d6e7eef1dc
Heavily work in progress system that causes malfunctions every now and then with varying levels of corruption; Higher corruption means worse effects and more frequent rolls.
83 lines
3.5 KiB
Plaintext
83 lines
3.5 KiB
Plaintext
/mob/living/carbon
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gender = MALE
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pressure_resistance = 15
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possible_a_intents = list(INTENT_HELP, INTENT_HARM)
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hud_possible = list(HEALTH_HUD,STATUS_HUD,ANTAG_HUD,GLAND_HUD,NANITE_HUD,DIAG_NANITE_FULL_HUD,RAD_HUD)
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has_limbs = 1
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held_items = list(null, null)
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var/list/stomach_contents = list()
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var/list/internal_organs = list() //List of /obj/item/organ in the mob. They don't go in the contents for some reason I don't want to know.
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var/list/internal_organs_slot= list() //Same as above, but stores "slot ID" - "organ" pairs for easy access.
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var/silent = FALSE //Can't talk. Value goes down every life proc. //NOTE TO FUTURE CODERS: DO NOT INITIALIZE NUMERICAL VARS AS NULL OR I WILL MURDER YOU.
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var/dreaming = 0 //How many dream images we have left to send
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var/obj/item/restraints/handcuffed //Whether or not the mob is handcuffed
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var/obj/item/restraints/legcuffed //Same as handcuffs but for legs. Bear traps use this.
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var/disgust = 0
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//inventory slots
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var/obj/item/back = null
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var/obj/item/clothing/mask/wear_mask = null
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var/obj/item/clothing/neck/wear_neck = null
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var/obj/item/tank/internal = null
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var/obj/item/head = null
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var/obj/item/gloves = null //only used by humans
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var/obj/item/clothing/shoes/shoes = null //only used by humans.
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var/obj/item/clothing/glasses/glasses = null //only used by humans.
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var/obj/item/ears = null //only used by humans.
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var/datum/dna/dna = null//Carbon
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var/datum/mind/last_mind = null //last mind to control this mob, for blood-based cloning
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var/failed_last_breath = 0 //This is used to determine if the mob failed a breath. If they did fail a brath, they will attempt to breathe each tick, otherwise just once per 4 ticks.
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var/co2overloadtime = null
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var/o2overloadtime = null //for Ash walker's weaker lungs, and future atmosia hazards
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var/temperature_resistance = T0C+75
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var/obj/item/reagent_containers/food/snacks/meat/slab/type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab
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var/gib_type = /obj/effect/decal/cleanable/blood/gibs
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rotate_on_lying = TRUE
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var/tinttotal = 0 // Total level of visualy impairing items
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var/list/bodyparts = list(/obj/item/bodypart/chest, /obj/item/bodypart/head, /obj/item/bodypart/l_arm,
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/obj/item/bodypart/r_arm, /obj/item/bodypart/r_leg, /obj/item/bodypart/l_leg)
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//Gets filled up in create_bodyparts()
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var/list/hand_bodyparts = list() //a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
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var/icon_render_key = ""
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var/static/list/limb_icon_cache = list()
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//halucination vars
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var/image/halimage
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var/image/halbody
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var/obj/halitem
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var/hal_screwyhud = SCREWYHUD_NONE
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var/next_hallucination = 0
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var/cpr_time = 1 //CPR cooldown.
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var/damageoverlaytemp = 0
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var/drunkenness = 0 //Overall drunkenness - check handle_alcohol() in life.dm for effects
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var/tackling = FALSE //Whether or not we are tackling, this will prevent the knock into effects for carbons
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var/corruption_timer = 0 //Only relevant for robotpeople. A timer that ticks in handle_corruption() so stuff doesn't happen every tick.
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/// All of the wounds a carbon has afflicted throughout their limbs
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var/list/all_wounds
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/// All of the scars a carbon has afflicted throughout their limbs
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var/list/all_scars
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/// Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection
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var/heat_protection = 0 // No heat protection
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/// Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection
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var/cold_protection = 0 // No cold protection
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/// Timer id of any transformation
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var/transformation_timer
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