Removed hand slots from lots of things that should not have them
63 lines
2.6 KiB
Plaintext
63 lines
2.6 KiB
Plaintext
/mob/living/carbon
|
|
gender = MALE
|
|
pressure_resistance = 15
|
|
possible_a_intents = list(INTENT_HELP, INTENT_HARM)
|
|
hud_possible = list(HEALTH_HUD,STATUS_HUD,ANTAG_HUD,GLAND_HUD)
|
|
has_limbs = 1
|
|
held_items = list(null, null)
|
|
var/list/stomach_contents = list()
|
|
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.
|
|
var/list/internal_organs_slot= list() //Same as above, but stores "slot ID" - "organ" pairs for easy access.
|
|
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.
|
|
var/dreaming = 0 //How many dream images we have left to send
|
|
|
|
var/obj/item/handcuffed = null //Whether or not the mob is handcuffed
|
|
var/obj/item/legcuffed = null //Same as handcuffs but for legs. Bear traps use this.
|
|
|
|
var/disgust = 0
|
|
|
|
//inventory slots
|
|
var/obj/item/back = null
|
|
var/obj/item/clothing/mask/wear_mask = null
|
|
var/obj/item/clothing/neck/wear_neck = null
|
|
var/obj/item/tank/internal = null
|
|
var/obj/item/head = null
|
|
|
|
var/obj/item/gloves = null //only used by humans
|
|
var/obj/item/shoes = null //only used by humans.
|
|
var/obj/item/clothing/glasses/glasses = null //only used by humans.
|
|
var/obj/item/ears = null //only used by humans.
|
|
|
|
var/datum/dna/dna = null//Carbon
|
|
var/datum/mind/last_mind = null //last mind to control this mob, for blood-based cloning
|
|
|
|
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.
|
|
|
|
var/co2overloadtime = null
|
|
var/temperature_resistance = T0C+75
|
|
var/obj/item/reagent_containers/food/snacks/meat/slab/type_of_meat = /obj/item/reagent_containers/food/snacks/meat/slab
|
|
|
|
var/gib_type = /obj/effect/decal/cleanable/blood/gibs
|
|
|
|
var/rotate_on_lying = 1
|
|
|
|
var/tinttotal = 0 // Total level of visualy impairing items
|
|
|
|
var/list/bodyparts = list(/obj/item/bodypart/chest, /obj/item/bodypart/head, /obj/item/bodypart/l_arm,
|
|
/obj/item/bodypart/r_arm, /obj/item/bodypart/r_leg, /obj/item/bodypart/l_leg)
|
|
//Gets filled up in create_bodyparts()
|
|
|
|
var/list/hand_bodyparts = list() //a collection of arms (or actually whatever the fug /bodyparts you monsters use to wreck my systems)
|
|
|
|
var/icon_render_key = ""
|
|
var/static/list/limb_icon_cache = list()
|
|
|
|
//halucination vars
|
|
var/image/halimage
|
|
var/image/halbody
|
|
var/obj/halitem
|
|
var/hal_screwyhud = SCREWYHUD_NONE
|
|
var/next_hallucination = 0
|
|
var/cpr_time = 1 //CPR cooldown.
|
|
var/damageoverlaytemp = 0
|