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@@ -5,84 +5,84 @@
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/datum/species
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// Descriptors and strings.
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var/name // Species name.
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var/name_plural // Pluralized name (since "[name]s" is not always valid)
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var/blurb = "A completely nondescript species." // A brief lore summary for use in the chargen screen.
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var/name // Species name.
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var/name_plural // Pluralized name (since "[name]s" is not always valid)
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var/blurb = "A completely nondescript species." // A brief lore summary for use in the chargen screen.
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// Icon/appearance vars.
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var/icobase = 'icons/mob/human_races/r_human.dmi' // Normal icon set.
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var/deform = 'icons/mob/human_races/r_def_human.dmi' // Mutated icon set.
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var/icobase = 'icons/mob/human_races/r_human.dmi' // Normal icon set.
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var/deform = 'icons/mob/human_races/r_def_human.dmi' // Mutated icon set.
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var/speech_bubble_appearance = "normal" // Part of icon_state to use for speech bubbles when talking. See talk.dmi for available icons.
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var/fire_icon_state = "humanoid" // The icon_state used inside OnFire.dmi for when on fire.
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var/suit_storage_icon = 'icons/mob/belt_mirror.dmi' // Icons used for worn items in suit storage slot.
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var/speech_bubble_appearance = "normal" // Part of icon_state to use for speech bubbles when talking. See talk.dmi for available icons.
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var/fire_icon_state = "humanoid" // The icon_state used inside OnFire.dmi for when on fire.
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var/suit_storage_icon = 'icons/mob/belt_mirror.dmi' // Icons used for worn items in suit storage slot.
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// Damage overlay and masks.
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var/damage_overlays = 'icons/mob/human_races/masks/dam_human.dmi'
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var/damage_mask = 'icons/mob/human_races/masks/dam_mask_human.dmi'
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var/blood_mask = 'icons/mob/human_races/masks/blood_human.dmi'
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var/prone_icon // If set, draws this from icobase when mob is prone.
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var/blood_color = "#A10808" // Red.
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var/flesh_color = "#FFC896" // Pink.
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var/base_color // Used by changelings. Should also be used for icon previews.
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var/prone_icon // If set, draws this from icobase when mob is prone.
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var/blood_color = "#A10808" // Red.
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var/flesh_color = "#FFC896" // Pink.
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var/base_color // Used by changelings. Should also be used for icon previews.
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var/tail // Name of tail state in species effects icon file.
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var/tail_animation // If set, the icon to obtain tail animation states from.
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var/tail // Name of tail state in species effects icon file.
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var/tail_animation // If set, the icon to obtain tail animation states from.
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var/tail_hair
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var/icon_scale = 1 // Makes the icon larger/smaller.
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var/icon_scale = 1 // Makes the icon larger/smaller.
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var/race_key = 0 // Used for mob icon cache string.
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var/icon/icon_template // Used for mob icon generation for non-32x32 species.
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var/race_key = 0 // Used for mob icon cache string.
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var/icon/icon_template // Used for mob icon generation for non-32x32 species.
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var/mob_size = MOB_MEDIUM
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var/show_ssd = "fast asleep"
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var/virus_immune
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var/short_sighted // Permanent weldervision.
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var/blood_volume = 560 // Initial blood volume.
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var/bloodloss_rate = 1 // Multiplier for how fast a species bleeds out. Higher = Faster
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var/hunger_factor = 0.05 // Multiplier for hunger.
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var/active_regen_mult = 1 // Multiplier for 'Regenerate' power speed, in human_powers.dm
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var/short_sighted // Permanent weldervision.
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var/blood_volume = 560 // Initial blood volume.
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var/bloodloss_rate = 1 // Multiplier for how fast a species bleeds out. Higher = Faster
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var/hunger_factor = 0.05 // Multiplier for hunger.
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var/active_regen_mult = 1 // Multiplier for 'Regenerate' power speed, in human_powers.dm
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var/taste_sensitivity = TASTE_NORMAL // How sensitive the species is to minute tastes.
