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<!DOCTYPE html><html lang="en"><head><meta charset="utf-8"><base href="../"><link rel="stylesheet" href="dmdoc.css"><title>/datum/species - /tg/ Station 13</title></head><body><header><a href="index.html">/tg/ Station 13</a> - <a href="index.html#modules">Modules</a> - <a href="index.html#types">Types</a><a href="datum/species.html#var">Var Details</a> - <a href="datum/species.html#proc">Proc Details</a></header><main><h1>species datum <aside>/<a href="datum.html">datum</a>/<a href="datum/species.html">species</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/arousal/arousal.dm#L28"><img src="git.png" width="16" height="16" title="code/modules/arousal/arousal.dm 28"></a></h1><p>Datum that handles different species in the game.</p>
<p>This datum handles species in the game, such as lizardpeople, mothmen, zombies, skeletons, etc.
It is used in <a href="mob/living/carbon/human.html" title="/mob/living/carbon/human">carbon humans</a> to determine various things about them, like their food preferences, if they have biological genders, their damage resistances, and more.</p><table class="summary" cellspacing="0"><tr><td colspan="2"><h2>Vars</h2></td></tr><tr><th><a href="datum/species.html#var/armor">armor</a></th><td>Percentage modifier for overall defense of the race, or less defense, if it's negative.</td></tr><tr><th><a href="datum/species.html#var/ass_image">ass_image</a></th><td>For custom overrides for species ass images</td></tr><tr><th><a href="datum/species.html#var/attack_type">attack_type</a></th><td>Type of damage attack does. Ethereals attack with burn damage for example.</td></tr><tr><th><a href="datum/species.html#var/attack_verb">attack_verb</a></th><td>Punch-specific attack verb.</td></tr><tr><th><a href="datum/species.html#var/breathid">breathid</a></th><td>What gas does this species breathe? Used by suffocation screen alerts, most of actual gas breathing is handled by mutantlungs. See [life.dm][code/modules/mob/living/carbon/human/life.dm]</td></tr><tr><th><a href="datum/species.html#var/brutemod">brutemod</a></th><td>multiplier for brute damage</td></tr><tr><th><a href="datum/species.html#var/burnmod">burnmod</a></th><td>multiplier for burn damage</td></tr><tr><th><a href="datum/species.html#var/cold_offset">cold_offset</a></th><td>moves their safe minimum temp by this value.</td></tr><tr><th><a href="datum/species.html#var/coldmod">coldmod</a></th><td>multiplier for damage from cold temperature</td></tr><tr><th><a href="datum/species.html#var/damage_overlay_type">damage_overlay_type</a></th><td>What kind of damage overlays (if any) appear on our species when wounded? If this is &quot;&quot;, does not add an overlay.</td></tr><tr><th><a href="datum/species.html#var/disliked_food">disliked_food</a></th><td>Bitfield for food types that the species dislikes, giving them disgust. Humans hate raw food, for example.</td></tr><tr><th><a href="datum/species.html#var/exotic_blood">exotic_blood</a></th><td>If your race bleeds something other than bog standard blood, change this to reagent id. For example, ethereals bleed liquid electricity.</td></tr><tr><th><a href="datum/species.html#var/exotic_blood_blend_mode">exotic_blood_blend_mode</a></th><td>Which blend mode should this species blood use?</td></tr><tr><th><a href="datum/species.html#var/exotic_blood_color">exotic_blood_color</a></th><td>Assume human as the default blood colour, override this default by species subtypes</td></tr><tr><th><a href="datum/species.html#var/exotic_bloodtype">exotic_bloodtype</a></th><td>If your race uses a non standard bloodtype (A+, O-, AB-, etc). For example, lizards have L type blood.</td></tr><tr><th><a href="datum/species.html#var/family_heirlooms">family_heirlooms</a></th><td>List of family heirlooms this species can get with the family heirloom quirk. List of types.</td></tr><tr><th><a href="datum/species.html#var/fixed_mut_color">fixed_mut_color</a></th><td>To use MUTCOLOR with a fixed color that's independent of the mcolor feature in DNA.</td></tr><tr><th><a href="datum/species.html#var/fly">fly</a></th><td>The actual flying ability given to flying species</td></tr><tr><th><a href="datum/species.html#var/flying_species">flying_species</a></th><td>Is this species a flying species? Used as an easy check for some things</td></tr><tr><th><a href="datum/species.html#var/grab_sound">grab_sound</a></th><td>Special sound for grabbing</td></tr><tr><th><a href="datum/species.html#var/grad_color">grad_color</a></th><td>The gradient color used to color the gradient.</td></tr><tr><th><a href="datum/species.html#var/grad_style">grad_style</a></th><td>The gradient style used for the mob's hair.