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190 lines
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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><link rel="stylesheet" href="dmdoc.css"><title>/mob - Space Station 13</title></head><body><header><a href="index.html">Space Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a> — <a href="mob.html#var">Var Details</a> - <a href="mob.html#proc">Proc Details</a></header><main><h1>mob <aside>/<a href="mob.html">mob</a></aside><aside> inherits /<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L1"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 1"></a></h1><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="mob.html#var/active_mutations">active_mutations</a></th><td>List of the active mutation types</td></tr><tr><th><a href="mob.html#var/alerts">alerts</a></th><td>lazy list. contains /atom/movable/screen/alert only, On /mob so clientless mobs will throw alerts properly</td></tr><tr><th><a href="mob.html#var/audio_emote_cd_status">audio_emote_cd_status</a></th><td>Cooldown on audio effects from emotes.</td></tr><tr><th><a href="mob.html#var/audio_emote_unintentional_cd_status">audio_emote_unintentional_cd_status</a></th><td>Cooldown on audio effects from unintentional emotes.</td></tr><tr><th><a href="mob.html#var/blood_state">blood_state</a></th><td>Weirdly named, effects how blood transfers onto objects</td></tr><tr><th><a href="mob.html#var/bloody_feet">bloody_feet</a></th><td>Assoc list for tracking how "bloody" a mobs feet are, used for creating bloody foot/shoeprints on turfs when moving</td></tr><tr><th><a href="mob.html#var/bloody_hands">bloody_hands</a></th><td>Makes items bloody if you touch them</td></tr><tr><th><a href="mob.html#var/buckled">buckled</a></th><td>movable atoms buckled to this mob</td></tr><tr><th><a href="mob.html#var/canon_client">canon_client</a></th><td>The current client inhabiting this mob. Managed by login/logout
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This exists so we can do cleanup in logout for occasions where a client was transfere rather then destroyed
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We need to do this because the mob on logout never actually has a reference to client
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We also need to clear this var/do other cleanup in client/Destroy, since that happens before logout</td></tr><tr><th><a href="mob.html#var/click_interceptor">click_interceptor</a></th><td>Allows a datum to intercept all click calls this mob is the source of.
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This is <em>not</em> necessarily an instance of <a href="datum/click_intercept.html" title="/datum/click_intercept">/datum/click_intercept</a>.</td></tr><tr><th><a href="mob.html#var/do_afters">do_afters</a></th><td>For storing what do_after's something has, key = string, value = amount of interactions of that type happening.</td></tr><tr><th><a href="mob.html#var/emote_cooldown_override">emote_cooldown_override</a></th><td>Override for cooldowns on non-audio emotes. Should be a number in deciseconds.</td></tr><tr><th><a href="mob.html#var/emotes_used">emotes_used</a></th><td>Tracks last uses of emotes for cooldown purposes</td></tr><tr><th><a href="mob.html#var/feet_blood_DNA">feet_blood_DNA</a></th><td>Basically a lazy list, copies the DNA of blood you step in</td></tr><tr><th><a href="mob.html#var/feet_blood_color">feet_blood_color</a></th><td>affects the blood color of your feet, color taken from the blood you step in</td></tr><tr><th><a href="mob.html#var/gunshot_residue">gunshot_residue</a></th><td>gunshot residue for det work. holds the caliber of any BALLISTIC weapon fired by this mob without gloves.</td></tr><tr><th><a href="mob.html#var/hand">hand</a></th><td>True for left hand active, otherwise for right hand active</td></tr><tr><th><a href="mob.html#var/health_hud_override">health_hud_override</a></th><td>Overrides the health HUD element state if set.</td></tr><tr><th><a href="mob.html#var/hud_type">hud_type</a></th><td>The type of HUD that this mob uses. Not to</td></tr><tr><th><a href="mob.html#var/hud_used">hud_used</a></th><td>The instantiated version of the mob's hud.</td></tr><tr><th><a href="mob.html#var/input_focus">input_focus</a></th><td>The datum receiving keyboard input. parent mob by default.</td></tr><tr><th><a href="mob.html#var/last_movement_dir">last_movement_dir</a></th><td>The direction they last moved</td></tr><tr><th><a href="mob.html#var/last_typed">last_typed</a></th><td>Last thing we typed in to the typing indicator, probably does not need to exist</td></tr><tr><th><a href="mob.html#var/last_typed_time">last_typed_time</a></th><td>Last time we typed something in to the typing popup</td></tr><tr><th><a href="mob.html#var/memory">memory</a></th><td>other mobs we wont move when we're grab pulled. Not empty only when being grab pulled</td></tr><tr><th><a href="mob.html#var/next_click">next_click</a></th><td>This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move(), Controls the click delay. Changed with</td></tr><tr><th><a href="mob.html#var/next_click_adjust">next_click_adjust</a></th><td>Unused</td></tr><tr><th><a href="mob.html#var/next_click_modifier">next_click_modifier</a></th><td>Unused</td></tr><tr><th><a href="mob.html#var/next_move_adjust">next_move_adjust</a></th><td>Unused, used to adjust our next move on a linar skill world.time + (how_many_deciseconds + Next move adjust) = Next move</td></tr><tr><th><a href="mob.html#var/next_move_modifier">next_move_modifier</a></th><td>Value to multiply action delays by, actually used world.time + (how_many_deciseconds * Next move Adjust) = Next move</td></tr><tr><th><a href="mob.html#var/nutrition_hud_override">nutrition_hud_override</a></th><td>Overrides the nutrition HUD element state if set.</td></tr><tr><th><a href="mob.html#var/observers">observers</a></th><td>List of observers currently observing us.</td></tr><tr><th><a href="mob.html#var/open_uis">open_uis</a></th><td>Tracks the open UIs that a mob has, used in TGUI for various things, such as updating UIs</td></tr><tr><th><a href="mob.html#var/runechat_msg_location">runechat_msg_location</a></th><td>A soft reference to the location where this mob's runechat message will appear. Uses <code>UID()</code>.</td></tr><tr><th><a href="mob.html#var/s_active">s_active</a></th><td>Active storage container</td></tr><tr><th><a href="mob.html#var/screens">screens</a></th><td>Used for some screen objects</td></tr><tr><th><a href="mob.html#var/sound_environment_override">sound_environment_override</a></th><td>Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)</td></tr><tr><th><a href="mob.html#var/speaks_ooc">speaks_ooc</a></th><td>Does this mob speak OOC?
