/mob/living/silicon/robot designation = "Default" //used for displaying the prefix & getting the current module of cyborg has_limbs = TRUE hud_type = /datum/hud/robot blocks_emissive = EMISSIVE_BLOCK_UNIQUE maxHealth = 100 health = 100 combat_flags = COMBAT_FLAGS_DEFAULT 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 //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! var/mutable_appearance/eye_lights var/mob/living/silicon/ai/connected_ai = null var/obj/item/stock_parts/cell/cell = null var/opened = 0 var/emagged = FALSE var/emag_cooldown = 0 var/wiresexposed = 0 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 = 0 // Used to determine if a borg shows up on the robotics console. Setting to one hides them. var/locked_down //Boolean of whether the borg is locked down or not var/toner = 0 var/tonermax = 40 var/lamp_max = 10 //Maximum brightness of a borg lamp. Set as a var for easy adjusting. var/lamp_intensity = 0 //Luminosity of the headlamp. 0 is off. Higher settings than the minimum require power. light_color = "#FFCC66" light_power = 0.8 var/lamp_cooldown = 0 //Flag for if the lamp is on cooldown after being forcibly disabled. var/sight_mode = 0 hud_possible = list(ANTAG_HUD, DIAG_STAT_HUD, DIAG_HUD, DIAG_BATT_HUD, DIAG_TRACK_HUD) var/list/upgrades = list() var/hasExpanded = FALSE var/obj/item/hat var/hat_offset = -3 var/list/equippable_hats = list(/obj/item/clothing/head/caphat, /obj/item/clothing/head/hardhat, /obj/item/clothing/head/centhat, /obj/item/clothing/head/HoS, /obj/item/clothing/head/beret, /obj/item/clothing/head/kitty, /obj/item/clothing/head/hopcap, /obj/item/clothing/head/wizard, /obj/item/clothing/head/nursehat, /obj/item/clothing/head/sombrero, /obj/item/clothing/head/helmet/chaplain/witchunter_hat, /obj/item/clothing/head/soft/, //All baseball caps /obj/item/clothing/head/that, //top hat /obj/item/clothing/head/collectable/tophat, //Not sure where this one is found, but it looks the same so might as well include /obj/item/clothing/mask/bandana/, //All bandanas (which only work in hat mode) /obj/item/clothing/head/fedora, /obj/item/clothing/head/beanie/, //All beanies /obj/item/clothing/ears/headphones, /obj/item/clothing/head/helmet/skull, /obj/item/clothing/head/crown/fancy) can_buckle = TRUE buckle_lying = FALSE var/static/list/can_ride_typecache = typecacheof(/mob/living/carbon/human) var/sitting = 0 var/bellyup = 0 var/dogborg = FALSE var/cansprint = 1 var/orebox = null //doggie borg stuff. var/disabler var/laser var/sleeper_g var/sleeper_r var/sleeper_nv