</td></tr><tr><th><a href="datum/species.html#var/hair_alpha">hair_alpha</a></th><td>The alpha used by the hair. 255 is completely solid, 0 is invisible.</td></tr><tr><th><a href="datum/species.html#var/hair_color">hair_color</a></th><td>This allows races to have specific hair colors. If null, it uses the H's hair/facial hair colors. If &quot;mutcolor&quot;, it uses the H's mutant_color. If &quot;fixedmutcolor&quot;, it uses fixedmutcolor</td></tr><tr><th><a href="datum/species.html#var/heatmod">heatmod</a></th><td>multiplier for damage from hot temperature</td></tr><tr><th><a href="datum/species.html#var/hot_offset">hot_offset</a></th><td>moves their safe maximum temp by this value.</td></tr><tr><th><a href="datum/species.html#var/id">id</a></th><td>If the game needs to manually check your race to do something not included in a proc here, it will use this.</td></tr><tr><th><a href="datum/species.html#var/inert_mutation">inert_mutation</a></th><td>Special mutation that can be found in the genepool exclusively in this species. Dont leave empty or changing species will be a headache</td></tr><tr><th><a href="datum/species.html#var/inherent_biotypes">inherent_biotypes</a></th><td>List of biotypes the mob belongs to. Used by diseases.</td></tr><tr><th><a href="datum/species.html#var/inherent_traits">inherent_traits</a></th><td>Generic traits tied to having the species.</td></tr><tr><th><a href="datum/species.html#var/liked_food">liked_food</a></th><td>Bitfield for food types that the species likes, giving them a mood boost. Lizards like meat, for example.</td></tr><tr><th><a href="datum/species.html#var/meat">meat</a></th><td>What the species drops when gibbed by a gibber machine.</td></tr><tr><th><a href="datum/species.html#var/mutant_bodyparts">mutant_bodyparts</a></th><td>Visible CURRENT bodyparts that are unique to a species.
DO NOT USE THIS AS A LIST OF ALL POSSIBLE BODYPARTS AS IT WILL FUCK
SHIT UP! Changes to this list for non-species specific bodyparts (ie
cat ears and tails) should be assigned at organ level if possible.
Assoc values are defaults for given bodyparts, also modified by aforementioned organs.
They also allow for faster '[]' list access versus 'in'. Other than that, they are useless right now.
Layer hiding is handled by [/datum/species/proc/handle_mutant_bodyparts] below.</td></tr><tr><th><a href="datum/species.html#var/mutant_brain">mutant_brain</a></th><td>Replaces default brain with a different organ</td></tr><tr><th><a href="datum/species.html#var/mutant_heart">mutant_heart</a></th><td>Replaces default heart with a different organ</td></tr><tr><th><a href="datum/species.html#var/mutant_organs">mutant_organs</a></th><td>Internal organs that are unique to this race, like a tail.</td></tr><tr><th><a href="datum/species.html#var/mutantappendix">mutantappendix</a></th><td>Replaces default appendix with a different organ.</td></tr><tr><th><a href="datum/species.html#var/mutantears">mutantears</a></th><td>Replaces default ears with a different organ</td></tr><tr><th><a href="datum/species.html#var/mutanteyes">mutanteyes</a></th><td>Replaces default lungs with a different organ
Replaces default eyes with a different organ</td></tr><tr><th><a href="datum/species.html#var/mutanthands">mutanthands</a></th><td>Forces an item into this species' hands. Only an honorary mutantthing because this is not an organ and not loaded in the same way, you've been warned to do your research.</td></tr><tr><th><a href="datum/species.html#var/mutantliver">mutantliver</a></th><td>Replaces default liver with a different organ</td></tr><tr><th><a href="datum/species.html#var/mutantstomach">mutantstomach</a></th><td>Replaces default stomach with a different organ</td></tr><tr><th><a href="datum/species.html#var/mutanttail">mutanttail</a></th><td>CIT SPECIFIC Mutant tail</td></tr><tr><th><a href="datum/species.html#var/mutanttongue">mutanttongue</a></th><td>Replaces default tongue with a different organ</td></tr><tr><th><a href="datum/species.html#var/name">name</a></th><td>This is the fluff name. They are displayed on health analyzers and in the character setup menu. Leave them generic for other servers to customize.</td></tr><tr><th><a href="datum/species.html#var/no_equip">no_equip</a></th><td>Inventory slots the race can't equip stuff to. Golems cannot wear jumpsuits, for example.</td></tr><tr><th><a href="datum/species.html#var/nojumpsuit">nojumpsuit</a></th><td>Allows the species to equip items that normally require a jumpsuit without having one equipped. Used by golems.</td></tr><tr><th><a href="datum/species.html#var/offset_features">offset_features</a></th><td>Clothing offsets. If a species has a different body than other species, you can offset clothing so they look less weird.