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Controls whether they can say some symbols.</td></tr><tr><th><a href="mob.html#var/stat">stat</a></th><td>Is this mob alive, unconscious or dead?</td></tr><tr><th><a href="mob.html#var/suiciding">suiciding</a></th><td>Is our mob currently suiciding? Used for suicide code along with many different revival checks</td></tr><tr><th><a href="mob.html#var/tgui_open_uis">tgui_open_uis</a></th><td>global</td></tr><tr><th><a href="mob.html#var/thinking">thinking</a></th><td>Affects if you have a thinking indicator</td></tr><tr><th><a href="mob.html#var/typing">typing</a></th><td>Affects if you have a typing indicator</td></tr><tr><th><a href="mob.html#var/wear_mask">wear_mask</a></th><td>The currently worn mask</td></tr><tr><th><a href="mob.html#var/zone_selected">zone_selected</a></th><td>The zone this mob is currently targeting</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="mob.html#proc/AddDisease">AddDisease</a></th><td>Directly adds a disease to a mob.</td></tr><tr><th><a href="mob.html#proc/ForceContractDisease">ForceContractDisease</a></th><td>Forces the mob to contract a virus. If the mob can have viruses. Ignores clothing and other protection
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Returns TRUE if it succeeds. False if it doesn't</td></tr><tr><th><a href="mob.html#proc/HasDisease">HasDisease</a></th><td>Returns whether or not the mob has the disease</td></tr><tr><th><a href="mob.html#proc/Process_Spacemove">Process_Spacemove</a></th><td>Handles mob/living movement in space (or no gravity)</td></tr><tr><th><a href="mob.html#proc/add_quirk_to_save">add_quirk_to_save</a></th><td>Mob Procs, mostly for many mob/new_player in the lobby screen</td></tr><tr><th><a href="mob.html#proc/adjust_disgust">adjust_disgust</a></th><td>Adjust the disgust level of a mob</td></tr><tr><th><a href="mob.html#proc/adjust_nutrition">adjust_nutrition</a></th><td>Adjust the nutrition of a mob</td></tr><tr><th><a href="mob.html#proc/become_mouse">become_mouse</a></th><td>Returns true if the player successfully becomes a mouse</td></tr><tr><th><a href="mob.html#proc/become_uncliented">become_uncliented</a></th><td>Cleanup proc that's called when a mob loses a client, either through client destroy or logout
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Logout happens post client del, so we can't just copypaste this there. This keeps things clean and consistent</td></tr><tr><th><a href="mob.html#proc/broadcast_examine">broadcast_examine</a></th><td>Tells nearby mobs about our examination.</td></tr><tr><th><a href="mob.html#proc/buckle_mob">buckle_mob</a></th><td>Buckle to another mob</td></tr><tr><th><a href="mob.html#proc/can_block_magic">can_block_magic</a></th><td>Checks to see if the mob can block magic</td></tr><tr><th><a href="mob.html#proc/can_buckle">can_buckle</a></th><td>can the mob be buckled to something by default?</td></tr><tr><th><a href="mob.html#proc/can_cast_magic">can_cast_magic</a></th><td>Checks to see if the mob can cast normal magic spells.</td></tr><tr><th><a href="mob.html#proc/can_contract_disease">can_contract_disease</a></th><td>Checks if a mob can contract the disease</td></tr><tr><th><a href="mob.html#proc/can_resist">can_resist</a></th><td>Can this mob resist (default FALSE)</td></tr><tr><th><a href="mob.html#proc/can_unbuckle">can_unbuckle</a></th><td>can the mob be unbuckled from something by default?</td></tr><tr><th><a href="mob.html#proc/can_use_audio_emote">can_use_audio_emote</a></th><td>Helper proc to determine if a mob can use emotes that make sound or not.</td></tr><tr><th><a href="mob.html#proc/can_use_clickbinds">can_use_clickbinds</a></th><td>Can this mob use keybinded click actions? (Altclick, Ctrlclick, ect)</td></tr><tr><th><a href="mob.html#proc/clear_important_client_contents">clear_important_client_contents</a></th><td>Clears the clients channel of this mob</td></tr><tr><th><a href="mob.html#proc/compressor_grind">compressor_grind</a></th><td>Grinds a mob in the turbine</td></tr><tr><th><a href="mob.html#proc/create_chat_message">create_chat_message</a></th><td>Creates a message overlay at a defined location for a given speaker</td></tr><tr><th><a href="mob.html#proc/custom_emote">custom_emote</a></th><td>Perform a custom emote.</td></tr><tr><th><a href="mob.html#proc/drop_item_to_ground">drop_item_to_ground</a></th><td>Unequip <code>target</code> and drop it at our current location.</td></tr><tr><th><a href="mob.html#proc/emote">emote</a></th><td>Send an emote.</td></tr><tr><th><a href="mob.html#proc/enable_client_mobs_in_contents">enable_client_mobs_in_contents</a></th><td>Propogates ourselves through our nested contents, similar to other important_recursive_contents procs
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Main difference is that client contents need to possibly duplicate recursive contents for the clients mob AND its eye</td></tr><tr><th><a href="mob.html#proc/flash_screen_color">flash_screen_color</a></th><td>Flash up a color as an overlay on a player's screen, then fade back to normal.</td></tr><tr><th><a href="mob.html#proc/get_empty_held_indexes">get_empty_held_indexes</a></th><td>Returns a number corresponding to an open hand, or null if no open hands.</td></tr><tr><th><a href="mob.html#proc/get_mob_buckling_height">get_mob_buckling_height</a></th><td>returns the height in pixel the mob should have when buckled to another mob.</td></tr><tr><th><a href="mob.html#proc/get_random_valid_zone">get_random_valid_zone</a></th><td>[/proc/ran_zone] but only returns bodyzones that the mob actually has.</td></tr><tr><th><a href="mob.html#proc/get_spacemove_backup">get_spacemove_backup</a></th><td>Finds a target near a mob that is viable for pushing off when moving.
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Takes the intended movement direction as input, alongside if the context is checking if we're allowed to continue drifting</td></tr><tr><th><a href="mob.html#proc/get_telepathic_targets">get_telepathic_targets</a></th><td>Returns an assoc list which contains the mobs in range and their "visible" name.
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Mobs out of view but in range will be listed as unknown. Else they will have their visible name</td></tr><tr><th><a href="mob.html#proc/ghost_can_reenter">ghost_can_reenter</a></th><td>Checks if a mob's ghost can reenter their body or not. Used to check for DNR or AntagHUD.</td></tr><tr><th><a href="mob.html#proc/grant_actions_by_list">grant_actions_by_list</a></th><td>Takes in an associated list (key <code>/datum/action</code> typepaths, value is the AI
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blackboard key) and handles granting the action and adding it to the mob's
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AI controller blackboard. This is only useful in instances where you don't
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want to store the reference to the action on a variable on the mob. You can
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set the value to null if you don't want to add it to the blackboard (like in
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player controlled instances). Is also safe with null AI controllers. Assumes
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that the action will be initialized and held in the mob itself, which is
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typically standard.</td></tr><tr><th><a href="mob.html#proc/held_items">held_items</a></th><td>Returns a list of items being held</td></tr><tr><th><a href="mob.html#proc/hide_other_mob_action_buttons">hide_other_mob_action_buttons</a></th><td>Hide another mob's action buttons from this mob</td></tr><tr><th><a href="mob.html#proc/is_holding">is_holding</a></th><td>Check if an item is in one of our hands</td></tr><tr><th><a href="mob.html#proc/manual_emote">manual_emote</a></th><td>Allows the intrepid coder to send a basic emote
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Takes text as input, sends it out to those who need to know after some light parsing
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If you need something more complex, make it into a datum emote
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Arguments:</td></tr><tr><th><a href="mob.html#proc/on_block_magic_effects">on_block_magic_effects</a></th><td>Called whenever a magic effect with a charge cost is blocked and we haven't recently blocked magic.</td></tr><tr><th><a href="mob.html#proc/on_observing_action_granted">on_observing_action_granted</a></th><td>Signal proc for <a href="code/__DEFINES/dcs/datum_signals.html#define/COMSIG_MOB_GRANTED_ACTION" title="COMSIG_MOB_GRANTED_ACTION">COMSIG_MOB_GRANTED_ACTION</a> - If we're viewing another mob's action buttons,
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we need to update with any newly added buttons granted to the mob.</td></tr><tr><th><a href="mob.html#proc/on_observing_action_removed">on_observing_action_removed</a></th><td>Signal proc for <a href="code/__DEFINES/dcs/datum_signals.html#define/COMSIG_MOB_REMOVED_ACTION" title="COMSIG_MOB_REMOVED_ACTION">COMSIG_MOB_REMOVED_ACTION</a> - If we're viewing another mob's action buttons,
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we need to update with any removed buttons from the mob.</td></tr><tr><th><a href="mob.html#proc/pointed">pointed</a></th><td>Point at an atom</td></tr><tr><th><a href="mob.html#proc/post_buckle_mob">post_buckle_mob</a></th><td>Call back post buckle to a mob to offset your visual height</td></tr><tr><th><a href="mob.html#proc/post_unbuckle_mob">post_unbuckle_mob</a></th><td>Call back post unbuckle from a mob, (reset your visual height here)</td></tr><tr><th><a href="mob.html#proc/remove_quirk_from_save">remove_quirk_from_save</a></th><td>Returns true if a quirk was removed, false otherwise</td></tr><tr><th><a href="mob.html#proc/run_mode">run_mode</a></th><td>proc version to finish /mob/verb/mode() execution. used in case the proc needs to be queued for the tick after its first called</td></tr><tr><th><a href="mob.html#proc/run_pointed">run_pointed</a></th><td>possibly delayed verb that finishes the pointing process starting in [/mob/verb/pointed()].
