/mob datum_flags = DF_USE_TAG density = TRUE layer = MOB_LAYER animate_movement = 2 flags_1 = HEAR_1 hud_possible = list(ANTAG_HUD) pressure_resistance = 8 mouse_drag_pointer = MOUSE_ACTIVE_POINTER var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE var/datum/mind/mind var/list/datum/action/actions = list() var/static/next_mob_id = 0 var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak /*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob. A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such. The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs). I'll make some notes on where certain variable defines should probably go. Changing this around would probably require a good look-over the pre-existing code. */ var/zone_selected = null var/computer_id = null var/list/logging = list(INDIVIDUAL_ATTACK_LOG, INDIVIDUAL_SAY_LOG, INDIVIDUAL_EMOTE_LOG, INDIVIDUAL_OOC_LOG) var/obj/machinery/machine = null var/next_move = null var/notransform = null //Carbon var/eye_blind = 0 //Carbon var/eye_blurry = 0 //Carbon var/real_name = null var/spacewalk = FALSE var/resting = 0 //Carbon var/lying = 0 var/lying_prev = 0 var/canmove = 1 var/name_archive //For admin things like possession var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F var/drowsyness = 0//Carbon var/dizziness = 0//Carbon var/jitteriness = 0//Carbon var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize var/satiety = 0//Carbon var/overeatduration = 0 // How long this guy is overeating //Carbon var/a_intent = INTENT_HELP//Living var/list/possible_a_intents = null//Living var/m_intent = MOVE_INTENT_RUN//Living var/lastKnownIP = null var/atom/movable/buckled = null//Living var/atom/movable/buckling //Hands var/active_hand_index = 1 var/list/held_items = list() //len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand and 1 empty hand. //held_items[active_hand_index] is the actively held item, but please use get_active_held_item() instead, because OOP var/datum/component/storage/active_storage = null//Carbon var/datum/hud/hud_used = null var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining. var/list/mapobjs = list() var/in_throw_mode = 0 var/job = null//Living var/list/faction = list("neutral") //A list of factions that this mob is currently in, for hostile mob targetting, amongst other things var/move_on_shuttle = 1 // Can move on the shuttle. //The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition) var/mob/living/carbon/LAssailant = null var/list/obj/user_movement_hooks //Passes movement in client/Move() to these! var/list/mob_spell_list = list() //construct spells and mime spells. Spells that do not transfer from one mob to another and can not be lost in mindswap. var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH //bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc) var/digitalcamo = 0 // Can they be tracked by the AI? var/digitalinvis = 0 //Are they ivisible to the AI? var/image/digitaldisguise = null //what does the AI see instead of them? var/has_unlimited_silicon_privilege = 0 // Can they interact with station electronics var/obj/control_object //Used by admins to possess objects. All mobs should have this var var/atom/movable/remote_control //Calls relaymove() to whatever it is var/turf/listed_turf = null //the current turf being examined in the stat panel var/list/observers = null //The list of people observing this mob. var/list/progressbars = null //for stacking do_after bars var/list/mousemove_intercept_objects var/datum/click_intercept