/mob/living see_invisible = SEE_INVISIBLE_LIVING sight = 0 see_in_dark = 2 hud_possible = list(HEALTH_HUD,STATUS_HUD,ANTAG_HUD,NANITE_HUD,DIAG_NANITE_FULL_HUD) pressure_resistance = 10 var/resize = 1 //Badminnery resize var/lastattacker = null var/lastattackerckey = null //Health and life related vars var/maxHealth = 100 //Maximum health that should be possible. var/health = 100 //A mob's health //Damage related vars, NOTE: THESE SHOULD ONLY BE MODIFIED BY PROCS var/bruteloss = 0 //Brutal damage caused by brute force (punching, being clubbed by a toolbox ect... this also accounts for pressure damage) var/oxyloss = 0 //Oxygen depravation damage (no air in lungs) var/toxloss = 0 //Toxic damage caused by being poisoned or radiated var/fireloss = 0 //Burn damage caused by being way too hot, too cold or burnt. var/cloneloss = 0 //Damage caused by being cloned or ejected from the cloner early. slimes also deal cloneloss damage to victims var/staminaloss = 0 //Stamina damage, or exhaustion. You recover it slowly naturally, and are knocked down if it gets too high. Holodeck and hallucinations deal this. var/crit_threshold = HEALTH_THRESHOLD_CRIT // when the mob goes from "normal" to crit var/confused = 0 //Makes the mob move in random directions. var/hallucination = 0 //Directly affects how long a mob will hallucinate for var/last_special = 0 //Used by the resist verb, likely used to prevent players from bypassing next_move by logging in/out. var/timeofdeath = 0 //Allows mobs to move through dense areas without restriction. For instance, in space or out of holder objects. var/incorporeal_move = FALSE //FALSE is off, INCORPOREAL_MOVE_BASIC is normal, INCORPOREAL_MOVE_SHADOW is for ninjas //and INCORPOREAL_MOVE_JAUNT is blocked by holy water/salt var/list/status_traits = list() var/list/roundstart_quirks = list() var/list/surgeries = list() //a list of surgery datums. generally empty, they're added when the player wants them. var/now_pushing = null //used by living/Bump() and living/PushAM() to prevent potential infinite loop. var/cameraFollow = null var/tod = null // Time of death var/on_fire = 0 //The "Are we on fire?" var var/fire_stacks = 0 //Tracks how many stacks of fire we have on, max is usually 20 var/bloodcrawl = 0 //0 No blood crawling, BLOODCRAWL for bloodcrawling, BLOODCRAWL_EAT for crawling+mob devour var/holder = null //The holder for blood crawling var/ventcrawler = 0 //0 No vent crawling, 1 vent crawling in the nude, 2 vent crawling always var/limb_destroyer = 0 //1 Sets AI behavior that allows mobs to target and dismember limbs with their basic attack. var/mob_size = MOB_SIZE_HUMAN var/list/mob_biotypes = list(MOB_ORGANIC) var/metabolism_efficiency = 1 //more or less efficiency to metabolize helpful/harmful reagents and regulate body temperature.. var/has_limbs = 0 //does the mob have distinct limbs?(arms,legs, chest,head) var/list/pipes_shown = list() var/last_played_vent var/smoke_delay = 0 //used to prevent spam with smoke reagent reaction on mob. var/bubble_icon = "default" //what icon the mob uses for speechbubbles var/last_bumped = 0 var/unique_name = 0 //if a mob's name should be appended with an id when created e.g. Mob (666) var/list/butcher_results = null //these will be yielded from butchering with a probability chance equal to the butcher item's effectiveness var/list/guaranteed_butcher_results = null //these will always be yielded from butchering var/butcher_difficulty = 0 //effectiveness prob. is modified negatively by this amount; positive numbers make it more difficult, negative ones make it easier var/hellbound = 0 //People who've signed infernal contracts are unrevivable. var/list/weather_immunities = list() var/stun_absorption = null //converted to a list of stun absorption sources this mob has when one is added var/blood_volume = 0 //how much blood the mob has var/obj/effect/proc_holder/ranged_ability //Any ranged ability the mob has, as a click override var/see_override = 0 //0 for no override, sets see_invisible = see_override in silicon & carbon life process via update_sight() var/list/status_effects //a list of all status effects the mob has var/druggy = 0 //Speech var/stuttering = 0 var/slurring = 0 var/cultslurring = 0 var/derpspeech = 0 var/list/implants = null var/datum/riding/riding_datum var/datum/language/selected_default_language var/last_words //used for database logging var/list/obj/effect/proc_holder/abilities = list() var/can_be_held = FALSE //whether this can be picked up and held. var/radiation = 0 //If the mob is irradiated. var/ventcrawl_layer = PIPING_LAYER_DEFAULT var/losebreath = 0 //List of active diseases var/list/diseases = list() // list of all diseases in a mob var/list/disease_resistances = list()