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var/taste_sensitivity = TASTE_NORMAL // How sensitive the species is to minute tastes.
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var/min_age = 17
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var/max_age = 70
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// Language/culture vars.
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var/default_language = LANGUAGE_GALCOM // Default language is used when 'say' is used without modifiers.
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var/language = LANGUAGE_GALCOM // Default racial language, if any.
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var/species_language = LANGUAGE_GALCOM // Used on the Character Setup screen
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var/list/secondary_langs = list() // The names of secondary languages that are available to this species.
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var/list/speech_sounds // A list of sounds to potentially play when speaking.
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var/list/speech_chance // The likelihood of a speech sound playing.
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var/num_alternate_languages = 0 // How many secondary languages are available to select at character creation
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var/name_language = LANGUAGE_GALCOM // The language to use when determining names for this species, or null to use the first name/last name generator
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var/default_language = LANGUAGE_GALCOM // Default language is used when 'say' is used without modifiers.
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var/language = LANGUAGE_GALCOM // Default racial language, if any.
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var/species_language = LANGUAGE_GALCOM // Used on the Character Setup screen
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var/list/secondary_langs = list() // The names of secondary languages that are available to this species.
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var/list/speech_sounds // A list of sounds to potentially play when speaking.
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var/list/speech_chance // The likelihood of a speech sound playing.
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var/num_alternate_languages = 0 // How many secondary languages are available to select at character creation
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var/name_language = LANGUAGE_GALCOM // The language to use when determining names for this species, or null to use the first name/last name generator
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//Soundy emotey things.
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var/scream_verb = "screams"
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var/male_scream_sound //= 'sound/goonstation/voice/male_scream.ogg' Removed due to licensing, replace!
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var/female_scream_sound //= 'sound/goonstation/voice/female_scream.ogg' Removed due to licensing, replace!
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var/male_scream_sound //= 'sound/goonstation/voice/male_scream.ogg' Removed due to licensing, replace!
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var/female_scream_sound //= 'sound/goonstation/voice/female_scream.ogg' Removed due to licensing, replace!
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var/male_cough_sounds = list('sound/effects/mob_effects/m_cougha.ogg','sound/effects/mob_effects/m_coughb.ogg', 'sound/effects/mob_effects/m_coughc.ogg')
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var/female_cough_sounds = list('sound/effects/mob_effects/f_cougha.ogg','sound/effects/mob_effects/f_coughb.ogg')
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var/male_sneeze_sound = 'sound/effects/mob_effects/sneeze.ogg'
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var/female_sneeze_sound = 'sound/effects/mob_effects/f_sneeze.ogg'
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// Combat vars.
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var/total_health = 100 // Point at which the mob will enter crit.
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var/list/unarmed_types = list( // Possible unarmed attacks that the mob will use in combat,
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var/total_health = 100 // Point at which the mob will enter crit.
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var/list/unarmed_types = list( // Possible unarmed attacks that the mob will use in combat,
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/datum/unarmed_attack,
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/datum/unarmed_attack/bite
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)
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var/list/unarmed_attacks = null // For empty hand harm-intent attack
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var/brute_mod = 1 // Physical damage multiplier.
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var/burn_mod = 1 // Burn damage multiplier.
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var/oxy_mod = 1 // Oxyloss modifier
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var/toxins_mod = 1 // Toxloss modifier
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var/radiation_mod = 1 // Radiation modifier
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var/flash_mod = 1 // Stun from blindness modifier.
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var/chemOD_mod = 1 // Damage modifier for overdose
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var/vision_flags = SEE_SELF // Same flags as glasses.
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var/list/unarmed_attacks = null // For empty hand harm-intent attack
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var/brute_mod = 1 // Physical damage multiplier.
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var/burn_mod = 1 // Burn damage multiplier.
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var/oxy_mod = 1 // Oxyloss modifier
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var/toxins_mod = 1 // Toxloss modifier
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var/radiation_mod = 1 // Radiation modifier
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var/flash_mod = 1 // Stun from blindness modifier.
