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* reshuffle * shared base type * moves this to the base type * the monster * event * FUCK * better sprites * refactors bloodcrawl, more nice sprites * review stuff * Apply suggestions from code review Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com> * heart of darkness * pre TM tweaks * ARGH * hopefully fixes double hits * tweaks * derp * tweaks * TEMP RUNTIME REMOVE LATER * fixes * runtime fixes * cig runtime fix * review + another runtime fix * re adds sprite * removes runtime * oop I forgor * DRUNK CODING * SPRITES Co-authored-by: Sirryan2002 <80364400+Sirryan2002@users.noreply.github.com>
94 lines
3.6 KiB
Plaintext
94 lines
3.6 KiB
Plaintext
/mob/living
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see_invisible = SEE_INVISIBLE_LIVING
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pressure_resistance = 10
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// Will be determined based on mob size if left null. Done in living/proc/determine_move_and_pull_forces()
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move_resist = null
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move_force = null
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pull_force = null
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/// Flag to enable these making trees semi-transparent if behind them
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flags_2 = CRITICAL_ATOM_2
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//Health and life related vars
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var/maxHealth = 100 //Maximum health that should be possible.
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var/health = 100 //A mob's health
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//Damage related vars, NOTE: THESE SHOULD ONLY BE MODIFIED BY PROCS
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var/bruteloss = 0 //Brutal damage caused by brute force (punching, being clubbed by a toolbox ect... this also accounts for pressure damage)
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var/oxyloss = 0 //Oxygen depravation damage (no air in lungs)
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var/toxloss = 0 //Toxic damage caused by being poisoned or radiated
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var/fireloss = 0 //Burn damage caused by being way too hot, too cold or burnt.
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var/cloneloss = 0 //Damage caused by being cloned or ejected from the cloner early. slimes also deal cloneloss damage to victims
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var/staminaloss = 0 //Stamina damage, or exhaustion. You recover it slowly naturally, and are stunned if it gets too high. Holodeck and hallucinations deal this.
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var/last_special = 0 //Used by the resist verb, likely used to prevent players from bypassing next_move by logging in/out.
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//Allows mobs to move through dense areas without restriction. For instance, in space or out of holder objects.
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var/incorporeal_move = 0 //0 is off, 1 is normal, 2 is for ninjas.
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var/now_pushing = null
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var/atom/movable/cameraFollow = null
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var/on_fire = 0 //The "Are we on fire?" var
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var/fire_stacks = 0 //Tracks how many stacks of fire we have on, max is usually 20
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var/floating = FALSE
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var/mob_size = MOB_SIZE_HUMAN
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// What type of mob is this
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var/mob_biotypes = MOB_ORGANIC
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var/metabolism_efficiency = 1 //more or less efficiency to metabolize helpful/harmful reagents and regulate body temperature..
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var/ventcrawler = 0 //0 No vent crawling, 1 vent crawling in the nude, 2 vent crawling always
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var/list/icon/pipes_shown = list()
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var/last_played_vent
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var/smoke_delay = 0 //used to prevent spam with smoke reagent reaction on mob.
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var/step_count = 0
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var/list/butcher_results = null
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var/list/weather_immunities = list()
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var/list/surgeries = list() //a list of surgery datums. generally empty, they're added when the player wants them.
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var/gene_stability = DEFAULT_GENE_STABILITY
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var/ignore_gene_stability = 0
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var/list/say_log = list() //a log of what we've said, plain text, no spans or junk, essentially just each individual "message"
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var/list/emote_log = list() //like say_log but for emotes
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var/blood_volume = 0 //how much blood the mob has
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hud_possible = list(HEALTH_HUD,STATUS_HUD,SPECIALROLE_HUD)
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var/list/status_effects //a list of all status effects the mob has
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var/deathgasp_on_death = FALSE
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var/stun_absorption = null //converted to a list of stun absorption sources this mob has when one is added
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var/stam_regen_start_time = 0 //used to halt stamina regen temporarily
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var/stam_paralyzed = FALSE //knocks you down
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/// Number of degrees of rotation of a mob. 0 means no rotation, up-side facing NORTH. 90 means up-side rotated to face EAST, and so on.
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VAR_PROTECTED/lying_angle = 0
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/// if a mob is choosing to lay down
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var/resting = FALSE
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var/body_position = STANDING_UP
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var/mobility_flags = MOBILITY_FLAGS_DEFAULT
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/// Used for preventing attacks on admin-frozen mobs.
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var/frozen = null
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/// Used for keeping track of previous sleeping value with admin freeze.
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var/admin_prev_sleeping = 0
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/// the type of holder that will be created when a mob gets scooped up
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var/holder_type
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var/datum/language/default_language
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