</td></tr><tr><th><a href="datum/species.html#var/outfit_important_for_life">outfit_important_for_life</a></th><td>A path to an outfit that is important for species life e.g. plasmaman outfit</td></tr><tr><th><a href="datum/species.html#var/payday_modifier">payday_modifier</a></th><td>multiplier for money paid at payday</td></tr><tr><th><a href="datum/species.html#var/punchdamagehigh">punchdamagehigh</a></th><td>Highest possible punch damage this species can give.</td></tr><tr><th><a href="datum/species.html#var/punchdamagelow">punchdamagelow</a></th><td>Lowest possible punch damage this species can give. If this is set to 0, punches will always miss.</td></tr><tr><th><a href="datum/species.html#var/punchstunthreshold">punchstunthreshold</a></th><td>Damage at which punches from this race will stun</td></tr><tr><th><a href="datum/species.html#var/say_mod">say_mod</a></th><td>Affects the speech message, for example: Motharula flutters, &quot;My speech message is flutters!&quot;</td></tr><tr><th><a href="datum/species.html#var/sexes">sexes</a></th><td>Whether or not the race has sexual characteristics (biological genders). At the moment this is only FALSE for skeletons and shadows</td></tr><tr><th><a href="datum/species.html#var/siemens_coeff">siemens_coeff</a></th><td>Base electrocution coefficient. Basically a multiplier for damage from electrocutions.</td></tr><tr><th><a href="datum/species.html#var/skinned_type">skinned_type</a></th><td>What skin the species drops when gibbed by a gibber machine.</td></tr><tr><th><a href="datum/species.html#var/special_step_sounds">special_step_sounds</a></th><td>Sounds to override barefeet walking</td></tr><tr><th><a href="datum/species.html#var/species_language_holder">species_language_holder</a></th><td>What languages this species can understand and say. Use a <a href="datum/language_holder.html" title="/datum/language_holder">language holder datum</a> in this var.</td></tr><tr><th><a href="datum/species.html#var/species_traits">species_traits</a></th><td>Species-only traits. Can be found in <a href="code/__DEFINES/DNA.html" title="code/__DEFINES/DNA.dm">code/__DEFINES/DNA.dm</a></td></tr><tr><th><a href="datum/species.html#var/speedmod">speedmod</a></th><td>Multiplier for the race's speed. Positive numbers make it move slower, negative numbers make it move faster.</td></tr><tr><th><a href="datum/species.html#var/stunmod">stunmod</a></th><td>multiplier for stun durations</td></tr><tr><th><a href="datum/species.html#var/toxic_food">toxic_food</a></th><td>Bitfield for food types that the species absolutely hates, giving them even more disgust than disliked food. Meat is &quot;toxic&quot; to moths, for example.</td></tr><tr><th><a href="datum/species.html#var/typing_indicator_state">typing_indicator_state</a></th><td>Our default override for typing indicator state</td></tr><tr><th><a href="datum/species.html#var/use_skintones">use_skintones</a></th><td>Does the species use skintones or not? As of now only used by humans.</td></tr><tr><th><a href="datum/species.html#var/wings_icon">wings_icon</a></th><td>Current wings icon</td></tr><tr><td colspan="2"><h2>Procs</h2></td></tr><tr><th><a href="datum/species.html#proc/check_roundstart_eligible">check_roundstart_eligible</a></th><td>Checks if a species is eligible to be picked at roundstart.</td></tr><tr><th><a href="datum/species.html#proc/copy_properties_from">copy_properties_from</a></th><td>Copies some vars and properties over that should be kept when creating a copy of this species.</td></tr><tr><th><a href="datum/species.html#proc/get_biological_state">get_biological_state</a></th><td>The human species version of <a href="mob/living/carbon.html#proc/get_biological_state" title="/mob/living/carbon">/mob/living/carbon/proc/get_biological_state</a>. Depends on the HAS_FLESH and HAS_BONE species traits, having bones lets you have bone wounds, having flesh lets you have burn, slash, and piercing wounds</td></tr><tr><th><a href="datum/species.html#proc/handle_digestion">handle_digestion</a></th><td>LIFE</td></tr><tr><th><a href="datum/species.html#proc/on_species_gain">on_species_gain</a></th><td>Proc called when a carbon becomes this species.</td></tr><tr><th><a href="datum/species.html#proc/random_name">random_name</a></th><td>Generates a random name for a carbon.</td></tr><tr><th><a href="datum/species.html#proc/regenerate_organs">regenerate_organs</a></th><td>Corrects organs in a carbon, removing ones it doesn't need and adding ones it does.</td></tr></table><h2 id="var">Var Details</h2><h3 id="var/armor"><aside class="declaration">var </aside>armor <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L106"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 106"></a></h3><p>Percentage modifier for overall defense of the race, or less defense, if it's negative.