Files
Paradise/code/modules/mob/mob_defines.dm
Ren Erthilo ebebfaabb3 Merge branch 'master' of git://github.com/Baystation12/Baystation12 into TGUpdates
Conflicts:
	code/modules/mob/mob_defines.dm
2012-04-04 20:19:23 +01:00

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/mob
density = 1
layer = 4.0
animate_movement = 2
// flags = NOREACT
//THE SOLUTION BUBBLES was funnier.
var/datum/mind/mind
//MOB overhaul
//Not in use yet
// var/obj/organstructure/organStructure = null
//Vars that have been relocated to organStructure
//Vars that have been relocated to organStructure ++END
//Vars that should only be accessed via procs
var/bruteloss = 0.0//Living
var/oxyloss = 0.0//Living
var/toxloss = 0.0//Living
var/fireloss = 0.0//Living
var/cloneloss = 0//Carbon
var/brainloss = 0//Carbon
var/maxHealth = 100 //Living
//Vars that should only be accessed via procs ++END
// var/uses_hud = 0
var/obj/screen/pain = null
var/obj/screen/flash = null
var/obj/screen/blind = null
var/obj/screen/hands = null
var/obj/screen/mach = null
var/obj/screen/sleep = null
var/obj/screen/rest = 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/gun/item/item_use_icon = null
var/obj/screen/gun/move/gun_move_icon = null
var/obj/screen/gun/run/gun_run_icon = null
var/obj/screen/gun/mode/gun_setting_icon = null
var/total_luminosity = 0 //This controls luminosity for mobs, when you pick up lights and such this is edited. If you want the mob to use lights it must update its lum in its life proc or such. Note clamp this value around 7 or such to prevent massive light lag.
var/last_luminosity = 0
/*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/midis = 1 //Check if midis should be played for someone - no, this is something that is tied to clients, not mobs.
var/alien_egg_flag = 0//Have you been infected?
var/last_special = 0
var/obj/screen/zone_sel/zone_sel = null
var/emote_allowed = 1
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/stat = 0.0
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/slurring = null
var/real_name = null
var/original_name = null //Original name is only used in ghost chat! It is not to be edited by anything!
var/flavor_text = ""
var/blinded = null
var/bhunger = 0//Carbon
var/ajourn = 0
var/rejuv = null
var/druggy = 0//Carbon
var/confused = 0//Carbon
var/antitoxs = null
var/plasma = null
var/sleeping = 0.0//Carbon
var/sleeping_willingly = 0.0 //Carbon, allows people to sleep forever if desired
var/admin_observing = 0.0
var/resting = 0.0//Carbon
var/lying = 0.0
var/canmove = 1.0
var/eye_stat = null//Living, potentially Carbon
var/lastpuke = 0
var/name_archive //For admin things like possession
var/timeofdeath = 0.0//Living
var/cpr_time = 1.0//Carbon
var/health = 100//Living
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/weapon/handcuffs/handcuffed = 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/r_epil = 0
var/r_ch_cou = 0
var/r_Tourette = 0//Carbon
var/seer = 0 //for cult//Carbon, probably Human
var/miming = null //checks if the guy is a mime//Human
var/silent = null //Can't talk. Value goes down every life proc.//Human
var/obj/hud/hud_used = null
//var/list/organs = list( ) //moved to human.
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/footstep = 1
var/music_lastplayed = "null"
var/job = null//Living
var/nodamage = 0
var/logged_in = 0
var/underwear = 1//Human
var/backbag = 2//Human
var/be_syndicate = 0//This really should be a client variable.
var/be_random_name = 0
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/mutations = 0//Carbon
var/mutations2 = 0//Carbon
//telekinesis = 1
//firemut = 2
//xray = 4
//hulk = 8
//clumsy = 16
//obese = 32
//husk = 64
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
//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 Metroids 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
/*
//Changeling mode stuff//Carbon
var/changeling_level = 0
var/list/absorbed_dna = list()
var/changeling_fakedeath = 0
var/chem_charges = 20.00
var/sting_range = 1
*/
var/datum/changeling/changeling = null
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/obj/control_object // Hacking in to control objects -- TLE
var/robot_talk_understand = 0
var/alien_talk_understand = 0
var/taj_talk_understand = 0
//You can guess what these are for. --SkyMarshal
var/list/atom/hallucinations = list()
var/halloss = 0
var/hallucination = 0
/*For ninjas and others. This variable is checked when a mob moves and I guess it was supposed to allow the mob to move
through dense areas, such as walls. Setting density to 0 does the same thing. The difference here is that
the mob is also allowed to move without any sort of restriction. For instance, in space or out of holder objects.*/
//0 is off, 1 is normal, 2 is for ninjas.
var/incorporeal_move = 0
var/update_icon = 1 // Set to 0 if you want that the mob's icon doesn't update when it moves -- Skie
// This can be used if you want to change the icon on the fly and want it to stay
var/UI = 'screen1_old.dmi' // For changing the UI from preferences
// var/obj/effect/organstructure/organStructure = null //for dem organs
var/canstun = 1 // determines if this mob can be stunned by things
var/canweaken = 1 // determines if this mob can be weakened/knocked down by things
var/nopush = 0 //Can they be shoved?
var/area/lastarea = null
var/digitalcamo = 0 // Can they be tracked by the AI?
var/list/organs = list( ) //List of organs.
var/list/organs2 = list()
//Singularity wants you!
var/grav_delay = 0
var/being_strangled = 0
// ++++ROCKDTBEN++++ MOB PROCS
/mob/proc/getBruteLoss()
return bruteloss
/mob/proc/adjustBruteLoss(var/amount)
bruteloss = max(bruteloss + amount, 0)
/mob/proc/getOxyLoss()
return oxyloss
/mob/proc/adjustOxyLoss(var/amount)
oxyloss = max(oxyloss + amount, 0)
/mob/proc/setOxyLoss(var/amount)
oxyloss = amount
/mob/proc/getToxLoss()
return toxloss
/mob/proc/adjustToxLoss(var/amount)
toxloss = max(toxloss + amount, 0)
/mob/proc/setToxLoss(var/amount)
toxloss = amount
/mob/proc/getFireLoss()
return fireloss
/mob/proc/adjustFireLoss(var/amount)
fireloss = max(fireloss + amount, 0)
/mob/proc/getCloneLoss()
return cloneloss
/mob/proc/adjustCloneLoss(var/amount)
cloneloss = max(cloneloss + amount, 0)
/mob/proc/setCloneLoss(var/amount)
cloneloss = amount
/mob/proc/getBrainLoss()
return brainloss
/mob/proc/adjustBrainLoss(var/amount)
brainloss = max(brainloss + amount, 0)
/mob/proc/setBrainLoss(var/amount)
brainloss = amount
// ++++ROCKDTBEN++++ MOB PROCS //END