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either called immediately or in the tick after pointed() was called, as per the [DEFAULT_QUEUE_OR_CALL_VERB()] macro</td></tr><tr><th><a href="mob.html#proc/run_quick_equip">run_quick_equip</a></th><td>proc extender of [/mob/verb/quick_equip] used to make the verb queuable if the server is overloaded</td></tr><tr><th><a href="mob.html#proc/say_understands">say_understands</a></th><td>Checks if the mob can understand the other speaker</td></tr><tr><th><a href="mob.html#proc/set_invisible">set_invisible</a></th><td>Proc to PROPERLY set mob invisibility, huds gotta get set too!</td></tr><tr><th><a href="mob.html#proc/set_nutrition">set_nutrition</a></th><td>Force set the mob nutrition</td></tr><tr><th><a href="mob.html#proc/set_thinking_indicator">set_thinking_indicator</a></th><td>Toggles the floating thought bubble above a players head.</td></tr><tr><th><a href="mob.html#proc/set_typing_indicator">set_typing_indicator</a></th><td>Toggles the floating chat bubble above a players head.</td></tr><tr><th><a href="mob.html#proc/shared_ui_interaction">shared_ui_interaction</a></th><td>public</td></tr><tr><th><a href="mob.html#proc/show_other_mob_action_buttons">show_other_mob_action_buttons</a></th><td>Show (most) of the another mob's action buttons to this mob</td></tr><tr><th><a href="mob.html#proc/show_rads">show_rads</a></th><td>Show an overlay of radiation levels on radioactive objects.</td></tr><tr><th><a href="mob.html#proc/shuttleRotate">shuttleRotate</a></th><td>Turf rotate procs</td></tr><tr><th><a href="mob.html#proc/special_get_hands_check">special_get_hands_check</a></th><td>Specal proc for special mobs that use "hands" in weird ways</td></tr><tr><th><a href="mob.html#proc/start_audio_emote_cooldown">start_audio_emote_cooldown</a></th><td>Start the cooldown for an emote that plays audio.</td></tr><tr><th><a href="mob.html#proc/tamed">tamed</a></th><td>Called after the atom is 'tamed' for type-specific operations, Usually called by the tameable component but also other things.</td></tr><tr><th><a href="mob.html#proc/throw_alert">throw_alert</a></th><td>Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already.
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Each mob may only have one alert per category.</td></tr><tr><th><a href="mob.html#proc/transfer_item_to">transfer_item_to</a></th><td>Unequip <code>target</code> and relocate it to <code>destination</code>.</td></tr><tr><th><a href="mob.html#proc/unequip">unequip</a></th><td>Unequip <code>target</code> without relocating it.</td></tr><tr><th><a href="mob.html#proc/unequip_to">unequip_to</a></th><td>Central proc for unequipping items. Cannot be called but can be overridden so
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long as default arg values are preserved. Use <a href="mob.html#proc/unequip" title="/mob">/mob/proc/unequip</a>,
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<a href="mob.html#proc/drop_item_to_ground" title="/mob">/mob/proc/drop_item_to_ground</a>, or <a href="mob.html#proc/transfer_item_to" title="/mob">/mob/proc/transfer_item_to</a> instead.</td></tr><tr><th><a href="mob.html#proc/update_runechat_msg_location">update_runechat_msg_location</a></th><td>Updates the mob's runechat maptext display location.</td></tr><tr><th><a href="mob.html#proc/usable_emote_keys">usable_emote_keys</a></th><td>Get a list of all emote keys usable by the current mob.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/active_mutations"><aside class="declaration">var </aside>active_mutations <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L182"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 182"></a></h3><p>List of the active mutation types</p><h3 id="var/alerts"><aside class="declaration">var </aside>alerts <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L219"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 219"></a></h3><p>lazy list. contains /atom/movable/screen/alert only, On /mob so clientless mobs will throw alerts properly</p><h3 id="var/audio_emote_cd_status"><aside class="declaration">var </aside>audio_emote_cd_status <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L112"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 112"></a></h3><p>Cooldown on audio effects from emotes.</p><h3 id="var/audio_emote_unintentional_cd_status"><aside class="declaration">var </aside>audio_emote_unintentional_cd_status <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L115"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 115"></a></h3><p>Cooldown on audio effects from unintentional emotes.</p><h3 id="var/blood_state"><aside class="declaration">var </aside>blood_state <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L227"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 227"></a></h3><p>Weirdly named, effects how blood transfers onto objects</p><h3 id="var/bloody_feet"><aside class="declaration">var </aside>bloody_feet <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L229"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 229"></a></h3><p>Assoc list for tracking how "bloody" a mobs feet are, used for creating bloody foot/shoeprints on turfs when moving</p><h3 id="var/bloody_hands"><aside class="declaration">var </aside>bloody_hands <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L221"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 221"></a></h3><p>Makes items bloody if you touch them</p><h3 id="var/buckled"><aside class="declaration">var </aside>buckled <aside>– /<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L83"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 83"></a></h3><p>movable atoms buckled to this mob</p><h3 id="var/canon_client"><aside class="declaration">var </aside>canon_client <aside>– /<a href="client.html">client</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L15"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 15"></a></h3><p>The current client inhabiting this mob. Managed by login/logout
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This exists so we can do cleanup in logout for occasions where a client was transfere rather then destroyed
|
||
We need to do this because the mob on logout never actually has a reference to client
|
||
We also need to clear this var/do other cleanup in client/Destroy, since that happens before logout</p><h3 id="var/click_interceptor"><aside class="declaration">var </aside>click_interceptor <aside>– /<a href="datum.html">datum</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L262"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 262"></a></h3><p>Allows a datum to intercept all click calls this mob is the source of.