</p><h3 id="var/ass_image"><aside class="declaration">var </aside>ass_image <aside> /icon</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L232"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 232"></a></h3><p>For custom overrides for species ass images</p><h3 id="var/attack_type"><aside class="declaration">var </aside>attack_type <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L124"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 124"></a></h3><p>Type of damage attack does. Ethereals attack with burn damage for example.</p><h3 id="var/attack_verb"><aside class="declaration">var </aside>attack_verb <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L168"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 168"></a></h3><p>Punch-specific attack verb.</p><h3 id="var/breathid"><aside class="declaration">var </aside>breathid <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L178"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 178"></a></h3><p>What gas does this species breathe? Used by suffocation screen alerts, most of actual gas breathing is handled by mutantlungs. See [life.dm][code/modules/mob/living/carbon/human/life.dm]</p><h3 id="var/brutemod"><aside class="declaration">var </aside>brutemod <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L108"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 108"></a></h3><p>multiplier for brute damage</p><h3 id="var/burnmod"><aside class="declaration">var </aside>burnmod <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L110"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 110"></a></h3><p>multiplier for burn damage</p><h3 id="var/cold_offset"><aside class="declaration">var </aside>cold_offset <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L114"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 114"></a></h3><p>moves their safe minimum temp by this value.</p><h3 id="var/coldmod"><aside class="declaration">var </aside>coldmod <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L112"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 112"></a></h3><p>multiplier for damage from cold temperature</p><h3 id="var/damage_overlay_type"><aside class="declaration">var </aside>damage_overlay_type <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L135"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 135"></a></h3><p>What kind of damage overlays (if any) appear on our species when wounded? If this is &quot;&quot;, does not add an overlay.</p><h3 id="var/disliked_food"><aside class="declaration">var </aside>disliked_food <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L78"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 78"></a></h3><p>Bitfield for food types that the species dislikes, giving them disgust. Humans hate raw food, for example.</p><h3 id="var/exotic_blood"><aside class="declaration">var </aside>exotic_blood <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L63"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 63"></a></h3><p>If your race bleeds something other than bog standard blood, change this to reagent id. For example, ethereals bleed liquid electricity.</p><h3 id="var/exotic_blood_blend_mode"><aside class="declaration">var </aside>exotic_blood_blend_mode <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L69"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 69"></a></h3><p>Which blend mode should this species blood use?</p><h3 id="var/exotic_blood_color"><aside class="declaration">var </aside>exotic_blood_color <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L67"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 67"></a></h3><p>Assume human as the default blood colour, override this default by species subtypes</p><h3 id="var/exotic_bloodtype"><aside class="declaration">var </aside>exotic_bloodtype <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L65"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 65"></a></h3><p>If your race uses a non standard bloodtype (A+, O-, AB-, etc). For example, lizards have L type blood.</p><h3 id="var/family_heirlooms"><aside class="declaration">var </aside>family_heirlooms <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L237"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 237"></a></h3><p>List of family heirlooms this species can get with the family heirloom quirk. List of types.</p><h3 id="var/fixed_mut_color"><aside class="declaration">var </aside>fixed_mut_color <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L137"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 137"></a></h3><p>To use MUTCOLOR with a fixed color that's independent of the mcolor feature in DNA.