mirror of
https://github.com/ParadiseSS13/Paradise.git
synced 2025-12-31 04:31:41 +00:00
A lot has changed.
Major points:
- All mobs now use the -tg- thrown alerts system. This is a system where
a maximum of 5 "alerts" (which take the apperance of HUD icons like the
inventory and modular action buttons) on their HUD.
- Alerts are defined as a subtype of /obj/screen/alert.
- Alerts are "thrown", or activated on the mob with the proc
`mob.throw_alert("alert_id", /obj/screen/alert/path, severity
(optional), new_master (optional, overlays the referenced "obj" on the
button))`
- Alerts are cleared by calling `mob.clear_alert("alert_id")` or by the
/obj/screen/alert containing a `timeout` setting, which will
automatically clear itself after that period of deciseconds.
- Alerts may have functionality beyond appearance: Mousing over them
will use the WireWraith tooltip system to generate a themed tooltip,
and clicking them may have a function defined on the
/obj/screen/alert object.
- Shift-clicking an alert will give you it's name and status, in case
the tooltips fail to work.
- Hunger/Oxygen/Toxin/Nitrogen/Pressure/Etc warnings are now handled via
the -tg- thrown alerts system.
- Failing to breathe anything will display as an "No O2" warning.
- Species breathing has been refactored to accomodate this. Vox are
able to breathe the station air without instantly dying, but will be
poisoned every time they breathe by the oxygen in the air. Any
species with a unique gas breathing type will also display the
correct "Choking (no X gas)" instead of just "oxygen". (Unless they
have not breathed anything in, it's a quirk.)
- Robot cell/temperature alerts also use this.
- Aliens, though not harmed by toxins, will have an alert if they
breathe in toxins, notifying them that "You'll be toast if this
lights up."
- More alerts have been added
- Buckling
- Activated on: Being buckled to an object.
- Cleared on: Being unbuckled.
- Click functionality: Calls resist(); Will unbuckle from chair
instantly if unrestrained, otherwise, there is a delay period.
- Hand/Leg cuffs
- Activated on: Being handcuffed.
- Cleared on: Being unhandcuffed.
- Click functionality: Calls resist(); Will attempt to either get out
of the handcuffs, or, if you are a xenomorph or hulk, break the
handcuffs in 5 seconds.
- Blind/High
- Activated on: Becoming blinded/becoming high on LSD.
- Cleared on: Becoming unblinded/the high wearing off.
- Click functionality: None.
- Asleep
- Activated on: Life() tick detecting sleeping.
- Deactivated on: Sleeping being 0 or less.
- Click functionality: None.
- Weightless
- Activated on: Losing gravity.
- Deactivated on: Moving back into an area with gravity.
- Click functionality: None.
- On Fire
- Activated on: Catching fire.
- Deactivated on: Being extinguished.
- Click functionality: Calls resist(); Causes you to stop, drop, and
roll, which will reduce firestacks and possibly extinguish you.
- Law update (BORG ONLY)
- Activated on: Laws being changed.
- Deactivated on: Timer, 300 deciseconds.
- Click functionality: None.
- Hacked (BORG ONLY)
- Activated on: Being emagged/given malf tools by the malf AI.
- Deactivated on: Emagged status being removed.
- Click functionality: None.
- Locked (BORG ONLY)
- Activated on: Lockdown being set (by emag law rewriting/robotics
console/wire being destroyed)
- Deactivated on: Movement being unlocked.
- Click functionality: None.
- Notify Cloning (GHOST ONLY)
- Activated on: A human's body being placed in a DNA scanner.
- Deactivated on: Timer, 300 deciseconds.
- Click functionality: Reenters body.
- Notify Jump (MULTIPURPOSE) (GHOST ONLY)
- Activated on: Any sort of chance to become a mob (ie, golem rune).
- Deactivated on: Timer, 300 deciseconds.
- Click functionality: Varies.
