mirror of
https://github.com/SPLURT-Station/S.P.L.U.R.T-Station-13.git
synced 2025-12-09 16:07:40 +00:00
189 lines
7.5 KiB
Plaintext
189 lines
7.5 KiB
Plaintext
/mob
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datum_flags = DF_USE_TAG
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density = TRUE
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layer = MOB_LAYER
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animate_movement = 2
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flags_1 = HEAR_1
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hud_possible = list(ANTAG_HUD)
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pressure_resistance = 8
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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throwforce = 10
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blocks_emissive = EMISSIVE_BLOCK_GENERIC
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pass_flags_self = PASSMOB
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vis_flags = VIS_INHERIT_PLANE //when this be added to vis_contents of something it inherit something.plane, important for visualisation of mob in openspace.
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attack_hand_is_action = TRUE
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attack_hand_unwieldlyness = CLICK_CD_MELEE
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attack_hand_speed = 0
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// Rendering
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/// Fullscreen objects
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var/list/fullscreens = list()
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/// What receives our keyboard input. src by default.
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var/datum/focus
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var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
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var/datum/mind/mind
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var/list/datum/action/actions = list()
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var/list/datum/action/chameleon_item_actions
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var/static/next_mob_id = 0
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var/stat = CONSCIOUS //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
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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/zone_selected = BODY_ZONE_CHEST
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var/computer_id = null
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var/list/logging = list()
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var/atom/machine = null
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var/create_area_cooldown
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/// Whether or not the mob is currently being transformed into another mob or into another state of being. This will prevent it from moving or doing realistically anything.
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/// Don't you DARE use this for a cheap way to ensure someone is stunned in your code.
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var/mob_transforming = FALSE
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var/eye_blind = 0 //Carbon
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var/eye_blurry = 0 //Carbon
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var/real_name = null
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var/spacewalk = FALSE
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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/is_shifted = FALSE
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/// List of movement speed modifiers applying to this mob
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var/list/movespeed_modification //Lazy list, see mob_movespeed.dm
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/// List of movement speed modifiers ignored by this mob. List -> List (id) -> List (sources)
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var/list/movespeed_mod_immunities //Lazy list, see mob_movespeed.dm
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/// The calculated mob speed slowdown based on the modifiers list
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var/cached_multiplicative_slowdown
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/// List of action speed modifiers applying to this mob
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var/list/actionspeed_modification //Lazy list, see mob_movespeed.dm
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/// List of action speed modifiers ignored by this mob. List -> List (id) -> List (sources)
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var/list/actionspeed_mod_immunities //Lazy list, see mob_movespeed.dm
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/// The calculated mob action speed slowdown based on the modifiers list
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var/cached_multiplicative_actions_slowdown
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/////////////////
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var/name_archive //For admin things like possession
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var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F
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var/drowsyness = 0//Carbon
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var/dizziness = 0//Carbon
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var/jitteriness = 0//Carbon
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var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize
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var/satiety = 0//Carbon
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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var/a_intent = INTENT_HELP//Living
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var/list/possible_a_intents = null//Living
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var/m_intent = MOVE_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/atom/movable/buckling
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//Hands
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var/active_hand_index = 1
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var/list/held_items = list() //len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand and 1 empty hand.
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//held_items[active_hand_index] is the actively held item, but please use get_active_held_item() instead, because OOP
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var/bloody_hands = 0
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var/datum/component/storage/active_storage = null//Carbon
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var/datum/hud/hud_used = null
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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/in_throw_mode = 0
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var/job = null//Living
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var/list/faction = list("neutral") //A list of factions that this mob is currently in, for hostile mob targetting, amongst other things
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var/move_on_shuttle = 1 // Can move on the shuttle.
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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/datum/weakref/LAssailant
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var/list/mob_spell_list = list() //construct spells and mime spells. Spells that do not transfer from one mob to another and can not be lost in mindswap.
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var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH //bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
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var/digitalcamo = 0 // Can they be tracked by the AI?
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var/digitalinvis = 0 //Are they ivisible to the AI?
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var/image/digitaldisguise = null //what does the AI see instead of them?
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var/silicon_privileges = NONE // Can they interact with station electronics
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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/atom/movable/remote_control //Calls relaymove() to whatever it is
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/**
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* The sound made on death
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*
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* leave null for no sound. used for *deathgasp
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*/
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var/deathsound = null
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var/turf/listed_turf = null //the current turf being examined in the stat panel
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var/list/observers = null //The list of people observing this mob.
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var/list/progressbars = null //for stacking do_after bars
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///For storing what do_after's someone has, in case we want to restrict them to only one of a certain do_after at a time
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var/list/do_afters
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var/list/mousemove_intercept_objects
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var/datum/click_intercept
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var/registered_z
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var/list/alerts = list() // contains /atom/movable/screen/alert only // On /mob so clientless mobs will throw alerts properly
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var/list/client_colours = list()
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var/hud_type = /datum/hud
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var/datum/hSB/sandbox = null
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var/mob/audiovisual_redirect //Mob to redirect messages, speech, and sounds to
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var/siliconaccessareas = list()
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var/siliconaccesstoggle = FALSE
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var/voluntary_ghosted = FALSE //whether or not they voluntarily ghosted.
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var/has_field_of_vision = FALSE
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var/field_of_vision_type = FOV_90_DEGREES
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///////TYPING INDICATORS///////
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/// Set to true if we want to show typing indicators.
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var/typing_indicator_enabled = FALSE
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/// Default icon_state of our typing indicator. Currently only supports paths (because anything else is, as of time of typing this, unnecesary.
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var/typing_indicator_state = /obj/effect/overlay/typing_indicator
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/// The timer that will remove our indicator for early aborts (like when an user finishes their message)
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var/typing_indicator_timerid
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/// Current state of our typing indicator. Used for cut overlay, DO NOT RUNTIME ASSIGN OTHER THAN FROM SHOW/CLEAR. Used to absolutely ensure we do not get stuck overlays.
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var/mutable_appearance/typing_indicator_current
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/// Ability system based on action buttons. Can be ported to base /mob or /mob/living later if needed, easily - the procs are currently on living/carbon/human/innate_abilities.dm
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/// datum traits-style lazylist of abilities
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var/list/innate_abilities
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/// ability = action button instance.
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var/list/ability_actions
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/// ability = list(data). see __DEFINES/mobs/innate_abilities.dm
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var/list/ability_properties
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///Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)
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var/sound_environment_override = SOUND_ENVIRONMENT_NONE
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/// A mock client, provided by tests and friends
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var/datum/client_interface/mock_client
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