</p><h3 id="var/fly"><aside class="declaration">var </aside>fly <aside> /<a href="datum.html">datum</a>/<a href="datum/action.html">action</a>/innate/flight</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L150"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 150"></a></h3><p>The actual flying ability given to flying species</p><h3 id="var/flying_species"><aside class="declaration">var </aside>flying_species <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L148"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 148"></a></h3><p>Is this species a flying species? Used as an easy check for some things</p><h3 id="var/grab_sound"><aside class="declaration">var </aside>grab_sound <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L143"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 143"></a></h3><p>Special sound for grabbing</p><h3 id="var/grad_color"><aside class="declaration">var </aside>grad_color <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L58"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 58"></a></h3><p>The gradient color used to color the gradient.</p><h3 id="var/grad_style"><aside class="declaration">var </aside>grad_style <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L56"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 56"></a></h3><p>The gradient style used for the mob's hair.</p><h3 id="var/hair_alpha"><aside class="declaration">var </aside>hair_alpha <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L54"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 54"></a></h3><p>The alpha used by the hair. 255 is completely solid, 0 is invisible.</p><h3 id="var/hair_color"><aside class="declaration">var </aside>hair_color <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L52"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 52"></a></h3><p>This allows races to have specific hair colors. If null, it uses the H's hair/facial hair colors. If &quot;mutcolor&quot;, it uses the H's mutant_color. If &quot;fixedmutcolor&quot;, it uses fixedmutcolor</p><h3 id="var/heatmod"><aside class="declaration">var </aside>heatmod <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L118"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 118"></a></h3><p>multiplier for damage from hot temperature</p><h3 id="var/hot_offset"><aside class="declaration">var </aside>hot_offset <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L116"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 116"></a></h3><p>moves their safe maximum temp by this value.</p><h3 id="var/id"><aside class="declaration">var </aside>id <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L17"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 17"></a></h3><p>If the game needs to manually check your race to do something not included in a proc here, it will use this.</p><h3 id="var/inert_mutation"><aside class="declaration">var </aside>inert_mutation <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L139"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 139"></a></h3><p>Special mutation that can be found in the genepool exclusively in this species. Dont leave empty or changing species will be a headache</p><h3 id="var/inherent_biotypes"><aside class="declaration">var </aside>inherent_biotypes <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L161"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 161"></a></h3><p>List of biotypes the mob belongs to. Used by diseases.</p><h3 id="var/inherent_traits"><aside class="declaration">var </aside>inherent_traits <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L159"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 159"></a></h3><p>Generic traits tied to having the species.</p><h3 id="var/liked_food"><aside class="declaration">var </aside>liked_food <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L76"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 76"></a></h3><p>Bitfield for food types that the species likes, giving them a mood boost. Lizards like meat, for example.</p><h3 id="var/meat"><aside class="declaration">var </aside>meat <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L71"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 71"></a></h3><p>What the species drops when gibbed by a gibber machine.</p><h3 id="var/mutant_bodyparts"><aside class="declaration">var </aside>mutant_bodyparts <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L100"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 100"></a></h3><p>Visible CURRENT bodyparts that are unique to a species.
DO NOT USE THIS AS A LIST OF ALL POSSIBLE BODYPARTS AS IT WILL FUCK
SHIT UP! Changes to this list for non-species specific bodyparts (ie
cat ears and tails) should be assigned at organ level if possible.