|
||
This is <em>not</em> necessarily an instance of <a href="datum/click_intercept.html" title="/datum/click_intercept">/datum/click_intercept</a>.</p><h3 id="var/do_afters"><aside class="declaration">var </aside>do_afters <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L267"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 267"></a></h3><p>For storing what do_after's something has, key = string, value = amount of interactions of that type happening.</p><h3 id="var/emote_cooldown_override"><aside class="declaration">var </aside>emote_cooldown_override <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L118"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 118"></a></h3><p>Override for cooldowns on non-audio emotes. Should be a number in deciseconds.</p><h3 id="var/emotes_used"><aside class="declaration">var </aside>emotes_used <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L121"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 121"></a></h3><p>Tracks last uses of emotes for cooldown purposes</p><h3 id="var/feet_blood_DNA"><aside class="declaration">var </aside>feet_blood_DNA <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L223"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 223"></a></h3><p>Basically a lazy list, copies the DNA of blood you step in</p><h3 id="var/feet_blood_color"><aside class="declaration">var </aside>feet_blood_color <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L225"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 225"></a></h3><p>affects the blood color of your feet, color taken from the blood you step in</p><h3 id="var/gunshot_residue"><aside class="declaration">var </aside>gunshot_residue <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L265"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 265"></a></h3><p>gunshot residue for det work. holds the caliber of any BALLISTIC weapon fired by this mob without gloves.</p><h3 id="var/hand"><aside class="declaration">var </aside>hand <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L57"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 57"></a></h3><p>True for left hand active, otherwise for right hand active</p><h3 id="var/health_hud_override"><aside class="declaration">var </aside>health_hud_override <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L207"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 207"></a></h3><p>Overrides the health HUD element state if set.</p><h3 id="var/hud_type"><aside class="declaration">var </aside>hud_type <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L135"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 135"></a></h3><p>The type of HUD that this mob uses. Not to</p><h3 id="var/hud_used"><aside class="declaration">var </aside>hud_used <aside>– /<a href="datum.html">datum</a>/<a href="datum/hud.html">hud</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L95"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 95"></a></h3><p>The instantiated version of the mob's hud.</p><h3 id="var/input_focus"><aside class="declaration">var </aside>input_focus <aside>– /<a href="datum.html">datum</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L213"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 213"></a></h3><p>The datum receiving keyboard input. parent mob by default.</p><h3 id="var/last_movement_dir"><aside class="declaration">var </aside>last_movement_dir <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L187"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 187"></a></h3><p>The direction they last moved</p><h3 id="var/last_typed"><aside class="declaration">var </aside>last_typed <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L235"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 235"></a></h3><p>Last thing we typed in to the typing indicator, probably does not need to exist</p><h3 id="var/last_typed_time"><aside class="declaration">var </aside>last_typed_time <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L237"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 237"></a></h3><p>Last time we typed something in to the typing popup</p><h3 id="var/memory"><aside class="declaration">var </aside>memory <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L54"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 54"></a></h3><p>other mobs we wont move when we're grab pulled. Not empty only when being grab pulled</p><h3 id="var/next_click"><aside class="declaration">var </aside>next_click <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L246"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 246"></a></h3><p>This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move(), Controls the click delay. Changed with</p><h3 id="var/next_click_adjust"><aside class="declaration">var </aside>next_click_adjust <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L250"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 250"></a></h3><p>Unused</p><h3 id="var/next_click_modifier"><aside class="declaration">var </aside>next_click_modifier <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L252"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 252"></a></h3><p>Unused</p><h3 id="var/next_move_adjust"><aside class="declaration">var </aside>next_move_adjust <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L241"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 241"></a></h3><p>Unused, used to adjust our next move on a linar skill world.time + (how_many_deciseconds + Next move adjust) = Next move</p><h3 id="var/next_move_modifier"><aside class="declaration">var </aside>next_move_modifier <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L243"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 243"></a></h3><p>Value to multiply action delays by, actually used world.time + (how_many_deciseconds * Next move Adjust) = Next move</p><h3 id="var/nutrition_hud_override"><aside class="declaration">var </aside>nutrition_hud_override <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L209"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 209"></a></h3><p>Overrides the nutrition HUD element state if set.</p><h3 id="var/observers"><aside class="declaration">var </aside>observers <aside>– /list/<a href="mob.html">mob</a>/<a href="mob/dead/observer.html">dead/observer</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L256"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 256"></a></h3><p>List of observers currently observing us.</p><h3 id="var/open_uis"><aside class="declaration">var </aside>open_uis <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L254"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 254"></a></h3><p>Tracks the open UIs that a mob has, used in TGUI for various things, such as updating UIs</p><h3 id="var/runechat_msg_location"><aside class="declaration">var </aside>runechat_msg_location <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L211"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 211"></a></h3><p>A soft reference to the location where this mob's runechat message will appear. Uses <code>UID()</code>.</p><h3 id="var/s_active"><aside class="declaration">var </aside>s_active <aside>– /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/storage.html">storage</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L90"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 90"></a></h3><p>Active storage container</p><h3 id="var/screens"><aside class="declaration">var </aside>screens <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L217"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 217"></a></h3><p>Used for some screen objects</p><h3 id="var/sound_environment_override"><aside class="declaration">var </aside>sound_environment_override <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L140"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 140"></a></h3><p>Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)</p><h3 id="var/speaks_ooc"><aside class="declaration">var </aside>speaks_ooc <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L259"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 259"></a></h3><p>Does this mob speak OOC?
|
||
Controls whether they can say some symbols.</p><h3 id="var/stat"><aside class="declaration">var </aside>stat <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L21"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 21"></a></h3><p>Is this mob alive, unconscious or dead?</p><h3 id="var/suiciding"><aside class="declaration">var </aside>suiciding <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L215"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 215"></a></h3><p>Is our mob currently suiciding? Used for suicide code along with many different revival checks</p><h3 id="var/tgui_open_uis"><aside class="declaration">var </aside>tgui_open_uis <aside>– /list</aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/external.dm#L129"><img src="git.png" width="16" height="16" title="code/modules/tgui/external.dm 129"></a></h3><p>global</p>