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var/chemOD_mod = 1 // Damage modifier for overdose
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var/vision_flags = SEE_SELF // Same flags as glasses.
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// Death vars.
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var/meat_type = /obj/item/weapon/reagent_containers/food/snacks/meat/human
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@@ -95,23 +95,23 @@
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var/cloning_modifier = /datum/modifier/cloning_sickness
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// Environment tolerance/life processes vars.
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var/reagent_tag //Used for metabolizing reagents.
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var/breath_type = "oxygen" // Non-oxygen gas breathed, if any.
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var/poison_type = "phoron" // Poisonous air.
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var/exhale_type = "carbon_dioxide" // Exhaled gas type.
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var/reagent_tag //Used for metabolizing reagents.
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var/breath_type = "oxygen" // Non-oxygen gas breathed, if any.
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var/poison_type = "phoron" // Poisonous air.
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var/exhale_type = "carbon_dioxide" // Exhaled gas type.
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var/body_temperature = 310.15 // Species will try to stabilize at this temperature. (also affects temperature processing)
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var/body_temperature = 310.15 // Species will try to stabilize at this temperature. (also affects temperature processing)
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// Cold
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var/cold_level_1 = 260 // Cold damage level 1 below this point.
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var/cold_level_2 = 200 // Cold damage level 2 below this point.
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var/cold_level_3 = 120 // Cold damage level 3 below this point.
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var/cold_level_1 = 260 // Cold damage level 1 below this point.
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var/cold_level_2 = 200 // Cold damage level 2 below this point.
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var/cold_level_3 = 120 // Cold damage level 3 below this point.
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var/breath_cold_level_1 = 240 // Cold gas damage level 1 below this point.
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var/breath_cold_level_2 = 180 // Cold gas damage level 2 below this point.
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var/breath_cold_level_3 = 100 // Cold gas damage level 3 below this point.
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var/breath_cold_level_1 = 240 // Cold gas damage level 1 below this point.
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var/breath_cold_level_2 = 180 // Cold gas damage level 2 below this point.
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var/breath_cold_level_3 = 100 // Cold gas damage level 3 below this point.
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var/cold_discomfort_level = 285 // Aesthetic messages about feeling chilly.
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var/cold_discomfort_level = 285 // Aesthetic messages about feeling chilly.
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var/list/cold_discomfort_strings = list(
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"You feel chilly.",
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"You shiver suddenly.",
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@@ -119,15 +119,15 @@
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)
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// Hot
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var/heat_level_1 = 360 // Heat damage level 1 above this point.
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var/heat_level_2 = 400 // Heat damage level 2 above this point.
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var/heat_level_3 = 1000 // Heat damage level 3 above this point.
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var/heat_level_1 = 360 // Heat damage level 1 above this point.
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var/heat_level_2 = 400 // Heat damage level 2 above this point.
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var/heat_level_3 = 1000 // Heat damage level 3 above this point.
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var/breath_heat_level_1 = 380 // Heat gas damage level 1 below this point.
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var/breath_heat_level_2 = 450 // Heat gas damage level 2 below this point.
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var/breath_heat_level_3 = 1250 // Heat gas damage level 3 below this point.
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var/breath_heat_level_1 = 380 // Heat gas damage level 1 below this point.
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var/breath_heat_level_2 = 450 // Heat gas damage level 2 below this point.
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var/breath_heat_level_3 = 1250 // Heat gas damage level 3 below this point.
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var/heat_discomfort_level = 315 // Aesthetic messages about feeling warm.
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var/heat_discomfort_level = 315 // Aesthetic messages about feeling warm.
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var/list/heat_discomfort_strings = list(
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"You feel sweat drip down your neck.",
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"You feel uncomfortably warm.",
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@@ -135,13 +135,13 @@
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)
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var/passive_temp_gain = 0 // Species will gain this much temperature every second
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var/hazard_high_pressure = HAZARD_HIGH_PRESSURE // Dangerously high pressure.