Assoc values are defaults for given bodyparts, also modified by aforementioned organs.
They also allow for faster '[]' list access versus 'in'. Other than that, they are useless right now.
Layer hiding is handled by [/datum/species/proc/handle_mutant_bodyparts] below.</p><h3 id="var/mutant_brain"><aside class="declaration">var </aside>mutant_brain <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/organ.html">organ</a>/<a href="obj/item/organ/brain.html">brain</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L184"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 184"></a></h3><p>Replaces default brain with a different organ</p><h3 id="var/mutant_heart"><aside class="declaration">var </aside>mutant_heart <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/organ.html">organ</a>/heart</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L186"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 186"></a></h3><p>Replaces default heart with a different organ</p><h3 id="var/mutant_organs"><aside class="declaration">var </aside>mutant_organs <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L102"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 102"></a></h3><p>Internal organs that are unique to this race, like a tail.</p><h3 id="var/mutantappendix"><aside class="declaration">var </aside>mutantappendix <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/organ.html">organ</a>/appendix</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L200"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 200"></a></h3><p>Replaces default appendix with a different organ.</p><h3 id="var/mutantears"><aside class="declaration">var </aside>mutantears <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/organ.html">organ</a>/ears</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L192"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 192"></a></h3><p>Replaces default ears with a different organ</p><h3 id="var/mutanteyes"><aside class="declaration">var </aside>mutanteyes <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/organ.html">organ</a>/<a href="obj/item/organ/eyes.html">eyes</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L190"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 190"></a></h3><p>Replaces default lungs with a different organ
Replaces default eyes with a different organ</p><h3 id="var/mutanthands"><aside class="declaration">var </aside>mutanthands <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L202"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 202"></a></h3><p>Forces an item into this species' hands. Only an honorary mutantthing because this is not an organ and not loaded in the same way, you've been warned to do your research.</p><h3 id="var/mutantliver"><aside class="declaration">var </aside>mutantliver <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/organ.html">organ</a>/liver</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L196"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 196"></a></h3><p>Replaces default liver with a different organ</p><h3 id="var/mutantstomach"><aside class="declaration">var </aside>mutantstomach <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/organ.html">organ</a>/stomach</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L198"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 198"></a></h3><p>Replaces default stomach with a different organ</p><h3 id="var/mutanttail"><aside class="declaration">var </aside>mutanttail <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/organ.html">organ</a>/tail</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L205"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 205"></a></h3><p>CIT SPECIFIC Mutant tail</p><h3 id="var/mutanttongue"><aside class="declaration">var </aside>mutanttongue <aside> /<a href="obj.html">obj</a>/<a href="obj/item.html">item</a>/<a href="obj/item/organ.html">organ</a>/tongue</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L194"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 194"></a></h3><p>Replaces default tongue with a different organ</p><h3 id="var/name"><aside class="declaration">var </aside>name <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L21"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 21"></a></h3><p>This is the fluff name. They are displayed on health analyzers and in the character setup menu. Leave them generic for other servers to customize.</p><h3 id="var/no_equip"><aside class="declaration">var </aside>no_equip <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L82"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 82"></a></h3><p>Inventory slots the race can't equip stuff to. Golems cannot wear jumpsuits, for example.</p><h3 id="var/nojumpsuit"><aside class="declaration">var </aside>nojumpsuit <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L84"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 84"></a></h3><p>Allows the species to equip items that normally require a jumpsuit without having one equipped. Used by golems.</p><h3 id="var/offset_features"><aside class="declaration">var </aside>offset_features <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L30"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 30"></a></h3><p>Clothing offsets. If a species has a different body than other species, you can offset clothing so they look less weird.