|
||
<p>Tracks open UIs for a user.</p><h3 id="var/thinking"><aside class="declaration">var </aside>thinking <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L233"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 233"></a></h3><p>Affects if you have a thinking indicator</p><h3 id="var/typing"><aside class="declaration">var </aside>typing <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L231"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 231"></a></h3><p>Affects if you have a typing indicator</p><h3 id="var/wear_mask"><aside class="declaration">var </aside>wear_mask <aside>– /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a></aside> <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L92"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 92"></a></h3><p>The currently worn mask</p><h3 id="var/zone_selected"><aside class="declaration">var </aside>zone_selected <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_vars.dm#L24"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_vars.dm 24"></a></h3><p>The zone this mob is currently targeting</p><h2 id="proc">Proc Details</h2><h3 id="proc/AddDisease"><aside class="declaration">proc </aside>AddDisease<aside>(/<a href="datum.html">datum</a>/<a href="datum/disease.html">disease</a>/D, respect_carrier, start_stage) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/datums/diseases/_MobProcs.dm#L178"><img src="git.png" width="16" height="16" title="code/datums/diseases/_MobProcs.dm 178"></a></aside></h3><p>Directly adds a disease to a mob.</p><h3 id="proc/ForceContractDisease"><aside class="declaration">proc </aside>ForceContractDisease<aside>(/<a href="datum.html">datum</a>/<a href="datum/disease.html">disease</a>/D, respect_carrier, notify_ghosts) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/datums/diseases/_MobProcs.dm#L166"><img src="git.png" width="16" height="16" title="code/datums/diseases/_MobProcs.dm 166"></a></aside></h3><p>Forces the mob to contract a virus. If the mob can have viruses. Ignores clothing and other protection
|
||
Returns TRUE if it succeeds. False if it doesn't</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>D - the disease the mob will try to contract</li>
|
||
<li>respect_carrier - if set to TRUE will not ignore the disease carrier flag</li>
|
||
<li>notify_ghosts - will notify ghosts of infection if set to TRUE</li>
|
||
</ul><h3 id="proc/HasDisease"><aside class="declaration">proc </aside>HasDisease<aside>(/<a href="datum.html">datum</a>/<a href="datum/disease.html">disease</a>/D) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/datums/diseases/_MobProcs.dm#L136"><img src="git.png" width="16" height="16" title="code/datums/diseases/_MobProcs.dm 136"></a></aside></h3><p>Returns whether or not the mob has the disease</p><h3 id="proc/Process_Spacemove"><aside class="parent"><a title="/atom/movable" href="atom/movable.html#proc/Process_Spacemove">↑</a></aside>Process_Spacemove<aside>(movement_dir, continuous_move) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_movement.dm#L332"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_movement.dm 332"></a></aside></h3><p>Handles mob/living movement in space (or no gravity)</p>
|
||
<p>Called by /client/Move()</p>
|
||
<p>return TRUE for movement or FALSE for none</p><h3 id="proc/add_quirk_to_save"><aside class="declaration">proc </aside>add_quirk_to_save<aside>(/<a href="datum.html">datum</a>/<a href="datum/quirk.html">quirk</a>/to_add) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/client/preference/quirks/quirk.dm#L102"><img src="git.png" width="16" height="16" title="code/modules/client/preference/quirks/quirk.dm 102"></a></aside></h3><p>Mob Procs, mostly for many mob/new_player in the lobby screen</p><h3 id="proc/adjust_disgust"><aside class="declaration">proc </aside>adjust_disgust<aside>(amount) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/living/living_status_procs.dm#L928"><img src="git.png" width="16" height="16" title="code/modules/mob/living/living_status_procs.dm 928"></a></aside></h3><p>Adjust the disgust level of a mob</p><h3 id="proc/adjust_nutrition"><aside class="declaration">proc </aside>adjust_nutrition<aside>(change) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1388"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1388"></a></aside></h3><p>Adjust the nutrition of a mob</p><h3 id="proc/become_mouse"><aside class="declaration">proc </aside>become_mouse<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1110"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1110"></a></aside></h3><p>Returns true if the player successfully becomes a mouse</p><h3 id="proc/become_uncliented"><aside class="declaration">proc </aside>become_uncliented<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1497"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1497"></a></aside></h3><p>Cleanup proc that's called when a mob loses a client, either through client destroy or logout
|
||
Logout happens post client del, so we can't just copypaste this there. This keeps things clean and consistent</p><h3 id="proc/broadcast_examine"><aside class="declaration">proc </aside>broadcast_examine<aside>(/<a href="atom.html">atom</a>/examined) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L675"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 675"></a></aside></h3><p>Tells nearby mobs about our examination.</p><h3 id="proc/buckle_mob">buckle_mob<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/M, force, check_loc) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1191"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1191"></a></aside></h3><p>Buckle to another mob</p>
|
||
<p>You can buckle on mobs if you're next to them since most are dense</p>
|
||
<p>Turns you to face the other mob too</p><h3 id="proc/can_block_magic"><aside class="declaration">proc </aside>can_block_magic<aside>(casted_magic_flags, charge_cost) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1561"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1561"></a></aside></h3><p>Checks to see if the mob can block magic</p>
|
||
<p>args:</p>
|
||
<ul>
|
||
<li>casted_magic_flags (optional) A bitfield with the types of magic resistance being checked (see flags at: /datum/component/anti_magic)</li>
|
||
<li>charge_cost (optional) The cost of charge to block a spell that will be subtracted from the protection used</li>
|
||
</ul><h3 id="proc/can_buckle"><aside class="declaration">proc </aside>can_buckle<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1225"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1225"></a></aside></h3><p>can the mob be buckled to something by default?</p><h3 id="proc/can_cast_magic"><aside class="declaration">proc </aside>can_cast_magic<aside>(magic_flags) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1547"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1547"></a></aside></h3><p>Checks to see if the mob can cast normal magic spells.</p>
|
||
<p>args:</p>
|
||
<ul>
|
||
<li>magic_flags (optional) A bitfield with the type of magic being cast (see flags at: /datum/component/anti_magic)</li>
|
||
