/mob/living/carbon gender = MALE pressure_resistance = 15 possible_a_intents = list(INTENT_HELP, INTENT_HARM) hud_possible = list(HEALTH_HUD,STATUS_HUD,ANTAG_HUD,GLAND_HUD,NANITE_HUD,DIAG_NANITE_FULL_HUD,RAD_HUD) has_limbs = 1 held_items = list(null, null) var/list/stomach_contents = list() var/list/internal_organs = list() //List of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know. var/list/internal_organs_slot= list() //Same as above, but stores "slot ID" - "organ" pairs for easy access. var/silent = FALSE //Can't talk. Value goes down every life proc. //NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU. var/dreaming = 0 //How many dream images we have left to send var/obj/item/restraints/handcuffed //Whether or not the mob is handcuffed var/obj/item/restraints/legcuffed //Same as handcuffs but for legs. Bear traps use this. var/disgust = 0 //inventory slots var/obj/item/back = null var/obj/item/clothing/mask/wear_mask = null var/obj/item/clothing/neck/wear_neck = null var/obj/item/tank/internal = null var/obj/item/head = null var/obj/item/gloves = null //only used by humans var/obj/item/clothing/shoes/shoes = null //only used by humans. var/obj/item/clothing/glasses/glasses = null //only used by humans. var/obj/item/ears = null //only used by humans. var/datum/dna/dna = null//Carbon var/datum/mind/last_mind = null //last mind to control this mob, for blood-based cloning 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/co2overloadtime = null var/o2overloadtime = null //for Ash walker's weaker lungs, and future atmosia hazards var/temperature_resistance = T0C+75 var/obj/item/reagent_containers/food/snacks/meat/slab/type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab var/gib_type = /obj/effect/decal/cleanable/blood/gibs rotate_on_lying = TRUE var/tinttotal = 0 // Total level of visualy impairing items var/list/bodyparts = list(/obj/item/bodypart/chest, /obj/item/bodypart/head, /obj/item/bodypart/l_arm, /obj/item/bodypart/r_arm, /obj/item/bodypart/r_leg, /obj/item/bodypart/l_leg) //Gets filled up in create_bodyparts() var/list/hand_bodyparts = list() //a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems) var/icon_render_key = "" var/static/list/limb_icon_cache = list() //halucination vars var/image/halimage var/image/halbody var/obj/halitem var/hal_screwyhud = SCREWYHUD_NONE var/next_hallucination = 0 var/cpr_time = 1 //CPR cooldown. var/damageoverlaytemp = 0 var/drunkenness = 0 //Overall drunkenness - check handle_alcohol() in life.dm for effects var/tackling = FALSE //Whether or not we are tackling, this will prevent the knock into effects for carbons var/corruption_timer = 0 //Only relevant for robotpeople. A timer that ticks in handle_corruption() so stuff doesn't happen every tick. /// All of the wounds a carbon has afflicted throughout their limbs var/list/all_wounds /// All of the scars a carbon has afflicted throughout their limbs var/list/all_scars /// Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection var/heat_protection = 0 // No heat protection /// Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection var/cold_protection = 0 // No cold protection /// Timer id of any transformation var/transformation_timer