</p><h3 id="var/outfit_important_for_life"><aside class="declaration">var </aside>outfit_important_for_life <aside> /<a href="datum.html">datum</a>/<a href="datum/outfit.html">outfit</a></aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L145"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 145"></a></h3><p>A path to an outfit that is important for species life e.g. plasmaman outfit</p><h3 id="var/payday_modifier"><aside class="declaration">var </aside>payday_modifier <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L122"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 122"></a></h3><p>multiplier for money paid at payday</p><h3 id="var/punchdamagehigh"><aside class="declaration">var </aside>punchdamagehigh <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L128"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 128"></a></h3><p>Highest possible punch damage this species can give.</p><h3 id="var/punchdamagelow"><aside class="declaration">var </aside>punchdamagelow <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L126"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 126"></a></h3><p>Lowest possible punch damage this species can give. If this is set to 0, punches will always miss.</p><h3 id="var/punchstunthreshold"><aside class="declaration">var </aside>punchstunthreshold <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L130"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 130"></a></h3><p>Damage at which punches from this race will stun</p><h3 id="var/say_mod"><aside class="declaration">var </aside>say_mod <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L88"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 88"></a></h3><p>Affects the speech message, for example: Motharula flutters, &quot;My speech message is flutters!&quot;</p><h3 id="var/sexes"><aside class="declaration">var </aside>sexes <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L26"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 26"></a></h3><p>Whether or not the race has sexual characteristics (biological genders). At the moment this is only FALSE for skeletons and shadows</p><h3 id="var/siemens_coeff"><aside class="declaration">var </aside>siemens_coeff <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L133"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 133"></a></h3><p>Base electrocution coefficient. Basically a multiplier for damage from electrocutions.</p><h3 id="var/skinned_type"><aside class="declaration">var </aside>skinned_type <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L74"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 74"></a></h3><p>What skin the species drops when gibbed by a gibber machine.</p><h3 id="var/special_step_sounds"><aside class="declaration">var </aside>special_step_sounds <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L141"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 141"></a></h3><p>Sounds to override barefeet walking</p><h3 id="var/species_language_holder"><aside class="declaration">var </aside>species_language_holder <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L90"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 90"></a></h3><p>What languages this species can understand and say. Use a <a href="datum/language_holder.html" title="/datum/language_holder">language holder datum</a> in this var.</p><h3 id="var/species_traits"><aside class="declaration">var </aside>species_traits <aside> /list</aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L157"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 157"></a></h3><p>Species-only traits. Can be found in <a href="code/__DEFINES/DNA.html" title="code/__DEFINES/DNA.dm">code/__DEFINES/DNA.dm</a></p><h3 id="var/speedmod"><aside class="declaration">var </aside>speedmod <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L104"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 104"></a></h3><p>Multiplier for the race's speed. Positive numbers make it move slower, negative numbers make it move faster.</p><h3 id="var/stunmod"><aside class="declaration">var </aside>stunmod <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L120"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 120"></a></h3><p>multiplier for stun durations</p><h3 id="var/toxic_food"><aside class="declaration">var </aside>toxic_food <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L80"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 80"></a></h3><p>Bitfield for food types that the species absolutely hates, giving them even more disgust than disliked food. Meat is &quot;toxic&quot; to moths, for example.</p><h3 id="var/typing_indicator_state"><aside class="declaration">var </aside>typing_indicator_state <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L221"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 221"></a></h3><p>Our default override for typing indicator state</p><h3 id="var/use_skintones"><aside class="declaration">var </aside>use_skintones <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L61"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 61"></a></h3><p>Does the species use skintones or not? As of now only used by humans.</p><h3 id="var/wings_icon"><aside class="declaration">var </aside>wings_icon <aside> </aside> <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L152"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 152"></a></h3><p>Current wings icon</p><h2 id="proc">Proc Details</h2><h3 id="proc/check_roundstart_eligible"><aside class="declaration">proc </aside>check_roundstart_eligible<aside>() <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L277"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 277"></a></aside></h3><p>Checks if a species is eligible to be picked at roundstart.</p>
<p>Checks the config to see if this species is allowed to be picked in the character setup menu.