</ul><h3 id="proc/can_contract_disease"><aside class="declaration">proc </aside>can_contract_disease<aside>(/<a href="datum.html">datum</a>/<a href="datum/disease.html">disease</a>/D, spread_method) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/datums/diseases/_MobProcs.dm#L143"><img src="git.png" width="16" height="16" title="code/datums/diseases/_MobProcs.dm 143"></a></aside></h3><p>Checks if a mob can contract the disease</p><h3 id="proc/can_resist"><aside class="declaration">proc </aside>can_resist<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1308"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1308"></a></aside></h3><p>Can this mob resist (default FALSE)</p><h3 id="proc/can_unbuckle"><aside class="declaration">proc </aside>can_unbuckle<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1229"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1229"></a></aside></h3><p>can the mob be unbuckled from something by default?</p><h3 id="proc/can_use_audio_emote"><aside class="declaration">proc </aside>can_use_audio_emote<aside>(intentional) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_misc_procs.dm#L823"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_misc_procs.dm 823"></a></aside></h3><p>Helper proc to determine if a mob can use emotes that make sound or not.</p><h3 id="proc/can_use_clickbinds"><aside class="declaration">proc </aside>can_use_clickbinds<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/click.dm#L240"><img src="git.png" width="16" height="16" title="code/_onclick/click.dm 240"></a></aside></h3><p>Can this mob use keybinded click actions? (Altclick, Ctrlclick, ect)</p><h3 id="proc/clear_important_client_contents"><aside class="declaration">proc </aside>clear_important_client_contents<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/atoms_movable.dm#L1341"><img src="git.png" width="16" height="16" title="code/game/atoms_movable.dm 1341"></a></aside></h3><p>Clears the clients channel of this mob</p><h3 id="proc/compressor_grind">compressor_grind<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/datums/diseases/_MobProcs.dm#L132"><img src="git.png" width="16" height="16" title="code/datums/diseases/_MobProcs.dm 132"></a></aside></h3><p>Grinds a mob in the turbine</p><h3 id="proc/create_chat_message"><aside class="declaration">proc </aside>create_chat_message<aside>(/<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a>/speaker, raw_message, italics, size, symbol) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/datums/chatmessage.dm#L253"><img src="git.png" width="16" height="16" title="code/datums/chatmessage.dm 253"></a></aside></h3><p>Creates a message overlay at a defined location for a given speaker</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>speaker - The atom who is saying this message</li>
|
||
<li>raw_message - The text content of the message</li>
|
||
<li>italics - Vacuum and other things</li>
|
||
<li>size - Size of the message</li>
|
||
<li>symbol - The symbol type of the message</li>
|
||
</ul><h3 id="proc/custom_emote"><aside class="declaration">proc </aside>custom_emote<aside>(m_type, message, intentional) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_emote.dm#L51"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_emote.dm 51"></a></aside></h3><p>Perform a custom emote.</p>
|
||
<ul>
|
||
<li>m_type: Type of message to send.</li>
|
||
<li>message: Content of the message. If none is provided, the user will be prompted to choose the input.</li>
|
||
<li>intentional: Whether or not the user intendeded to perform the emote.</li>
|
||
</ul><h3 id="proc/drop_item_to_ground"><aside class="declaration">proc </aside>drop_item_to_ground<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/target, force, silent, drop_inventory) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/inventory_procs.dm#L201"><img src="git.png" width="16" height="16" title="code/modules/mob/inventory_procs.dm 201"></a></aside></h3><p>Unequip <code>target</code> and drop it at our current location.</p>
|
||
<p>Returns <code>FALSE</code> if the unequip failed, and <code>target</code> if it succeeded. Returns
|
||
<code>FALSE</code> if there is no target to drop. If the caller cares about handling the
|
||
resultant dropped object, they are responsible for ensuring that the thing
|
||
actually exists. This is to ensure that the return value is meaningful and that
|
||
a nonexistant item being unequipped and returning null is not interpreted as
|
||
a failure.</p>
|
||
<p>However, if you don't care about the return value, feel free to pass in possibly
|
||
nonexistant objects, such as when dropping anything in a slot for a spell/virus
|
||
that replaces existing clothing.</p><h3 id="proc/emote"><aside class="declaration">proc </aside>emote<aside>(emote_key, type_override, message, intentional, force_silence) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_emote.dm#L13"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_emote.dm 13"></a></aside></h3><p>Send an emote.</p>
|
||
<ul>
|
||
<li>emote_key: Key of the emote being triggered</li>
|
||
<li>m_type: Type of the emote, like EMOTE_AUDIBLE. If this is not null, the default type of the emote will be overridden.</li>
|
||
<li>message: Custom parameter for the emote. This should be used if you want to pass something like a target programmatically.</li>
|
||
<li>intentional: Whether or not the emote was deliberately triggered by the mob. If true, it's forced, which skips some checks when calling the emote.</li>
|
||
<li>force_silence: If true, unusable/nonexistent emotes will not notify the user.</li>
|
||
</ul><h3 id="proc/enable_client_mobs_in_contents"><aside class="declaration">proc </aside>enable_client_mobs_in_contents<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/game/atoms_movable.dm#L1327"><img src="git.png" width="16" height="16" title="code/game/atoms_movable.dm 1327"></a></aside></h3><p>Propogates ourselves through our nested contents, similar to other important_recursive_contents procs
|
||
Main difference is that client contents need to possibly duplicate recursive contents for the clients mob AND its eye</p><h3 id="proc/flash_screen_color"><aside class="declaration">proc </aside>flash_screen_color<aside>(flash_color, flash_time) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_misc_procs.dm#L86"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_misc_procs.dm 86"></a></aside></h3><p>Flash up a color as an overlay on a player's screen, then fade back to normal.</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>flash_color - The color to overlay on the screen.</li>
|
||
<li>flash_time - The time it takes for the color to fade back to normal.</li>
|
||
</ul><h3 id="proc/get_empty_held_indexes"><aside class="declaration">proc </aside>get_empty_held_indexes<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/inventory_procs.dm#L43"><img src="git.png" width="16" height="16" title="code/modules/mob/inventory_procs.dm 43"></a></aside></h3><p>Returns a number corresponding to an open hand, or null if no open hands.</p><h3 id="proc/get_mob_buckling_height"><aside class="declaration">proc </aside>get_mob_buckling_height<aside>(/<a href="mob.html">mob</a>/seat) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1217"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1217"></a></aside></h3><p>returns the height in pixel the mob should have when buckled to another mob.</p><h3 id="proc/get_random_valid_zone"><aside class="declaration">proc </aside>get_random_valid_zone<aside>(base_zone, base_probability, /list/blacklisted_parts, even_weights, bypass_warning) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__HELPERS/mob_helpers.dm#L809"><img src="git.png" width="16" height="16" title="code/__HELPERS/mob_helpers.dm 809"></a></aside></h3><p>[/proc/ran_zone] but only returns bodyzones that the mob actually has.</p>
|
||
<ul>
|
||
<li>
|
||
<p><code>blacklisted_parts</code> allows you to specify zones that will not be chosen.
|
||
e.g.: list(<code>BODY_ZONE_CHEST</code>, <code>BODY_ZONE_R_LEG</code>). <strong>Blacklisting
|
||
<code>BODY_ZONE_CHEST</code> is really risky since it's the only bodypart guaranteed
|
||
to always exist. Only do that if you're certain they have limbs, otherwise
|
||
we'll crash!</strong></p>
|
||
</li>
|
||
<li>
|
||
<p>[/proc/ran_zone] has a base <code>prob(80)</code> to return the <code>base_zone</code> (or if null,
|
||
<code>BODY_ZONE_CHEST</code>) vs something in our generated list of limbs. This
|
||
probability is overriden when either blacklisted_parts contains
|
||
BODY_ZONE_CHEST and we aren't passed a base_zone (since the default
|
||
fallback for ran_zone would be the chest in that scenario), or if
|
||
even_weights is enabled. You can also manually adjust this probability by
|
||
altering <code>base_probability</code>.</p>
|
||
</li>
|
||
<li>
|
||
<p>even_weights - ran_zone has a 40% chance (after the prob(80) mentioned
|
||
above) of picking a limb, vs the torso & head which have an additional 10%
|
||
chance. Setting even_weights to TRUE will make it just a straight up pick()
|
||
between all possible bodyparts.</p>
|
||
</li>
|
||
</ul><h3 id="proc/get_spacemove_backup">get_spacemove_backup<aside>(moving_direction, continuous_move) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_movement.dm#L355"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_movement.dm 355"></a></aside></h3><p>Finds a target near a mob that is viable for pushing off when moving.
|
||
Takes the intended movement direction as input, alongside if the context is checking if we're allowed to continue drifting</p><h3 id="proc/get_telepathic_targets"><aside class="declaration">proc </aside>get_telepathic_targets<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L567"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 567"></a></aside></h3><p>Returns an assoc list which contains the mobs in range and their "visible" name.
