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* Refactors ear damage into ear organs 🆑 coiax add: Centcom would like to inform all employees that they have ears. add: Adds "ear" organs to all carbons. These organs store ear damage and deafness. A carbon without any ears is deaf. Genetic deafness functions as before. /🆑 - `ear_damage` and `ear_deaf` vars removed from /mob. - All mobs have a `can_hear` proc, which returns TRUE always except for carbons. - Carbons need to have an ear organ that has 0 `deaf` var. - Explanation of how ear damage works is in the code, it hasn't been changed from previously. Deafness is applied in number of Life ticks until you regain hearing, while damage is long team, heals slower, and when high enough, can cause flashbangs to make you go permamently deaf, as before. - Wearing earmuffs halves the healing time of deafness, and promotes healing long term ear damage, as before. Earmuffs now have a secondary flag HEALS_EARS, which currently only they own. * Changes how soundbang deafness works slightly * Ear organ icon * Code review I * Makes fully healing carbons not dependent on having a dna and species * Gives monkeys and aliens ears * Whoops * Split organs into seperate files * Tweaks. * Un-removes brain damage lines * Moved procs onto /mob for ear stuff * Massages things into compiling * Replacement of spam_flag with world.time tracker
149 lines
5.0 KiB
Plaintext
149 lines
5.0 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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flags = HEAR
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hud_possible = list(ANTAG_HUD)
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pressure_resistance = 8
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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/static/next_mob_id = 0
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var/stat = 0 //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/macro_default = "default"
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var/macro_hotkeys = "hotkeys"
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var/damageoverlaytemp = 0
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var/computer_id = null
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var/lastattacker = null
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var/lastattacked = null
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var/list/logging = list(INDIVIDUAL_ATTACK_LOG, INDIVIDUAL_SAY_LOG, INDIVIDUAL_EMOTE_LOG, INDIVIDUAL_OOC_LOG)
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var/obj/machinery/machine = null
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var/other_mobs = null
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var/disabilities = 0 //Carbon
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var/movement_type = GROUND //Incase you have multiple types, you automatically use the most useful one. IE: Skating on ice, flippers on water, flying over chasm/space, etc.
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var/atom/movable/pulling = null
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var/grab_state = 0
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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/stuttering = 0 //Carbon
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var/slurring = 0 //Carbon
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var/cultslurring = 0 //Carbon
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var/real_name = null
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var/druggy = 0 //Carbon
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var/confused = 0 //Carbon
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var/sleeping = 0 //Carbon
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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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var/eye_damage = 0//Living, potentially Carbon
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var/lastpuke = 0
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var/name_archive //For admin things like possession
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var/timeofdeath = 0//Living
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var/cpr_time = 1//Carbon
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var/bodytemperature = 310.055 //98.7 F
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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_FED + 50//Carbon
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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/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/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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//Hands
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var/active_hand_index = 1
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var/list/held_items = list(null, null) //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/obj/item/weapon/storage/s_active = null//Carbon
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var/see_override = 0 //0 for no override, sets see_invisible = see_override in mob life process
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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/list/mapobjs = list()
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var/in_throw_mode = 0
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var/music_lastplayed = "null"
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var/job = null//Living
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var/radiation = 0//Carbon
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var/voice_name = "unidentifiable voice"
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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/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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//Changlings, but can be used in other modes
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// var/obj/effect/proc_holder/changpower/list/power_list = 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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var/list/resistances = list()
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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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/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/permanent_huds = list()
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var/resize = 1 //Badminnery resize
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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/can_ride_typecache = list()
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