/mob/living/silicon/robot maxHealth = 100 health = 100 designation = "Default" //used for displaying the prefix & getting the current module of cyborg has_limbs = TRUE hud_type = /datum/hud/robot // radio = /obj/item/radio/borg blocks_emissive = EMISSIVE_BLOCK_UNIQUE // light_system = MOVABLE_LIGHT_DIRECTIONAL var/light_on = FALSE var/custom_name = "" var/braintype = "Cyborg" var/obj/item/robot_suit/robot_suit = null //Used for deconstruction to remember what the borg was constructed out of.. var/obj/item/mmi/mmi = null var/shell = FALSE var/deployed = FALSE var/mob/living/silicon/ai/mainframe = null var/datum/action/innate/undeployment/undeployment_action = new /// the last health before updating - to check net change in health var/previous_health //Hud stuff var/obj/screen/inv1 = null var/obj/screen/inv2 = null var/obj/screen/inv3 = null var/obj/screen/lamp_button = null var/obj/screen/thruster_button = null var/obj/screen/hands = null var/shown_robot_modules = 0 //Used to determine whether they have the module menu shown or not var/obj/screen/robot_modules_background //3 Modules can be activated at any one time. var/obj/item/robot_module/module = null var/obj/item/module_active = null held_items = list(null, null, null) //we use held_items for the module holding, because that makes sense to do! /// For checking which modules are disabled or not. var/disabled_modules var/mutable_appearance/eye_lights var/mob/living/silicon/ai/connected_ai = null var/obj/item/stock_parts/cell/cell = /obj/item/stock_parts/cell/high ///If this is a path, this gets created as an object in Initialize. var/opened = FALSE var/emagged = FALSE var/emag_cooldown = 0 var/wiresexposed = FALSE /// Random serial number generated for each cyborg upon its initialization var/ident = 0 var/locked = TRUE var/list/req_access = list(ACCESS_ROBOTICS) var/alarms = list("Motion"=list(), "Fire"=list(), "Atmosphere"=list(), "Power"=list(), "Camera"=list(), "Burglar"=list()) var/speed = 0 // VTEC speed boost. var/magpulse = FALSE // Magboot-like effect. var/ionpulse = FALSE // Jetpack-like effect. var/ionpulse_on = FALSE // Jetpack-like effect. var/datum/effect_system/trail_follow/ion/ion_trail // Ionpulse effect. var/low_power_mode = 0 //whether the robot has no charge left. var/datum/effect_system/spark_spread/spark_system // So they can initialize sparks whenever/N var/lawupdate = 1 //Cyborgs will sync their laws with their AI by default var/scrambledcodes = FALSE // Used to determine if a borg shows up on the robotics console. Setting to TRUE hides them. var/locked_down = FALSE //Boolean of whether the borg is locked down or not var/toner = 0 var/tonermax = 40 ///If the lamp isn't broken. var/lamp_functional = TRUE ///If the lamp is turned on var/lamp_enabled = FALSE ///Set lamp color var/lamp_color = "#FFCC66" //COLOR_WHITE ///Set to true if a doomsday event is locking our lamp to on and RED var/lamp_doom = FALSE ///Lamp brightness. Starts at 3, but can be 1 - 5. var/lamp_intensity = 3 ///Lamp button reference var/obj/screen/robot/lamp/lampButton var/sight_mode = 0 hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD) ///The reference to the built-in tablet that borgs carry. var/obj/item/modular_computer/tablet/integrated/modularInterface var/obj/screen/robot/modPC/interfaceButton var/list/upgrades = list() var/hasExpanded = FALSE var/obj/item/hat var/hat_offset = -3 can_buckle = TRUE buckle_lying = FALSE /// What types of mobs are allowed to ride/buckle to this mob var/static/list/can_ride_typecache = typecacheof(/mob/living/carbon/human) // cit specific vars // var/sitting = 0 var/bellyup = 0 var/dogborg = FALSE var/cansprint = 1 combat_flags = COMBAT_FLAGS_DEFAULT var/orebox = null //doggie borg stuff. var/disabler var/laser var/sleeper_g var/sleeper_r var/sleeper_nv