Files
Bubberstation/code/modules/mob/mob_defines.dm
Kortgstation@gmail.com b0077b3498 Removed nanoaugs, they were unbalanced and never used outside of badmins shitting things up.
They also added extra checks to

-Everytime a mob attacked (checking for super strength and electric hands)
-Every time a mob was attacked (checking for dermal armour)
-Every time a human was shot (checking for reflex)
-Every time a human breathed (checking for rebreather)
-Every tick of human life (checking for regen)
-Every hud update (checking for radar)

Not to mention just cluttered mob code in general. I know there won't be any noticeable performance increase from this but seeing as they were never going to be finished (I asked Doohl beforehand) and mob code is messy enough as is, I think only good can come of removing the code.


git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5587 316c924e-a436-60f5-8080-3fe189b3f50e
2013-01-20 10:45:20 +00:00

199 lines
6.5 KiB
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/mob
density = 1
layer = 4.0
animate_movement = 2
flags = NOREACT
var/datum/mind/mind
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
//Not in use yet
var/obj/effect/organstructure/organStructure = null
var/obj/screen/flash = null
var/obj/screen/blind = null
var/obj/screen/hands = null
var/obj/screen/pullin = null
var/obj/screen/internals = null
var/obj/screen/oxygen = null
var/obj/screen/i_select = null
var/obj/screen/m_select = null
var/obj/screen/toxin = null
var/obj/screen/fire = null
var/obj/screen/bodytemp = null
var/obj/screen/healths = null
var/obj/screen/throw_icon = null
var/obj/screen/nutrition_icon = null
var/obj/screen/pressure = null
var/obj/screen/damageoverlay = 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/obj/screen/zone_sel/zone_sel = null
var/damageoverlaytemp = 0
var/computer_id = null
var/lastattacker = null
var/lastattacked = null
var/attack_log = list( )
var/already_placed = 0.0
var/obj/machinery/machine = null
var/other_mobs = null
var/memory = ""
var/poll_answer = 0.0
var/sdisabilities = 0 //Carbon
var/disabilities = 0 //Carbon
var/atom/movable/pulling = null
var/next_move = null
var/prev_move = null
var/monkeyizing = null //Carbon
var/other = 0.0
var/hand = null
var/eye_blind = null //Carbon
var/eye_blurry = null //Carbon
var/ear_deaf = null //Carbon
var/ear_damage = null //Carbon
var/stuttering = null //Carbon
var/real_name = null
var/blinded = null
var/bhunger = 0 //Carbon
var/ajourn = 0
var/druggy = 0 //Carbon
var/confused = 0 //Carbon
var/antitoxs = null
var/plasma = null
var/sleeping = 0 //Carbon
var/resting = 0 //Carbon
var/lying = 0
var/lying_prev = 0
var/canmove = 1
var/eye_stat = null//Living, potentially Carbon
var/lastpuke = 0
var/unacidable = 0
var/name_archive //For admin things like possession
var/timeofdeath = 0.0//Living
var/cpr_time = 1.0//Carbon
var/bodytemperature = 310.055 //98.7 F
var/drowsyness = 0.0//Carbon
var/dizziness = 0//Carbon
var/is_dizzy = 0
var/is_jittery = 0
var/jitteriness = 0//Carbon
var/charges = 0.0
var/nutrition = 400.0//Carbon
var/overeatduration = 0 // How long this guy is overeating //Carbon
var/paralysis = 0.0
var/stunned = 0.0
var/weakened = 0.0
var/losebreath = 0.0//Carbon
var/intent = null//Living
var/shakecamera = 0
var/a_intent = "help"//Living
var/m_int = null//Living
var/m_intent = "run"//Living
var/lastDblClick = 0
var/lastKnownIP = null
var/obj/structure/stool/bed/buckled = null//Living
var/obj/item/l_hand = null//Living
var/obj/item/r_hand = null//Living
var/obj/item/weapon/back = null//Human/Monkey
var/obj/item/weapon/tank/internal = null//Human/Monkey
var/obj/item/weapon/storage/s_active = null//Carbon
var/obj/item/clothing/mask/wear_mask = null//Carbon
var/seer = 0 //for cult//Carbon, probably Human
var/datum/hud/hud_used = null
var/list/grabbed_by = list( )
var/list/requests = list( )
var/list/mapobjs = list()
var/in_throw_mode = 0
var/coughedtime = null
var/inertia_dir = 0
var/music_lastplayed = "null"
var/job = null//Living
var/const/blindness = 1//Carbon
var/const/deafness = 2//Carbon
var/const/muteness = 4//Carbon
var/datum/dna/dna = null//Carbon
var/radiation = 0.0//Carbon
var/list/mutations = list() //Carbon -- Doohl
//see: setup.dm for list of mutations
var/voice_name = "unidentifiable voice"
var/voice_message = null // When you are not understood by others (replaced with just screeches, hisses, chimpers etc.)
var/say_message = null // When you are understood by others. Currently only used by aliens and monkeys in their say_quote procs
var/faction = "neutral" //Used for checking whether hostile simple animals will attack you, possibly more stuff later
//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
var/proc_holder_list[] = list()//Right now unused.
//Also unlike the spell list, this would only store the object in contents, not an object in itself.
/* Add this line to whatever stat module you need in order to use the proc holder list.
Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
This requires creating a verb for the object proc holder.
if (proc_holder_list.len)//Generic list for proc_holder objects.
for(var/obj/effect/proc_holder/P in proc_holder_list)
statpanel("[P.panel]","",P)
*/
//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
var/mob/living/carbon/LAssailant = null
//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
var/obj/effect/proc_holder/spell/list/spell_list = list()
//Changlings, but can be used in other modes
// var/obj/effect/proc_holder/changpower/list/power_list = list()
//List of active diseases
var/viruses = list() // replaces var/datum/disease/virus
//Monkey/infected mode
var/list/resistances = list()
var/datum/disease/virus = null
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/update_icon = 1 //Set to 1 to trigger update_icons() at the next life() call
var/status_flags = CANSTUN|CANWEAKEN|CANPARALYSE|CANPUSH //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
var/area/lastarea = null
var/digitalcamo = 0 // Can they be tracked by the AI?
var/list/radar_blips = list() // list of screen objects, radar blips
var/radar_open = 0 // nonzero is radar is open
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/robot_talk_understand = 0
var/alien_talk_understand = 0