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var/warning_high_pressure = WARNING_HIGH_PRESSURE // High pressure warning.
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var/warning_low_pressure = WARNING_LOW_PRESSURE // Low pressure warning.
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var/hazard_low_pressure = HAZARD_LOW_PRESSURE // Dangerously low pressure.
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var/light_dam // If set, mob will be damaged in light over this value and heal in light below its negative.
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var/minimum_breath_pressure = 16 // Minimum required pressure for breath, in kPa
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var/passive_temp_gain = 0 // Species will gain this much temperature every second
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var/hazard_high_pressure = HAZARD_HIGH_PRESSURE // Dangerously high pressure.
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var/warning_high_pressure = WARNING_HIGH_PRESSURE // High pressure warning.
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var/warning_low_pressure = WARNING_LOW_PRESSURE // Low pressure warning.
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var/hazard_low_pressure = HAZARD_LOW_PRESSURE // Dangerously low pressure.
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var/light_dam // If set, mob will be damaged in light over this value and heal in light below its negative.
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var/minimum_breath_pressure = 16 // Minimum required pressure for breath, in kPa
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var/metabolic_rate = 1
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@@ -149,52 +149,55 @@
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// HUD data vars.
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var/datum/hud_data/hud
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var/hud_type
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var/health_hud_intensity = 1 // This modifies how intensely the health hud is colored.
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var/health_hud_intensity = 1 // This modifies how intensely the health hud is colored.
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// Body/form vars.
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var/list/inherent_verbs // Species-specific verbs.
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var/has_fine_manipulation = 1 // Can use small items.
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var/siemens_coefficient = 1 // The lower, the thicker the skin and better the insulation.
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var/darksight = 2 // Native darksight distance.
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var/flags = 0 // Various specific features.
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var/appearance_flags = 0 // Appearance/display related features.
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var/spawn_flags = 0 // Flags that specify who can spawn as this species
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var/list/inherent_verbs // Species-specific verbs.
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var/has_fine_manipulation = 1 // Can use small items.
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var/siemens_coefficient = 1 // The lower, the thicker the skin and better the insulation.
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var/darksight = 2 // Native darksight distance.
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var/flags = 0 // Various specific features.
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var/appearance_flags = 0 // Appearance/display related features.
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var/spawn_flags = 0 // Flags that specify who can spawn as this species
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var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
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var/slowdown = 0 // Passive movement speed malus (or boost, if negative)
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var/obj/effect/decal/cleanable/blood/tracks/move_trail = /obj/effect/decal/cleanable/blood/tracks/footprints // What marks are left when walking
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var/list/skin_overlays = list()
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var/has_floating_eyes = 0 // Whether the eyes can be shown above other icons
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var/has_glowing_eyes = 0 // Whether the eyes are shown above all lighting
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var/water_movement = 0 // How much faster or slower the species is in water
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var/snow_movement = 0 // How much faster or slower the species is on snow
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var/has_floating_eyes = 0 // Whether the eyes can be shown above other icons
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var/has_glowing_eyes = 0 // Whether the eyes are shown above all lighting
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var/water_movement = 0 // How much faster or slower the species is in water
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var/snow_movement = 0 // How much faster or slower the species is on snow
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var/item_slowdown_mod = 1 // How affected by item slowdown the species is.
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var/primitive_form // Lesser form, if any (ie. monkey for humans)
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var/greater_form // Greater form, if any, ie. human for monkeys.
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var/item_slowdown_mod = 1 // How affected by item slowdown the species is.
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var/primitive_form // Lesser form, if any (ie. monkey for humans)
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var/greater_form // Greater form, if any, ie. human for monkeys.
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var/holder_type
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var/gluttonous // Can eat some mobs. 1 for mice, 2 for monkeys, 3 for people.
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var/rarity_value = 1 // Relative rarity/collector value for this species.
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// Determines the organs that the species spawns with and
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var/list/has_organ = list( // which required-organ checks are conducted.