Used by <a href="global.html#proc/generate_selectable_species" title="/global">/proc/generate_selectable_species</a>.</p><h3 id="proc/copy_properties_from"><aside class="declaration">proc </aside>copy_properties_from<aside>(/<a href="datum.html">datum</a>/<a href="datum/species.html">species</a>/old_species) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L315"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 315"></a></aside></h3><p>Copies some vars and properties over that should be kept when creating a copy of this species.</p>
<p>Used by slimepeople to copy themselves, and by the DNA datum to hardset DNA to a species
Arguments:</p>
<ul>
<li>old_species - The species that the carbon used to be before copying</li>
</ul><h3 id="proc/get_biological_state"><aside class="declaration">proc </aside>get_biological_state<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/<a href="mob/living/carbon.html">carbon</a>/<a href="mob/living/carbon/human.html">human</a>/H) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L2352"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 2352"></a></aside></h3><p>The human species version of <a href="mob/living/carbon.html#proc/get_biological_state" title="/mob/living/carbon">/mob/living/carbon/proc/get_biological_state</a>. Depends on the HAS_FLESH and HAS_BONE species traits, having bones lets you have bone wounds, having flesh lets you have burn, slash, and piercing wounds</p><h3 id="proc/handle_digestion"><aside class="declaration">proc </aside>handle_digestion<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/<a href="mob/living/carbon.html">carbon</a>/<a href="mob/living/carbon/human.html">human</a>/H) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L1503"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 1503"></a></aside></h3><p>LIFE</p><h3 id="proc/on_species_gain"><aside class="declaration">proc </aside>on_species_gain<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/<a href="mob/living/carbon.html">carbon</a>/C, /<a href="datum.html">datum</a>/<a href="datum/species.html">species</a>/old_species, pref_load) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L464"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 464"></a></aside></h3><p>Proc called when a carbon becomes this species.</p>
<p>This sets up and adds/changes/removes things, qualities, abilities, and traits so that the transformation is as smooth and bugfree as possible.
Produces a [COMSIG_SPECIES_GAIN] signal.
Arguments:</p>
<ul>
<li>C - Carbon, this is whoever became the new species.</li>
<li>old_species - The species that the carbon used to be before becoming this race, used for regenerating organs.</li>
<li>pref_load - Preferences to be loaded from character setup, loads in preferred mutant things like bodyparts, digilegs, skin color, etc.</li>
</ul><h3 id="proc/random_name"><aside class="declaration">proc </aside>random_name<aside>(gender, unique, lastname) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L291"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 291"></a></aside></h3><p>Generates a random name for a carbon.</p>
<p>This generates a random unique name based on a human's species and gender.
Arguments:</p>
<ul>
<li>gender - The gender that the name should adhere to. Use MALE for male names, use anything else for female names.</li>
<li>unique - If true, ensures that this new name is not a duplicate of anyone else's name currently on the station.</li>
<li>lastname - Does this species' naming system adhere to the last name system? Set to false if it doesn't.</li>
</ul><h3 id="proc/regenerate_organs"><aside class="declaration">proc </aside>regenerate_organs<aside>(/<a href="mob.html">mob</a>/<a href="mob/living.html">living</a>/<a href="mob/living/carbon.html">carbon</a>/C, /<a href="datum.html">datum</a>/<a href="datum/species.html">species</a>/old_species, replace_current) <a href="https://github.com/evilew/GS13-Citadel/blob/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e/code/modules/mob/living/carbon/human/species.dm#L339"><img src="git.png" width="16" height="16" title="code/modules/mob/living/carbon/human/species.dm 339"></a></aside></h3><p>Corrects organs in a carbon, removing ones it doesn't need and adding ones it does.</p>
<p>Takes all organ slots, removes organs a species should not have, adds organs a species should have.
can use replace_current to refresh all organs, creating an entirely new set.</p>
<p>Arguments:</p>
<ul>
<li>C - carbon, the owner of the species datum AKA whoever we're regenerating organs in</li>
<li>old_species - datum, used when regenerate organs is called in a switching species to remove old mutant organs.</li>
<li>replace_current - boolean, forces all old organs to get deleted whether or not they pass the species' ability to keep that organ</li>
<li>excluded_zones - list, add zone defines to block organs inside of the zones from getting handled. see headless mutation for an example</li>
</ul></main><footer>tgstation.dme <a href="https://github.com/evilew/GS13-Citadel/tree/e8e0068531dd988f9e65b33ae7866d4fbf1fdd9e">e8e0068</a> (master) — <a href="https://github.com/SpaceManiac/SpacemanDMM/blob/master/crates/dmdoc/README.md">dmdoc 1.9.0</a></footer></body></html>