|
||
Mobs out of view but in range will be listed as unknown. Else they will have their visible name</p><h3 id="proc/ghost_can_reenter"><aside class="declaration">proc </aside>ghost_can_reenter<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_misc_procs.dm#L641"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_misc_procs.dm 641"></a></aside></h3><p>Checks if a mob's ghost can reenter their body or not. Used to check for DNR or AntagHUD.</p>
|
||
<p>Returns FALSE if there is a ghost, and it can't reenter the body. Returns TRUE otherwise.</p><h3 id="proc/grant_actions_by_list"><aside class="declaration">proc </aside>grant_actions_by_list<aside>(/list/input) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/__HELPERS/mob_helpers.dm#L773"><img src="git.png" width="16" height="16" title="code/__HELPERS/mob_helpers.dm 773"></a></aside></h3><p>Takes in an associated list (key <code>/datum/action</code> typepaths, value is the AI
|
||
blackboard key) and handles granting the action and adding it to the mob's
|
||
AI controller blackboard. This is only useful in instances where you don't
|
||
want to store the reference to the action on a variable on the mob. You can
|
||
set the value to null if you don't want to add it to the blackboard (like in
|
||
player controlled instances). Is also safe with null AI controllers. Assumes
|
||
that the action will be initialized and held in the mob itself, which is
|
||
typically standard.</p><h3 id="proc/held_items"><aside class="declaration">proc </aside>held_items<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/inventory_procs.dm#L36"><img src="git.png" width="16" height="16" title="code/modules/mob/inventory_procs.dm 36"></a></aside></h3><p>Returns a list of items being held</p><h3 id="proc/hide_other_mob_action_buttons"><aside class="declaration">proc </aside>hide_other_mob_action_buttons<aside>(/<a href="mob.html">mob</a>/take_from) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/hud/action_button.dm#L631"><img src="git.png" width="16" height="16" title="code/_onclick/hud/action_button.dm 631"></a></aside></h3><p>Hide another mob's action buttons from this mob</p>
|
||
<p>Used for observers viewing another mob's screen</p><h3 id="proc/is_holding"><aside class="declaration">proc </aside>is_holding<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/I) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/inventory_procs.dm#L32"><img src="git.png" width="16" height="16" title="code/modules/mob/inventory_procs.dm 32"></a></aside></h3><p>Check if an item is in one of our hands</p><h3 id="proc/manual_emote"><aside class="declaration">proc </aside>manual_emote<aside>(text) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/datums/emote.dm#L645"><img src="git.png" width="16" height="16" title="code/datums/emote.dm 645"></a></aside></h3><p>Allows the intrepid coder to send a basic emote
|
||
Takes text as input, sends it out to those who need to know after some light parsing
|
||
If you need something more complex, make it into a datum emote
|
||
Arguments:</p>
|
||
<ul>
|
||
<li>text - The text to send out</li>
|
||
</ul>
|
||
<p>Returns TRUE if it was able to run the emote, FALSE otherwise.</p><h3 id="proc/on_block_magic_effects"><aside class="declaration">proc </aside>on_block_magic_effects<aside>(magic_flags, /list/antimagic_sources) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1582"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1582"></a></aside></h3><p>Called whenever a magic effect with a charge cost is blocked and we haven't recently blocked magic.</p><h3 id="proc/on_observing_action_granted"><aside class="declaration">proc </aside>on_observing_action_granted<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/source, /<a href="datum.html">datum</a>/<a href="datum/action.html">action</a>/action) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/hud/action_button.dm#L638"><img src="git.png" width="16" height="16" title="code/_onclick/hud/action_button.dm 638"></a></aside></h3><p>Signal proc for <a href="code/__DEFINES/dcs/datum_signals.html#define/COMSIG_MOB_GRANTED_ACTION" title="COMSIG_MOB_GRANTED_ACTION">COMSIG_MOB_GRANTED_ACTION</a> - If we're viewing another mob's action buttons,
|
||
we need to update with any newly added buttons granted to the mob.</p><h3 id="proc/on_observing_action_removed"><aside class="declaration">proc </aside>on_observing_action_removed<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/source, /<a href="datum.html">datum</a>/<a href="datum/action.html">action</a>/action) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/hud/action_button.dm#L647"><img src="git.png" width="16" height="16" title="code/_onclick/hud/action_button.dm 647"></a></aside></h3><p>Signal proc for <a href="code/__DEFINES/dcs/datum_signals.html#define/COMSIG_MOB_REMOVED_ACTION" title="COMSIG_MOB_REMOVED_ACTION">COMSIG_MOB_REMOVED_ACTION</a> - If we're viewing another mob's action buttons,
|
||
we need to update with any removed buttons from the mob.</p><h3 id="proc/pointed"><aside class="declaration">verb </aside>pointed<aside>(/<a href="atom.html">atom</a>/A<span class="as"> as </span><a href="turf.html">turf</a> | <a href="atom/movable.html">movable</a>) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/point/point.dm#L132"><img src="git.png" width="16" height="16" title="code/modules/point/point.dm 132"></a></aside></h3><p>Point at an atom</p>
|
||
<p>mob verbs are faster than object verbs. See
|
||
<a href="https://secure.byond.com/forum/?post=1326139&page=2#comment8198716">this byond forum post</a>
|
||
for why this isn't atom/verb/pointed()</p>
|
||
<p>note: ghosts can point, this is intended</p>
|
||
<p>visible_message will handle invisibility properly</p>
|
||
<p>overridden here and in /mob/dead/observer for different point span classes and sanity checks</p><h3 id="proc/post_buckle_mob">post_buckle_mob<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/M) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1205"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1205"></a></aside></h3><p>Call back post buckle to a mob to offset your visual height</p><h3 id="proc/post_unbuckle_mob">post_unbuckle_mob<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/M) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1212"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1212"></a></aside></h3><p>Call back post unbuckle from a mob, (reset your visual height here)</p><h3 id="proc/remove_quirk_from_save"><aside class="declaration">proc </aside>remove_quirk_from_save<aside>(/<a href="datum.html">datum</a>/<a href="datum/quirk.html">quirk</a>/to_remove) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/client/preference/quirks/quirk.dm#L122"><img src="git.png" width="16" height="16" title="code/modules/client/preference/quirks/quirk.dm 122"></a></aside></h3><p>Returns true if a quirk was removed, false otherwise</p><h3 id="proc/run_mode"><aside class="declaration">proc </aside>run_mode<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L803"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 803"></a></aside></h3><p>proc version to finish /mob/verb/mode() execution. used in case the proc needs to be queued for the tick after its first called</p><h3 id="proc/run_pointed"><aside class="declaration">proc </aside>run_pointed<aside>(/<a href="atom.html">atom</a>/A) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/point/point.dm#L147"><img src="git.png" width="16" height="16" title="code/modules/point/point.dm 147"></a></aside></h3><p>possibly delayed verb that finishes the pointing process starting in [/mob/verb/pointed()].
|
||
either called immediately or in the tick after pointed() was called, as per the [DEFAULT_QUEUE_OR_CALL_VERB()] macro</p><h3 id="proc/run_quick_equip"><aside class="declaration">proc </aside>run_quick_equip<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/inventory_procs.dm#L21"><img src="git.png" width="16" height="16" title="code/modules/mob/inventory_procs.dm 21"></a></aside></h3><p>proc extender of [/mob/verb/quick_equip] used to make the verb queuable if the server is overloaded</p><h3 id="proc/say_understands"><aside class="declaration">proc </aside>say_understands<aside>(/<a href="atom.html">atom</a>/<a href="atom/movable.html">movable</a>/other, /<a href="datum.html">datum</a>/<a href="datum/language.html">language</a>/speaking) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_say_base.dm#L77"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_say_base.dm 77"></a></aside></h3><p>Checks if the mob can understand the other speaker</p>
|
||
<p>If it return FALSE, then the message will have some letters replaced with stars from the heard message</p><h3 id="proc/set_invisible"><aside class="declaration">proc </aside>set_invisible<aside>(invis_value) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_misc_procs.dm#L886"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_misc_procs.dm 886"></a></aside></h3><p>Proc to PROPERLY set mob invisibility, huds gotta get set too!</p><h3 id="proc/set_nutrition"><aside class="declaration">proc </aside>set_nutrition<aside>(change) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1392"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1392"></a></aside></h3><p>Force set the mob nutrition</p><h3 id="proc/set_thinking_indicator"><aside class="declaration">proc </aside>set_thinking_indicator<aside>(state) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/typing_indicator.dm#L48"><img src="git.png" width="16" height="16" title="code/modules/mob/typing_indicator.dm 48"></a></aside></h3><p>Toggles the floating thought bubble above a players head.</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>state - Should a thought bubble be shown or hidden</li>
