byond - Modules - TypesDefine Details

code/__DEFINES/human.dm

HUMAN_MAX_OXYLOSSDefines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.
HUMAN_CRIT_MAX_OXYLOSSThe amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 50HP to get through, so (1/6)*last_tick_duration per second. Breaths however only happen every 3 ticks.
HUMAN_BLOODTYPESHUMAN BLOODTYPES
HUMAN_MAX_PALENESSthis is added to human skin tone to get value of pale_max variable
HUMAN_STRIP_DELAYtakes 40ds = 4s to strip someone.
LIMB_ORGANICLIMB FLAGS
LIMB_SYNTHSKINnot completely robot, but pseudohuman
LIMB_DESTROYEDlimb is missing
LIMB_MUTATEDlimb is deformed by mutations
LIMB_AMPUTATEDlimb was amputated cleanly or destroyed limb was cleaned up, thus causing no pain
LIMB_SPLINTED_INDESTRUCTIBLESplint is indestructible
LIMB_UNCALIBRATED_PROSTHETICA prosthetic that's been attached to the body but not connected to the brain.
WOUND_BANDAGEDWOUND DEFINES
WOUNDS_BANDAGEDRelevant wounds exist, bandaged them.
WOUNDS_ALREADY_TREATEDRelevant wounds exist, but they're already bandaged.
HEMOSTAT_MIN_DURATIONOLD SURGERY DEFINES, USED BY AUTODOC
FLAY_LAYERFor use by Hunter Flay
TAIL_LAYERbs12 specific. this hack is probably gonna come back to haunt me
MEDICAL_LAYERFor splint and gauze overlays
HEADSHOT_LAYERUnrevivable headshot overlays, suicide/execution.
BACK_FRONT_LAYERFor backpacks when mob is facing north
BURST_LAYERChestburst overlay
TARGETED_LAYERfor target sprites when held at gun point, and holo cards.
FIRE_LAYERIf you're on fire
EFFECTS_LAYERIf you're hit by an acid DoT

Define Details

BACK_FRONT_LAYER

For backpacks when mob is facing north

BURST_LAYER

Chestburst overlay

EFFECTS_LAYER

If you're hit by an acid DoT

FIRE_LAYER

If you're on fire

FLAY_LAYER

For use by Hunter Flay

HEADSHOT_LAYER

Unrevivable headshot overlays, suicide/execution.

HEMOSTAT_MIN_DURATION

OLD SURGERY DEFINES, USED BY AUTODOC

HUMAN_BLOODTYPES

HUMAN BLOODTYPES

HUMAN_CRIT_MAX_OXYLOSS

The amount of damage you'll get when in critical condition. We want this to be a 5 minute deal = 300s. There are 50HP to get through, so (1/6)*last_tick_duration per second. Breaths however only happen every 3 ticks.

HUMAN_MAX_OXYLOSS

Defines how much oxyloss humans can get per tick. A tile with no air at all (such as space) applies this value, otherwise it's a percentage of it.

HUMAN_MAX_PALENESS

this is added to human skin tone to get value of pale_max variable

HUMAN_STRIP_DELAY

takes 40ds = 4s to strip someone.

LIMB_AMPUTATED

limb was amputated cleanly or destroyed limb was cleaned up, thus causing no pain

LIMB_DESTROYED

limb is missing

LIMB_MUTATED

limb is deformed by mutations

LIMB_ORGANIC

LIMB FLAGS

LIMB_SPLINTED_INDESTRUCTIBLE

Splint is indestructible

LIMB_SYNTHSKIN

not completely robot, but pseudohuman

LIMB_UNCALIBRATED_PROSTHETIC

A prosthetic that's been attached to the body but not connected to the brain.

MEDICAL_LAYER

For splint and gauze overlays

TAIL_LAYER

bs12 specific. this hack is probably gonna come back to haunt me

TARGETED_LAYER

for target sprites when held at gun point, and holo cards.

WOUNDS_ALREADY_TREATED

Relevant wounds exist, but they're already bandaged.

WOUNDS_BANDAGED

Relevant wounds exist, bandaged them.

WOUND_BANDAGED

WOUND DEFINES