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O_HEART = /obj/item/organ/internal/heart,
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O_LUNGS = /obj/item/organ/internal/lungs,
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O_LIVER = /obj/item/organ/internal/liver,
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O_KIDNEYS = /obj/item/organ/internal/kidneys,
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O_BRAIN = /obj/item/organ/internal/brain,
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var/gluttonous // Can eat some mobs. 1 for mice, 2 for monkeys, 3 for people.
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var/rarity_value = 1 // Relative rarity/collector value for this species.
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var/economic_modifier = 2 // How much money this species makes
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// Determines the organs that the species spawns with and
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var/list/has_organ = list( // which required-organ checks are conducted.
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O_HEART = /obj/item/organ/internal/heart,
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O_LUNGS = /obj/item/organ/internal/lungs,
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O_LIVER = /obj/item/organ/internal/liver,
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O_KIDNEYS = /obj/item/organ/internal/kidneys,
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O_BRAIN = /obj/item/organ/internal/brain,
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O_APPENDIX = /obj/item/organ/internal/appendix,
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O_EYES = /obj/item/organ/internal/eyes
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O_EYES = /obj/item/organ/internal/eyes
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)
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var/vision_organ // If set, this organ is required for vision. Defaults to "eyes" if the species has them.
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var/vision_organ // If set, this organ is required for vision. Defaults to "eyes" if the species has them.
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var/list/has_limbs = list(
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BP_TORSO = list("path" = /obj/item/organ/external/chest),
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BP_GROIN = list("path" = /obj/item/organ/external/groin),
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BP_HEAD = list("path" = /obj/item/organ/external/head),
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BP_L_ARM = list("path" = /obj/item/organ/external/arm),
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BP_R_ARM = list("path" = /obj/item/organ/external/arm/right),
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BP_L_LEG = list("path" = /obj/item/organ/external/leg),
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BP_R_LEG = list("path" = /obj/item/organ/external/leg/right),
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BP_TORSO = list("path" = /obj/item/organ/external/chest),
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BP_GROIN = list("path" = /obj/item/organ/external/groin),
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BP_HEAD = list("path" = /obj/item/organ/external/head),
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BP_L_ARM = list("path" = /obj/item/organ/external/arm),
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BP_R_ARM = list("path" = /obj/item/organ/external/arm/right),
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BP_L_LEG = list("path" = /obj/item/organ/external/leg),
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BP_R_LEG = list("path" = /obj/item/organ/external/leg/right),
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BP_L_HAND = list("path" = /obj/item/organ/external/hand),
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BP_R_HAND = list("path" = /obj/item/organ/external/hand/right),
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BP_L_FOOT = list("path" = /obj/item/organ/external/foot),
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@@ -202,12 +205,12 @@
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)
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var/list/genders = list(MALE, FEMALE)
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var/ambiguous_genders = FALSE // If true, people examining a member of this species whom are not also the same species will see them as gender neutral. Because aliens.
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var/ambiguous_genders = FALSE // If true, people examining a member of this species whom are not also the same species will see them as gender neutral. Because aliens.
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// Bump vars
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var/bump_flag = HUMAN // What are we considered to be when bumped?
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var/push_flags = ~HEAVY // What can we push?
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var/swap_flags = ~HEAVY // What can we swap place with?
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var/bump_flag = HUMAN // What are we considered to be when bumped?
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var/push_flags = ~HEAVY // What can we push?
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var/swap_flags = ~HEAVY // What can we swap place with?
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var/pass_flags = 0
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@@ -283,9 +286,9 @@
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if((organ in H.organs) || (organ in H.internal_organs))
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qdel(organ)
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if(H.organs) H.organs.Cut()
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if(H.internal_organs) H.internal_organs.Cut()
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if(H.organs_by_name) H.organs_by_name.Cut()
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if(H.organs) H.organs.Cut()
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if(H.internal_organs) H.internal_organs.Cut()
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if(H.organs_by_name) H.organs_by_name.Cut()
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if(H.internal_organs_by_name) H.internal_organs_by_name.Cut()
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H.organs = list()
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