239 lines
8.3 KiB
Plaintext
239 lines
8.3 KiB
Plaintext
/mob
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density = 1
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layer = 4.0
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animate_movement = 2
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// flags = NOREACT
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pressure_resistance = 8
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var/datum/mind/mind
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var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
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//Not in use yet
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var/obj/effect/organstructure/organStructure = null
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var/obj/screen/hands = null
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var/obj/screen/pullin = null
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var/obj/screen/internals = null
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var/obj/screen/i_select = null
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var/obj/screen/m_select = null
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var/obj/screen/healths = null
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var/obj/screen/throw_icon = null
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var/obj/screen/gun/item/item_use_icon = null
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var/obj/screen/gun/move/gun_move_icon = null
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var/obj/screen/gun/run/gun_run_icon = null
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var/obj/screen/gun/mode/gun_setting_icon = null
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/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
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I'll make some notes on where certain variable defines should probably go.
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Changing this around would probably require a good look-over the pre-existing code.
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*/
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var/obj/screen/zone_sel/zone_sel = null
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var/obj/screen/leap_icon = null
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var/obj/screen/healthdoll = null
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var/use_me = 1 //Allows all mobs to use the me verb by default, will have to manually specify they cannot
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var/damageoverlaytemp = 0
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var/computer_id = null
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var/lastattacker = null
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var/lastattacked = null
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var/attack_log = list( )
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var/already_placed = 0.0
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var/obj/machinery/machine = null
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var/other_mobs = null
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var/memory = ""
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var/poll_answer = 0.0
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var/sdisabilities = 0 //Carbon
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var/disabilities = 0 //Carbon
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var/atom/movable/pulling = null
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var/next_move = null
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var/notransform = null //Carbon
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var/other = 0.0
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var/hand = null
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var/eye_blind = null //Carbon
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var/eye_blurry = null //Carbon
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var/ear_deaf = null //Carbon
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var/ear_damage = null //Carbon
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var/stuttering = null //Carbon
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var/slurring = null //Carbon
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var/real_name = null
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var/flavor_text = ""
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var/med_record = ""
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var/sec_record = ""
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var/gen_record = ""
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var/blinded = null
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var/bhunger = 0 //Carbon
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var/ajourn = 0
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var/druggy = 0 //Carbon
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var/confused = 0 //Carbon
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var/antitoxs = null
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var/plasma = null
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var/sleeping = 0 //Carbon
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var/resting = 0 //Carbon
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var/lying = 0
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var/lying_prev = 0
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var/canmove = 1
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var/lastpuke = 0
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var/unacidable = 0
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var/small = 0
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var/can_strip = 1
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var/list/pinned = list() //List of things pinning this creature to walls (see living_defense.dm)
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var/list/embedded = list() //Embedded items, since simple mobs don't have organs.
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var/list/languages = list() // For speaking/listening.
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var/list/abilities = list() // For species-derived or admin-given powers.
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var/list/speak_emote = list("says") // Verbs used when speaking. Defaults to 'say' if speak_emote is null.
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var/emote_type = 1 // Define emote default type, 1 for seen emotes, 2 for heard emotes
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var/name_archive //For admin things like possession
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var/timeofdeath = 0.0//Living
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var/cpr_time = 1.0//Carbon
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var/bodytemperature = 310.055 //98.7 F
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var/drowsyness = 0.0//Carbon
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var/dizziness = 0//Carbon
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var/jitteriness = 0//Carbon
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var/flying = 0
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var/charges = 0.0
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var/nutrition = 400.0//Carbon
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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var/paralysis = 0.0
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var/stunned = 0.0
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var/weakened = 0.0
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var/losebreath = 0.0//Carbon
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var/intent = null//Living
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var/shakecamera = 0
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var/a_intent = I_HELP//Living
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var/m_int = null//Living
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var/m_intent = "run"//Living
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var/lastKnownIP = null
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var/atom/movable/buckled = null//Living
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var/obj/item/l_hand = null//Living
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var/obj/item/r_hand = null//Living
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var/obj/item/weapon/back = null//Human/Monkey
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var/obj/item/weapon/tank/internal = null//Human/Monkey
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var/obj/item/weapon/storage/s_active = null//Carbon
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var/obj/item/clothing/mask/wear_mask = null//Carbon
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var/seer = 0 //for cult//Carbon, probably Human
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var/see_override = 0
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var/datum/hud/hud_used = null
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hud_possible = list(SPECIALROLE_HUD)
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var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining.