|
||
</ul><h3 id="proc/set_typing_indicator"><aside class="declaration">proc </aside>set_typing_indicator<aside>(state, me) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/typing_indicator.dm#L11"><img src="git.png" width="16" height="16" title="code/modules/mob/typing_indicator.dm 11"></a></aside></h3><p>Toggles the floating chat bubble above a players head.</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>state - Should a chat bubble be shown or hidden</li>
|
||
<li>me - Is the bubble being caused by the 'me' emote command</li>
|
||
</ul><h3 id="proc/shared_ui_interaction"><aside class="declaration">proc </aside>shared_ui_interaction<aside>(src_object) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/tgui/states.dm#L62"><img src="git.png" width="16" height="16" title="code/modules/tgui/states.dm 62"></a></aside></h3><p>public</p>
|
||
<p>Standard interaction/sanity checks. Different mob types may have overrides.</p>
|
||
<p>return UI_state The state of the UI.</p><h3 id="proc/show_other_mob_action_buttons"><aside class="declaration">proc </aside>show_other_mob_action_buttons<aside>(/<a href="mob.html">mob</a>/take_from) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/hud/action_button.dm#L615"><img src="git.png" width="16" height="16" title="code/_onclick/hud/action_button.dm 615"></a></aside></h3><p>Show (most) of the another mob's action buttons to this mob</p>
|
||
<p>Used for observers viewing another mob's screen</p><h3 id="proc/show_rads"><aside class="declaration">proc </aside>show_rads<aside>(range) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1432"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1432"></a></aside></h3><p>Show an overlay of radiation levels on radioactive objects.</p><h3 id="proc/shuttleRotate"><aside class="parent"><a title="/atom" href="atom.html#proc/shuttleRotate">↑</a></aside>shuttleRotate<aside>(rotation, params) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/shuttle/shuttle_rotate.dm#L45"><img src="git.png" width="16" height="16" title="code/modules/shuttle/shuttle_rotate.dm 45"></a></aside></h3><p>Turf rotate procs</p>
|
||
<p>Mob rotate procs</p><h3 id="proc/special_get_hands_check"><aside class="declaration">proc </aside>special_get_hands_check<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/inventory_procs.dm#L10"><img src="git.png" width="16" height="16" title="code/modules/mob/inventory_procs.dm 10"></a></aside></h3><p>Specal proc for special mobs that use "hands" in weird ways</p><h3 id="proc/start_audio_emote_cooldown"><aside class="declaration">proc </aside>start_audio_emote_cooldown<aside>(intentional, cooldown) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_misc_procs.dm#L844"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_misc_procs.dm 844"></a></aside></h3><p>Start the cooldown for an emote that plays audio.</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>intentional - Whether or not the user deliberately triggered this emote.</li>
|
||
<li>cooldown - The amount of time that should be waited before any other audio emote can fire.</li>
|
||
</ul><h3 id="proc/tamed"><aside class="declaration">proc </aside>tamed<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/tamer, /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/food) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_misc_procs.dm#L904"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_misc_procs.dm 904"></a></aside></h3><p>Called after the atom is 'tamed' for type-specific operations, Usually called by the tameable component but also other things.</p><h3 id="proc/throw_alert"><aside class="declaration">proc </aside>throw_alert<aside>(category, type, severity, /<a href="obj.html">obj</a>/new_master, override, timeout_override, no_anim, icon_override, /list/alert_args) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/_onclick/hud/alert.dm#L20"><img src="git.png" width="16" height="16" title="code/_onclick/hud/alert.dm 20"></a></aside></h3><p>Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already.
|
||
Each mob may only have one alert per category.</p>
|
||
<p>Arguments:</p>
|
||
<ul>
|
||
<li>category - a text string corresponding to what type of alert it is</li>
|
||
<li>type - a type path of the actual alert type to throw</li>
|
||
<li>severity - is an optional number that will be placed at the end of the icon_state for this alert
|
||
For example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2"</li>
|
||
<li>obj/new_master - optional argument. Sets the alert's icon state to "template" in the ui_style icons with the master as an overlay. Clicks are forwarded to master</li>
|
||
<li>no_anim - whether the alert should play a small sliding animation when created on the player's screen</li>
|
||
<li>icon_override - makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.</li>
|
||
<li>list/alert_args - a list of arguments to pass to the alert when creating it</li>
|
||
</ul><h3 id="proc/transfer_item_to"><aside class="declaration">proc </aside>transfer_item_to<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/target, /<a href="atom.html">atom</a>/destination, force, silent) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/inventory_procs.dm#L217"><img src="git.png" width="16" height="16" title="code/modules/mob/inventory_procs.dm 217"></a></aside></h3><p>Unequip <code>target</code> and relocate it to <code>destination</code>.</p>
|
||
<p>Returns <code>FALSE</code> if the transfer failed for any reason, and <code>TRUE</code> if it succeeded.</p><h3 id="proc/unequip"><aside class="declaration">proc </aside>unequip<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/target, force, drop_inventory) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/inventory_procs.dm#L229"><img src="git.png" width="16" height="16" title="code/modules/mob/inventory_procs.dm 229"></a></aside></h3><p>Unequip <code>target</code> without relocating it.</p>
|
||
<p>Returns <code>FALSE</code> if the transfer failed for any reason, and <code>TRUE</code> if it succeeded.</p>
|
||
<p>A destination cannot be specified; you must either <code>forceMove</code> or <code>qdel</code> it.
|
||
If you intend to <code>qdel</code> it immediately, it is not necessary to call this;
|
||
[/obj/item/proc/Destroy] will perform the necessary unequipping.</p><h3 id="proc/unequip_to"><aside class="declaration">proc </aside>unequip_to<aside>(/<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/target, /<a href="atom.html">atom</a>/destination, force, silent, drop_inventory, no_move) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/inventory_procs.dm#L244"><img src="git.png" width="16" height="16" title="code/modules/mob/inventory_procs.dm 244"></a></aside></h3><p>Central proc for unequipping items. Cannot be called but can be overridden so
|
||
long as default arg values are preserved. Use <a href="mob.html#proc/unequip" title="/mob">/mob/proc/unequip</a>,
|
||
<a href="mob.html#proc/drop_item_to_ground" title="/mob">/mob/proc/drop_item_to_ground</a>, or <a href="mob.html#proc/transfer_item_to" title="/mob">/mob/proc/transfer_item_to</a> instead.</p>
|
||
<ul>
|
||
<li><code>target</code>: The object to unequip.</li>
|
||
<li><code>destination</code>: The location the object should be unequipped to, if applicable.</li>
|
||
<li><code>force</code>: Override <code>NODROP</code> for things like wizarditis and admin undress.</li>
|
||
<li><code>silent</code>: Whether the unequip should play a sound.</li>
|
||
<li><code>drop_inventory</code>: Whether items in the dropped item's slots (such as uniform pockets) should be dropped.</li>
|
||
<li><code>no_move</code>: Whether we should attempt to move the item to <code>destination</code> or expect the caller to.</li>
|
||
</ul><h3 id="proc/update_runechat_msg_location"><aside class="declaration">proc </aside>update_runechat_msg_location<aside>() <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob.dm#L1425"><img src="git.png" width="16" height="16" title="code/modules/mob/mob.dm 1425"></a></aside></h3><p>Updates the mob's runechat maptext display location.</p>
|
||
<p>By default, we set this to the src mob's <code>UID()</code>.</p><h3 id="proc/usable_emote_keys"><aside class="declaration">proc </aside>usable_emote_keys<aside>(intentional_use) <a href="https://github.com/ParadiseSS13/Paradise/blob/8a8a00a2a9bec485351e5f219982b7315d3504fa/code/modules/mob/mob_emote.dm#L67"><img src="git.png" width="16" height="16" title="code/modules/mob/mob_emote.dm 67"></a></aside></h3><p>Get a list of all emote keys usable by the current mob.</p>
|
||
<ul>
|
||
<li>intentional_use: Whether or not to check based on if the action was intentional.</li>
|
||
</ul></main><footer>paradise.dme <a href="https://github.com/ParadiseSS13/Paradise/tree/8a8a00a2a9bec485351e5f219982b7315d3504fa">8a8a00a</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.11.0</a></footer></body></html> |