Files
vgstation13/code/modules/mob/living/carbon/human/human_defines.dm
I-VAPE-VOX-CLOACA-EVERY-DAY-OF-MY-LIFE 2edde95469 [done][needs test merge][waiting for test merge since 3 weeks ago] curb your roundend 2: curb harder: return of curb (#20333)
* 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
2018-12-02 16:30:27 -08:00

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/mob/living/carbon/human
//Hair colour and style
var/r_hair = 0
var/g_hair = 0
var/b_hair = 0
var/h_style = "Bald"
//Facial hair colour and style
var/r_facial = 0
var/g_facial = 0
var/b_facial = 0
var/f_style = "Shaved"
//Eye colour
var/r_eyes = 0
var/g_eyes = 0
var/b_eyes = 0
var/s_tone = 0 //Skin tone
var/multicolor_skin_r = 0 //Only used when the human has a species datum with the MULTICOLOR anatomical flag
var/multicolor_skin_g = 0
var/multicolor_skin_b = 0
var/lip_style = null //no lipstick by default- arguably misleading, as it could be used for general makeup
var/eye_style = null
mob_bump_flag = HUMAN
mob_push_flags = ALLMOBS
mob_swap_flags = ALLMOBS
var/age = 30 //Player's age (pure fluff)
//var/b_type = "A+" //Player's bloodtype //NOW HANDLED IN THEIR DNA
var/underwear = 1 //Which underwear the player wants
var/backbag = 2 //Which backpack type the player has chosen. Nothing, Satchel or Backpack.
//Equipment slots
var/obj/item/wear_suit = null
var/obj/item/w_uniform = null
var/obj/item/shoes = null
var/obj/item/belt = null
var/obj/item/gloves = null
var/obj/item/clothing/glasses/glasses = null
var/obj/item/head = null
var/obj/item/ears = null
var/obj/item/wear_id = null
var/obj/item/r_store = null
var/obj/item/l_store = null
var/obj/item/s_store = null
var/obj/item/l_ear = null
var/obj/item/r_ear = null
//Special attacks (bite, kicks, ...)
var/attack_type = NORMAL_ATTACK
var/used_skillpoints = 0
var/skill_specialization = null
var/list/skills = null
var/icon/stand_icon = null
var/icon/lying_icon = null
var/special_voice = "" // For changing our voice. Used by a symptom.
var/said_last_words=0
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.
var/last_dam = -1 //Used for determining if we need to process all organs or just some or even none.
var/list/bad_external_organs = list()// organs we check until they are good.
var/xylophone = 0 //For the spoooooooky xylophone cooldown
var/lastpuke = 0
var/mob/remoteview_target = null
var/hand_blood_color
var/meatleft = 3 //For chef item
var/check_mutations=0 // Check mutations on next life tick
var/last_shush = 0 // disarm intent shushing cooldown
var/lastFart = 0 // Toxic fart cooldown.
var/last_emote_sound = 0 // Prevent scream spam in some situations
var/obj/item/organ/external/head/decapitated = null //to keep track of a decapitated head, for debug and soulstone purposes
fire_dmi = 'icons/mob/OnFire.dmi'
fire_sprite = "Standing"
plane = HUMAN_PLANE
var/show_client_status_on_examine = TRUE //If false, don't display catatonic/braindead messages to non-admins
var/become_zombie_after_death = FALSE
var/times_cloned = 0 //How many times this person has been cloned
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