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https://github.com/Bubberstation/Bubberstation.git
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* Refactor several log lines to use datum_info_line and atom_loc_line * Add default return strings from datum_info_line and atom_loc_line * Add parentheses around atom_loc_line data * Change more logs to use atom_loc_line * Add check in atom_loc_line for turfs to avoid calling get_turf on them * Re-add removed 'at' * Replace datum_info_line with key_name and atom_loc_line with loc_name * Refactor logging functions * Avoid double-logging self-interactions * Fallback to simple stringification if all else fails in key_name() * Rewrite muscle spasm logging to use log_message * Standardize logging of martial arts * Tweak individual logging panel look * Fix individual logging panel source * When I typed || I really meant && * Fix Telecomms logging always showing client logs in the panel * Reverts addition of buggy ownership log to panel * Remove colon * Fix missing log_directed_talk tag * Add warning for missing type in log_direted_talk * Change warnings to stack_traces * Add square brackets around fallthrough key_name() case to help parsing * Allow atom arguments/src in log_*() functions * Change log_combat call with null argument to log_message * Change mecha types' log_message() arguments to match atom and mob version * Add key_name() case for atoms * Fix resist_grab() unsetting pulledby before log_combat gets a chance to use it * Fix log_globally logic * Add logging for hitting objects with items * Move log_combat() to atoms.dm * Use utility functions for object stringification in log_combat() * Use utility functions for object stringification in log_combat() * Add missing logs for interacting with display cases * Rewrite log_combat() comment * Add missing space in log_combat() * Add logging for hitting grilles barehanded * Add missing ..()
111 lines
4.0 KiB
Plaintext
111 lines
4.0 KiB
Plaintext
/mob
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datum_flags = DF_USE_TAG
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density = TRUE
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layer = MOB_LAYER
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animate_movement = 2
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flags_1 = HEAR_1
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hud_possible = list(ANTAG_HUD)
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pressure_resistance = 8
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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throwforce = 10
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var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
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var/datum/mind/mind
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var/list/datum/action/actions = list()
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var/list/datum/action/chameleon_item_actions
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var/static/next_mob_id = 0
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var/stat = CONSCIOUS //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
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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/zone_selected = null
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var/computer_id = null
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var/list/logging = list()
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var/obj/machinery/machine = null
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var/next_move = null
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var/notransform = null //Carbon
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var/eye_blind = 0 //Carbon
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var/eye_blurry = 0 //Carbon
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var/real_name = null
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var/spacewalk = FALSE
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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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//MOVEMENT SPEED
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var/list/movespeed_modification //Lazy list, see mob_movespeed.dm
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var/cached_multiplicative_slowdown
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/////////////////
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var/name_archive //For admin things like possession
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var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F
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var/drowsyness = 0//Carbon
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var/dizziness = 0//Carbon
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var/jitteriness = 0//Carbon
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var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize
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var/satiety = 0//Carbon
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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var/a_intent = INTENT_HELP//Living
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var/list/possible_a_intents = null//Living
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var/m_intent = MOVE_INTENT_RUN//Living
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var/lastKnownIP = null
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var/atom/movable/buckled = null//Living
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var/atom/movable/buckling
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//Hands
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var/active_hand_index = 1
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var/list/held_items = list() //len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand and 1 empty hand.
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//held_items[active_hand_index] is the actively held item, but please use get_active_held_item() instead, because OOP
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var/datum/component/storage/active_storage = null//Carbon
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var/datum/hud/hud_used = null
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var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining.
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var/in_throw_mode = 0
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var/job = null//Living
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var/list/faction = list("neutral") //A list of factions that this mob is currently in, for hostile mob targetting, amongst other things
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var/move_on_shuttle = 1 // Can move on the shuttle.
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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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var/mob/living/carbon/LAssailant = null
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var/list/obj/user_movement_hooks //Passes movement in client/Move() to these!
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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.
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var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH //bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
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var/digitalcamo = 0 // Can they be tracked by the AI?
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var/digitalinvis = 0 //Are they ivisible to the AI?
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var/image/digitaldisguise = null //what does the AI see instead of them?
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var/has_unlimited_silicon_privilege = 0 // Can they interact with station electronics
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var/obj/control_object //Used by admins to possess objects. All mobs should have this var
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var/atom/movable/remote_control //Calls relaymove() to whatever it is
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var/turf/listed_turf = null //the current turf being examined in the stat panel
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var/list/observers = null //The list of people observing this mob.
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var/list/progressbars = null //for stacking do_after bars
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var/list/mousemove_intercept_objects
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var/datum/click_intercept
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