?
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var/lying_is_intentional = FALSE // Is the mob lying down intentionally? (eg. a manouver)
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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/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/mutations = 0 //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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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/item_verbs = list()
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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"
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///Override for sound_environmentironments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)
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var/sound_environment_override = SOUND_ENVIRONMENT_NONE
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///the icon currently used for the typing indicator's bubble
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var/atom/movable/typing_indicator/typing_indicator
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/// User is thinking in character. Used to revert to thinking state after stop_typing
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var/thinking_IC = FALSE
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