mirror of
https://github.com/vgstation-coders/vgstation13.git
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* Working proof of concept * Seems to be fully functional, yet ugly * Beats me * Perfect layout * Looks great now * Clear credits correctly * Actually fix the rejoin situation * Credits work when rebooting world manually * Comments the debug out until I make a proper verb for it * Adds credits panel & slight refactors * Adds images to credits * Adds more disclaimers and episode names * Names * Fixes prespawned corpses in the credits Celt is an idiot and this did not actually work
96 lines
3.0 KiB
Plaintext
96 lines
3.0 KiB
Plaintext
/mob/living/carbon/human
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//Hair colour and style
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var/r_hair = 0
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var/g_hair = 0
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var/b_hair = 0
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var/h_style = "Bald"
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//Facial hair colour and style
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var/r_facial = 0
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var/g_facial = 0
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var/b_facial = 0
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var/f_style = "Shaved"
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//Eye colour
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var/r_eyes = 0
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var/g_eyes = 0
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var/b_eyes = 0
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var/s_tone = 0 //Skin tone
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var/multicolor_skin_r = 0 //Only used when the human has a species datum with the MULTICOLOR anatomical flag
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var/multicolor_skin_g = 0
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var/multicolor_skin_b = 0
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var/lip_style = null //no lipstick by default- arguably misleading, as it could be used for general makeup
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var/eye_style = null
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mob_bump_flag = HUMAN
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mob_push_flags = ALLMOBS
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mob_swap_flags = ALLMOBS
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var/age = 30 //Player's age (pure fluff)
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//var/b_type = "A+" //Player's bloodtype //NOW HANDLED IN THEIR DNA
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var/underwear = 1 //Which underwear the player wants
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var/backbag = 2 //Which backpack type the player has chosen. Nothing, Satchel or Backpack.
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//Equipment slots
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var/obj/item/wear_suit = null
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var/obj/item/w_uniform = null
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var/obj/item/shoes = null
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var/obj/item/belt = null
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var/obj/item/gloves = null
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var/obj/item/clothing/glasses/glasses = null
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var/obj/item/head = null
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var/obj/item/ears = null
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var/obj/item/wear_id = null
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var/obj/item/r_store = null
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var/obj/item/l_store = null
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var/obj/item/s_store = null
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var/obj/item/l_ear = null
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var/obj/item/r_ear = null
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//Special attacks (bite, kicks, ...)
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var/attack_type = NORMAL_ATTACK
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var/used_skillpoints = 0
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var/skill_specialization = null
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var/list/skills = null
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var/icon/stand_icon = null
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var/icon/lying_icon = null
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var/special_voice = "" // For changing our voice. Used by a symptom.
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var/said_last_words=0
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var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
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var/last_dam = -1 //Used for determining if we need to process all organs or just some or even none.
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var/list/bad_external_organs = list()// organs we check until they are good.
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var/xylophone = 0 //For the spoooooooky xylophone cooldown
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var/lastpuke = 0
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var/mob/remoteview_target = null
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var/hand_blood_color
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var/meatleft = 3 //For chef item
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var/check_mutations=0 // Check mutations on next life tick
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var/last_shush = 0 // disarm intent shushing cooldown
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var/lastFart = 0 // Toxic fart cooldown.
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var/last_emote_sound = 0 // Prevent scream spam in some situations
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var/obj/item/organ/external/head/decapitated = null //to keep track of a decapitated head, for debug and soulstone purposes
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fire_dmi = 'icons/mob/OnFire.dmi'
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fire_sprite = "Standing"
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plane = HUMAN_PLANE
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var/show_client_status_on_examine = TRUE //If false, don't display catatonic/braindead messages to non-admins
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var/become_zombie_after_death = FALSE
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var/times_cloned = 0 //How many times this person has been cloned
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var/talkcount = 0 // How many times a person has talked - used for determining who's been the "star" for the purposes of round end credits
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