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Conflicts: baystation12.dme code/ATMOSPHERICS/components/unary/vent_pump.dm code/ATMOSPHERICS/components/unary/vent_scrubber.dm code/__HELPERS/game.dm code/controllers/shuttle_controller.dm code/datums/datumvars.dm code/datums/supplypacks.dm code/defines/obj/storage.dm code/defines/obj/vending.dm code/defines/obj/weapon.dm code/defines/procs/command_alert.dm code/game/area/Space Station 13 areas.dm code/game/atoms.dm code/game/gamemodes/changeling/modularchangling.dm code/game/gamemodes/cult/runes.dm code/game/gamemodes/events.dm code/game/gamemodes/events/dust.dm code/game/gamemodes/events/miniblob.dm code/game/gamemodes/events/ninja_equipment.dm code/game/gamemodes/factions.dm code/game/gamemodes/game_mode.dm code/game/gamemodes/gameticker.dm code/game/jobs/access.dm code/game/jobs/job/assistant.dm code/game/jobs/job/captain.dm code/game/jobs/job/civilian.dm code/game/jobs/job/engineering.dm code/game/jobs/job/medical.dm code/game/jobs/job/science.dm code/game/jobs/job/security.dm code/game/jobs/job_controller.dm code/game/machinery/alarm.dm code/game/machinery/atmo_control.dm code/game/machinery/atmoalter/area_atmos_computer.dm code/game/machinery/bots/medbot.dm code/game/machinery/computer/HolodeckControl.dm code/game/machinery/computer/ai_core.dm code/game/machinery/computer/atmos_alert.dm code/game/machinery/computer/card.dm code/game/machinery/computer/cloning.dm code/game/machinery/computer/computer.dm code/game/machinery/computer/message.dm code/game/machinery/computer/pod.dm code/game/machinery/computer/prisoner.dm code/game/machinery/computer/syndicate_shuttle.dm code/game/machinery/constructable_frame.dm code/game/machinery/doors/door.dm code/game/machinery/doors/firedoor.dm code/game/machinery/newscaster.dm code/game/machinery/recharger.dm code/game/machinery/spaceheater.dm code/game/machinery/telecomms/broadcaster.dm code/game/machinery/telecomms/logbrowser.dm code/game/machinery/telecomms/machine_interactions.dm code/game/machinery/teleporter.dm code/game/machinery/wishgranter.dm code/game/mecha/mech_fabricator.dm code/game/mecha/working/ripley.dm code/game/objects/items.dm code/game/objects/items/blueprints.dm code/game/objects/items/devices/flashlight.dm code/game/objects/items/devices/radio/encryptionkey.dm code/game/objects/items/devices/uplinks.dm code/game/objects/items/stacks/medical.dm code/game/objects/items/weapons/cards_ids.dm code/game/objects/items/weapons/gift_wrappaper.dm code/game/objects/items/weapons/hydroponics.dm code/game/objects/items/weapons/manuals.dm code/game/objects/items/weapons/secstorage/secstorage.dm code/game/objects/items/weapons/storage/backpack.dm code/game/objects/items/weapons/storage/firstaid.dm code/game/objects/items/weapons/storage/kit.dm code/game/objects/items/weapons/storage/storage.dm code/game/objects/items/weapons/storage/toolbox.dm code/game/objects/items/weapons/storage/uplink_kits.dm code/game/objects/items/weapons/stunbaton.dm code/game/objects/items/weapons/surgery_tools.dm code/game/objects/items/weapons/tools.dm code/game/objects/structures/crates_lockers/closets/secure/cargo.dm code/game/objects/structures/crates_lockers/closets/secure/hydroponics.dm code/game/objects/structures/crates_lockers/closets/secure/scientist.dm code/game/objects/structures/crates_lockers/closets/secure/security.dm code/game/objects/structures/electricchair.dm code/game/objects/structures/extinguisher.dm code/game/objects/structures/watercloset.dm code/game/objects/weapons.dm code/game/turfs/turf.dm code/game/vehicles/airtight/airtight.dm code/game/vehicles/vehicle.dm code/global.dm code/modules/DetectiveWork/evidence.dm code/modules/admin/IsBanned.dm code/modules/admin/player_panel.dm code/modules/admin/verbs/diagnostics.dm code/modules/admin/verbs/getlogs.dm code/modules/client/preferences.dm code/modules/clothing/masks/miscellaneous.dm code/modules/clothing/spacesuits/rig.dm code/modules/clothing/suits/miscellaneous.dm code/modules/critters/critter_defenses.dm code/modules/detectivework/scanner.dm code/modules/flufftext/Hallucination.dm code/modules/food/recipes_microwave.dm code/modules/mining/mine_items.dm code/modules/mining/mine_turfs.dm code/modules/mining/satchel_ore_boxdm.dm code/modules/mob/dead/observer/observer.dm code/modules/mob/living/carbon/alien/humanoid/alien_powers.dm code/modules/mob/living/carbon/alien/special/facehugger.dm code/modules/mob/living/carbon/carbon.dm code/modules/mob/living/carbon/carbon_defines.dm code/modules/mob/living/carbon/human/human.dm code/modules/mob/living/carbon/human/human_attackhand.dm code/modules/mob/living/carbon/human/life.dm code/modules/mob/living/carbon/human/say.dm code/modules/mob/living/carbon/human/update_icons.dm code/modules/mob/living/carbon/metroid/metroid.dm code/modules/mob/living/living.dm code/modules/mob/living/silicon/ai/life.dm code/modules/mob/living/silicon/robot/robot.dm code/modules/mob/mob_cleanup.dm code/modules/mob/mob_defines.dm code/modules/mob/mob_transformation_simple.dm code/modules/paperwork/clipboard.dm code/modules/paperwork/folders.dm code/modules/paperwork/paper.dm code/modules/paperwork/paperbin.dm code/modules/paperwork/pen.dm code/modules/power/cable.dm code/modules/projectiles/guns/energy/special.dm code/modules/projectiles/guns/projectile/revolver.dm code/modules/projectiles/projectile/change.dm code/modules/projectiles/projectile/special.dm code/modules/reagents/Chemistry-Reagents.dm code/modules/reagents/reagent_containers/glass.dm code/modules/reagents/reagent_containers/hypospray.dm code/modules/recycling/sortingmachinery.dm code/modules/research/designs.dm config/config.txt html/changelog.html icons/mob/head.dmi icons/mob/hud.dmi icons/mob/items_lefthand.dmi icons/mob/items_righthand.dmi icons/mob/mask.dmi icons/mob/suit.dmi icons/mob/ties.dmi icons/mob/uniform.dmi icons/obj/clothing/hats.dmi icons/obj/clothing/masks.dmi icons/obj/clothing/suits.dmi icons/obj/clothing/ties.dmi icons/obj/grenade.dmi icons/obj/projectiles.dmi Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