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var/datum/action/scan_mode/scanner = new
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var/list/grabbed_by = list( )
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var/list/requests = list( )
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var/list/mapobjs = list()
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var/in_throw_mode = 0
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var/coughedtime = null
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var/emote_cd = 0 // Used to supress emote spamming. 1 if on CD, 2 if disabled by admin (manually set), else 0
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var/music_lastplayed = "null"
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var/job = null//Living
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var/const/blindness = 1//Carbon
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var/const/deafness = 2//Carbon
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var/const/muteness = 4//Carbon
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var/datum/dna/dna = null//Carbon
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var/radiation = 0.0//Carbon
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var/list/mutations = list() //Carbon -- Doohl
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//see: setup.dm for list of mutations
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var/voice_name = "unidentifiable voice"
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var/list/faction = list("neutral") //Used for checking whether hostile simple animals will attack you, possibly more stuff later
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var/move_on_shuttle = 1 // Can move on the shuttle.
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var/has_enabled_antagHUD = 0
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var/antagHUD = 0
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//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
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var/proc_holder_list[] = list()//Right now unused.
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//Also unlike the spell list, this would only store the object in contents, not an object in itself.
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/* Add this line to whatever stat module you need in order to use the proc holder list.
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Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
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This requires creating a verb for the object proc holder.
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if (proc_holder_list.len)//Generic list for proc_holder objects.
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for(var/obj/effect/proc_holder/P in proc_holder_list)
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statpanel("[P.panel]","",P)
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*/
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//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
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var/mob/living/carbon/LAssailant = null
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//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
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var/obj/effect/proc_holder/spell/list/spell_list = list()
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//Changlings, but can be used in other modes
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// var/obj/effect/proc_holder/changpower/list/power_list = list()
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//List of active diseases
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var/list/viruses = list() // replaces var/datum/disease/virus
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var/list/resistances = list()
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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var/status_flags = CANSTUN|CANWEAKEN|CANPARALYSE|CANPUSH //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
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var/area/lastarea = null
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var/digitalcamo = 0 // Can they be tracked by the AI?
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var/weakeyes = 0 //Are they vulnerable to flashes?
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var/has_unlimited_silicon_privilege = 0 // Can they interact with station electronics
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var/list/radar_blips = list() // list of screen objects, radar blips
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var/radar_open = 0 // nonzero is radar is open
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var/atom/movable/remote_control //Calls relaymove() to whatever it is
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var/remote_view = 0 // Set to 1 to prevent view resets on Life
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var/obj/control_object //Used by admins to possess objects. All mobs should have this var
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var/datum/visibility_interface/visibility_interface = null // used by the visibility system to provide an interface for the visibility networks
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//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
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var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
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var/universal_understand = 0 // Set to 1 to enable the mob to understand everyone, not necessarily speak
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var/robot_talk_understand = 0
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var/alien_talk_understand = 0
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var/has_limbs = 1 //Whether this mob have any limbs he can move with
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//SSD var, changed it up some so people can have special things happen for different mobs when SSD.
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var/player_logged = 0
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var/turf/listed_turf = null //the current turf being examined in the stat panel
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var/list/shouldnt_see = list(/atom/movable/lighting_overlay) //list of objects that this mob shouldn't see in the stat panel. this silliness is needed because of AI alt+click and cult blood runes
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var/kills=0
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var/stance_damage = 0 //Whether this mob's ability to stand has been affected
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var/list/active_genes=list()
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var/last_movement = -100 // Last world.time the mob actually moved of its own accord.
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var/resize = 1 //Badminnery resize
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var/datum/vision_override/vision_type = null //Vision override datum.
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var/list/permanent_huds = list()
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