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vgstation13/code/modules/mob/mob_defines.dm
2014-11-27 13:41:30 +01:00

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/mob
density = 1
layer = 4.0
animate_movement = 2
w_type = RECYK_BIOLOGICAL
// flags = NOREACT
var/datum/mind/mind
var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
//Not in use yet
var/obj/effect/organstructure/organStructure = null
var/obj/screen/flash = null
var/obj/screen/blind = null
var/obj/screen/hands = null
var/obj/screen/pullin = null
var/obj/screen/visible = null
var/obj/screen/purged = null
var/obj/screen/internals = null
var/obj/screen/oxygen = null
var/obj/screen/i_select = null
var/obj/screen/m_select = null
var/obj/screen/toxin = null
var/obj/screen/fire = null
var/obj/screen/bodytemp = null
var/obj/screen/healths = null
var/obj/screen/throw_icon = null
var/obj/screen/nutrition_icon = null
var/obj/screen/pressure = null
var/obj/screen/damageoverlay = null
var/obj/screen/pain = null
var/obj/screen/gun/item/item_use_icon = null
var/obj/screen/gun/move/gun_move_icon = null
var/obj/screen/gun/run/gun_run_icon = null
var/obj/screen/gun/mode/gun_setting_icon = null
//monkey inventory icons
var/obj/screen/m_suitclothes = null
var/obj/screen/m_suitclothesbg = null
var/obj/screen/m_hat = null
var/obj/screen/m_hatbg = null
//construct spells hud icons
var/obj/screen/construct_spell1 = null
var/obj/screen/construct_spell2 = null
var/obj/screen/construct_spell3 = null
var/obj/screen/construct_spell4 = null
var/obj/screen/construct_spell5 = null
//thou shall always be able to see the Geometer of Blood
var/image/narsimage = null
var/image/narglow = null
/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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).
I'll make some notes on where certain variable defines should probably go.
Changing this around would probably require a good look-over the pre-existing code.
*/
var/obj/screen/zone_sel/zone_sel = null
var/use_me = 1 //Allows all mobs to use the me verb by default, will have to manually specify they cannot
var/damageoverlaytemp = 0
var/computer_id = null
var/lastattacker = null
var/lastattacked = null
var/attack_log = list( )
var/already_placed = 0.0
var/obj/machine
var/other_mobs = null
var/memory = ""
var/poll_answer = 0.0
var/sdisabilities = 0 //Carbon
var/disabilities = 0 //Carbon
var/atom/movable/pulling = null
var/next_move = null
var/monkeyizing = null //Carbon
var/other = 0.0
var/hand = null
var/eye_blind = null //Carbon
var/eye_blurry = null //Carbon
var/ear_deaf = null //Carbon
var/ear_damage = null //Carbon
var/stuttering = null //Carbon
var/slurring = null //Carbon
var/real_name = null
var/flavor_text = ""
var/med_record = ""
var/sec_record = ""
var/gen_record = ""
var/blinded = null
var/bhunger = 0 //Carbon
var/ajourn = 0
var/druggy = 0 //Carbon
var/confused = 0 //Carbon
var/antitoxs = null
var/plasma = null
var/sleeping = 0 //Carbon
var/resting = 0 //Carbon
var/lying = 0
var/lying_prev = 0
var/canmove = 1
var/lastpuke = 0
var/unacidable = 0
var/small = 0
var/list/callOnFace = list()
var/list/pinned = list() // List of things pinning this creature to walls (see living_defense.dm)
var/list/embedded = list() // Embedded items, since simple mobs don't have organs.
var/list/languages = list() // For speaking/listening.
var/list/abilities = list() // For species-derived or admin-given powers.
var/list/speak_emote = list("says") // Verbs used when speaking. Defaults to 'say' if speak_emote is null.