215 lines
6.7 KiB
Plaintext
215 lines
6.7 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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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/flash = null
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var/obj/screen/blind = 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/oxygen = 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/toxin = null
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var/obj/screen/fire = null
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var/obj/screen/bodytemp = 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/nutrition_icon = null
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var/obj/screen/pressure = null
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var/obj/screen/damageoverlay = null
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var/obj/screen/pain = 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/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/prev_move = null
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var/monkeyizing = 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/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/eye_stat = null//Living, potentially Carbon
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var/lastpuke = 0
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var/unacidable = 0
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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/is_dizzy = 0
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var/is_jittery = 0
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var/jitteriness = 0//Carbon
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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 = "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/lastDblClick = 0
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var/lastKnownIP = null
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var/obj/structure/stool/bed/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/datum/hud/hud_used = null
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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/inertia_dir = 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/list/augmentations = list() //Carbon -- Doohl
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//see: setup.dm for list of augmentations
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var/voice_name = "unidentifiable voice"
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var/voice_message = null // When you are not understood by others (replaced with just screeches, hisses, chimpers etc.)
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var/say_message = null // When you are understood by others. Currently only used by aliens and monkeys in their say_quote procs
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var/faction = "neutral" //Used for checking whether hostile simple animals will attack you, possibly more stuff later
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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/viruses = list() // replaces var/datum/disease/virus
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//Monkey/infected mode
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var/list/resistances = list()
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var/datum/disease/virus = null
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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var/update_icon = 1 //Set to 1 to trigger update_icons() at the next life() call
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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/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/obj/control_object //Used by admins to possess objects. All mobs should have this var
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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/robot_talk_understand = 0
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var/alien_talk_understand = 0
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var/tajaran_talk_understand = 0
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var/soghun_talk_understand = 0
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var/skrell_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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var/can_stand = 1 //Whether this mob have ability to stand
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var/immune_to_ssd = 0 |