/mob density = 1 layer = 4 animate_movement = 2 flags = HEAR hud_possible = list(ANTAG_HUD) pressure_resistance = 8 var/datum/mind/mind var/list/datum/action/actions = list() var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak var/obj/screen/hands = 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/zone_selected = null var/macro_default = "default" var/macro_hotkeys = "hotkeys" var/damageoverlaytemp = 0 var/computer_id = null var/lastattacker = null var/lastattacked = null var/attack_log = list( ) var/obj/machinery/machine = null var/other_mobs = null var/memory = "" var/disabilities = 0 //Carbon var/atom/movable/pulling = null var/next_move = null var/notransform = null //Carbon var/hand = null var/eye_blind = 0 //Carbon var/eye_blurry = 0 //Carbon var/ear_deaf = 0 //Carbon var/ear_damage = 0 //Carbon var/stuttering = 0 //Carbon var/slurring = 0 //Carbon var/cultslurring = 0 //Carbon var/real_name = null var/druggy = 0 //Carbon var/confused = 0 //Carbon var/sleeping = 0 //Carbon var/resting = 0 //Carbon var/lying = 0 var/lying_prev = 0 var/canmove = 1 var/eye_damage = 0//Living, potentially Carbon var/lastpuke = 0 var/name_archive //For admin things like possession var/timeofdeath = 0//Living var/cpr_time = 1//Carbon var/bodytemperature = 310.055 //98.7 F var/drowsyness = 0//Carbon var/dizziness = 0//Carbon var/jitteriness = 0//Carbon var/nutrition = NUTRITION_LEVEL_FED + 50//Carbon var/satiety = 0//Carbon var/overeatduration = 0 // How long this guy is overeating //Carbon var/paralysis = 0 var/stunned = 0 var/weakened = 0 var/losebreath = 0//Carbon var/a_intent = "help"//Living var/m_intent = "run"//Living var/lastKnownIP = null var/atom/movable/buckled = null//Living var/obj/item/l_hand = null//Living var/obj/item/r_hand = null//Living var/obj/item/weapon/storage/s_active = null//Carbon var/see_override = 0 //0 for no override, sets see_invisible = see_override in mob life process var/datum/hud/hud_used = null var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining. var/list/grabbed_by = list( ) var/list/requests = list( ) var/list/mapobjs = list() var/in_throw_mode = 0 var/music_lastplayed = "null" var/job = null//Living var/radiation = 0//Carbon var/voice_name = "unidentifiable voice" var/list/faction = list("neutral") //A list of factions that this mob is currently in, for hostile mob targetting, amongst other things var/move_on_shuttle = 1 // Can move on the shuttle. //The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition) var/mob/living/carbon/LAssailant = null var/list/mob_spell_list = list() //construct spells and mime spells. Spells that do not transfer from one mob to another and can not be lost in mindswap. //Changlings, but can be used in other modes // var/obj/effect/proc_holder/changpower/list/power_list = list() //List of active diseases var/list/viruses = list() // replaces var/datum/disease/virus var/list/resistances = list() mouse_drag_pointer = MOUSE_ACTIVE_POINTER var/status_flags = CANSTUN|CANWEAKEN|CANPARALYSE|CANPUSH //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc) var/digitalcamo = 0 // Can they be tracked by the AI? var/digitalinvis = 0 //Are they ivisible to the AI? var/image/digitaldisguise = null //what does the AI see instead of them? var/weakeyes = 0 //Are they vulnerable to flashes? var/has_unlimited_silicon_privilege = 0 // Can they interact with station electronics var/force_compose = 0 //If this is nonzero, the mob will always compose it's own hear message instead of using the one given in the arguments. var/obj/control_object //Used by admins to possess objects. All mobs should have this var var/atom/movable/remote_control //Calls relaymove() to whatever it is var/turf/listed_turf = null //the current turf being examined in the stat panel var/list/permanent_huds = list() var/resize = 1 //Badminnery resize