mirror of
https://github.com/VOREStation/VOREStation.git
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It'll be fun, I promise. git-svn-id: http://tgstation13.googlecode.com/svn/trunk@2068 316c924e-a436-60f5-8080-3fe189b3f50e
229 lines
7.4 KiB
Plaintext
229 lines
7.4 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/uses_hud = 0
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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/mach = null
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var/obj/screen/sleep = null
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var/obj/screen/rest = 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/list/obj/hallucination/hallucinations = list() - Not used at all - Skie
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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/alien_egg_flag = 0//Have you been infected?
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var/last_special = 0
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var/obj/screen/zone_sel/zone_sel = null
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var/emote_allowed = 1
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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/stat = 0.0
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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/real_name = null
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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/rejuv = null
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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 = 0.0//Carbon
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var/resting = 0.0//Carbon
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var/lying = 0.0
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var/canmove = 1.0
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var/eye_stat = null//Living, potentially Carbon
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var/oxyloss = 0.0//Living
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var/toxloss = 0.0//Living
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var/fireloss = 0.0//Living
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var/bruteloss = 0.0//Living
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var/timeofdeath = 0.0//Living
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var/cpr_time = 1.0//Carbon
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var/health = 100//Living
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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/metabslow = 0 // Metabolism slowed//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/stool/buckled = null//Living
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var/obj/item/weapon/handcuffs/handcuffed = 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/r_epil = 0
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var/r_ch_cou = 0
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var/r_Tourette = 0//Carbon
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var/cloneloss = 0//Carbon
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var/seer = 0 //for cult//Carbon, probably Human
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var/miming = null //checks if the guy is a mime//Human
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var/silent = null //Can't talk. Value goes down every life proc.//Human
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var/muted = null //Can't talk in any way shape or form (Even OOC or emote). An admin punishment
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var/obj/hud/hud_used = null
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//var/list/organs = list( ) //moved to human.
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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/footstep = 1
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var/music_lastplayed = "null"
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var/job = null//Living
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var/knowledge = 0.0
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var/nodamage = 0
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var/logged_in = 0
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var/underwear = 1//Human
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var/be_syndicate = 0//This really should be a client variable.
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var/be_random_name = 0
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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/brainloss = 0//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/mutations = 0//Carbon
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//telekinesis = 1
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//firemut = 2
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//xray = 4
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//hulk = 8
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//clumsy = 16
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//obese = 32
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//husk = 64
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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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//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/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 Metroids 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/proc_holder/spell/list/spell_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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/*
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//Changeling mode stuff//Carbon
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var/changeling_level = 0
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var/list/absorbed_dna = list()
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var/changeling_fakedeath = 0
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var/chem_charges = 20.00
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var/sting_range = 1
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*/
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var/datum/changeling/changeling = null
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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/obj/control_object // Hacking in to control objects -- TLE
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var/robot_talk_understand = 0
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var/alien_talk_understand = 0
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/*For ninjas and others. This variable is checked when a mob moves and I guess it was supposed to allow the mob to move
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through dense areas, such as walls. Setting density to 0 does the same thing. The difference here is that
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the mob is also allowed to move without any sort of restriction. For instance, in space or out of holder objects.*/
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//0 is off, 1 is normal, 2 is for ninjas.
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var/incorporeal_move = 0
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var/update_icon = 1 // Set to 0 if you want that the mob's icon doesn't update when it moves -- Skie
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// This can be used if you want to change the icon on the fly and want it to stay
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var/UI = 'screen1_old.dmi' // For changing the UI from preferences
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var/obj/organstructure/organStructure = null //for dem organs
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