var/emote_type = 1 // Define emote default type, 1 for seen emotes, 2 for heard emotes
var/name_archive //For admin things like possession
var/timeofdeath = 0.0//Living
var/cpr_time = 1.0//Carbon
var/bodytemperature = 310.055 //98.7 F
var/drowsyness = 0.0//Carbon
var/dizziness = 0//Carbon
var/is_dizzy = 0
var/is_jittery = 0
var/jitteriness = 0//Carbon
var/charges = 0.0
var/nutrition = 400.0//Carbon
var/overeatduration = 0 // How long this guy is overeating //Carbon
var/paralysis = 0.0
var/stunned = 0.0
var/weakened = 0.0
var/losebreath = 0.0//Carbon
var/intent = null//Living
var/shakecamera = 0
var/a_intent = "help"//Living
var/m_int = null//Living
var/m_intent = "run"//Living
var/lastKnownIP = null
var/obj/structure/stool/bed/buckled = null//Living
var/obj/item/l_hand = null//Living
var/obj/item/r_hand = null//Living
var/obj/item/weapon/back = null//Human/Monkey
var/obj/item/weapon/tank/internal = null//Human/Monkey
var/obj/item/weapon/storage/s_active = null//Carbon
var/obj/item/clothing/mask/wear_mask = null//Carbon
var/seer = 0 //for cult//Carbon, probably Human
var/datum/hud/hud_used = null
var/datum/ui_icons/gui_icons = null
var/list/grabbed_by = list( )
var/list/requests = list( )
var/list/mapobjs = list()
var/in_throw_mode = 0
var/coughedtime = null
var/inertia_dir = 0
var/music_lastplayed = "null"
var/job = null//Living
var/const/blindness = 1//Carbon
var/const/deafness = 2//Carbon
var/const/muteness = 4//Carbon
var/datum/dna/dna = null//Carbon
var/radiation = 0.0//Carbon
var/list/mutations = list() //Carbon -- Doohl
//see: setup.dm for list of mutations
var/voice_name = "unidentifiable voice"
var/faction = "neutral" //Used for checking whether hostile simple animals will attack you, possibly more stuff later
var/move_on_shuttle = 1 // Can move on the shuttle.
var/captured = 0 //Functionally, should give the same effect as being buckled into a chair when true.
//Generic list for proc holders. Only way I can see to enable certain verbs/procs. Should be modified if needed.
var/proc_holder_list[] = list()//Right now unused.
//Also unlike the spell list, this would only store the object in contents, not an object in itself.
/* Add this line to whatever stat module you need in order to use the proc holder list.
Unlike the object spell system, it's also possible to attach verb procs from these objects to right-click menus.
This requires creating a verb for the object proc holder.
if (proc_holder_list.len)//Generic list for proc_holder objects.
for(var/obj/effect/proc_holder/P in proc_holder_list)
statpanel("[P.panel]","",P)
*/
//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
var/mob/living/carbon/LAssailant = null
//Wizard mode, but can be used in other modes thanks to the brand new "Give Spell" badmin button
var/obj/effect/proc_holder/spell/list/spell_list = list()
//Changlings, but can be used in other modes
// var/obj/effect/proc_holder/changpower/list/power_list = list()
//List of active diseases
var/viruses = list() // replaces var/datum/disease/virus
//Monkey/infected mode
var/list/resistances = list()
var/datum/disease/virus = null
mouse_drag_pointer = MOUSE_ACTIVE_POINTER
var/update_icon = 1 //Set to 1 to trigger update_icons() at the next life() call
var/status_flags = CANSTUN|CANWEAKEN|CANPARALYSE|CANPUSH //bitflags defining which status effects can be inflicted (replaces canweaken, canstun, etc)
var/area/lastarea = null
var/digitalcamo = 0 // Can they be tracked by the AI?
var/list/radar_blips = list() // list of screen objects, radar blips
var/radar_open = 0 // nonzero is radar is open
var/obj/control_object //Used by admins to possess objects. All mobs should have this var
//Whether or not mobs can understand other mobtypes. These stay in /mob so that ghosts can hear everything.
var/universal_speak = 0 // Set to 1 to enable the mob to speak to everyone -- TLE
var/universal_understand = 0 // Set to 1 to enable the mob to understand everyone, not necessarily speak
var/robot_talk_understand = 0
var/alien_talk_understand = 0
var/has_limbs = 1 //Whether this mob have any limbs he can move with
var/can_stand = 1 //Whether this mob have ability to stand
var/immune_to_ssd = 0
var/turf/listed_turf = null //the current turf being examined in the stat panel
var/list/active_genes=list()
var/kills=0
var/last_movement = -100 // Last world.time the mob actually moved of its own accord.
// /vg/ - Prevent mobs from being moved by a client.
var/deny_client_move = 0
var/incorporeal_move = 0
//Keeps track of where the mob was spawned. Mostly for teleportation purposes. and no, using initial() doesn't work.
var/origin_x = 0
var/origin_y = 0
var/origin_z = 0