/mob
Vars | |
active_thinking_indicator | the icon currently used for the thinking indicator's bubble |
---|---|
active_typing_indicator | the icon currently used for the typing indicator's bubble |
blinded | bool that tracks if blind |
client_color_matrices | Color matrices to be applied to the client window. Assoc. list. |
emotes_used | Used for tracking last uses of emotes for cooldown purposes |
eye_blind | timer for blinding |
eye_blurry | Does the mob have blurry sight |
fire_delay_next_fire | An assoc list where the keys are fire delay group string defines and the keys are when the guns of the group can be fired again |
listed_turf | the current turf being examined in the stat panel |
luminosity_sources | List of active luminosity sources for handling of light stacking |
mob_language_menu | the mob's tgui player panel |
mob_panel | the mob's tgui player panel |
next_click | 1 decisecond click delay (above and beyond mob/next_move) |
observers | The list of people observing this mob. |
persistent_ckey | a ckey that persists client logout / ghosting, replaced when a client inhabits the mob |
shot_cooldown | People getting shot by a large amount of bullets in a very short period of time can lag them out, with chat messages being one cause, so a 1s cooldown per hit message is introduced to assuage that |
sound_environment_override | Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb) |
tgui_open_uis | global |
thinking_IC | User is thinking in character. Used to revert to thinking state after stop_typing |
throw_buffer | holds the buffer to allow for throwing two things before the cooldown effects throwing, reference /mob/proc/do_click() |
throw_delay | Holds the time when a mob can throw an item next, only applies after two throws, reference /mob/proc/do_click() |
Procs | |
Process_Spacemove | Process_Spacemove Called by /client/Move() For moving in space Return 1 for movement 0 for none |
add_client_color_matrix | Adds a color matrix and updates the client. Priority is the order the matrices are applied, lowest first. Will replace an existing matrix of the same name, if one exists. |
add_to_all_mob_huds | MOB PROCS //////////////////////////////: |
apply_effect | Legacy wrapper for effects, DO NOT USE and migrate all code to USING THE STATUS PROCS DIRECTLY |
can_pass_disease | Whether or not a mob can pass diseases to another, or receive said diseases. |
can_resist | Can this mob resist (default FALSE) |
change_client_color_matrix_priority | Changes a matrix package's priority and updates client. |
check_improved_pointing | Is this mob important enough to point with big arrows? |
clear_client_color_matrices | Removes all matrices and updates client. |
create_thinking_indicator | Creates a thinking indicator over the mob. |
create_typing_indicator | Creates a typing indicator over the mob. |
examinate | Examine a mob |
get_client_color_matrix | Returns the matrix of that name, if it exists. |
get_status_tab_items | Adds this list to the output to the stat browser |
has_status_effect | Checks if this mob has a status effect that shares the passed effect's ID |
has_status_effect_from_source | Checks if this mob has a status effect that shares the passed effect's ID and has the passed sources are in its list of sources (ONLY works for grouped efects!) |
has_status_effect_list | Returns a list of all status effects that share the passed effect type's ID |
is_mob_incapacitated | Returns if the mob is incapacitated and unable to perform general actions |
manual_emote | Allows the intrepid coder to send a basic emote Takes text as input, sends it out to those who need to know after some light parsing If you need something more complex, make it into a datum emote Arguments: |
play_screen_text | proc for playing a screen_text on a mob. enqueues it if a screen text is running and plays i otherwise Arguments: |
remove_all_indicators | Removes any indicators and marks the mob as not speaking IC. |
remove_client_color_matrix | Can take either a single name or a list of several. Attempts to remove target matrix packages and update client. |
remove_thinking_indicator | Removes the thinking indicator over the mob. |
remove_typing_indicator | Removes the typing indicator over the mob. |
select_body_zone | Change the mob's selected body zone to target_zone . |
send_to_lobby | Send src back to the lobby as a /mob/new_player() |
shared_ui_interaction | public |
sync_lighting_plane_alpha | Set the lighting plane hud alpha to the mobs lighting_alpha var |
throw_alert | Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already category is a text string. Each mob may only have one alert per category; the previous one will be replaced path is a type path of the actual alert type to throw severity is an optional number that will be placed at the end of the icon_state for this alert For example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2" new_master is optional and sets the alert's icon state to "template" in the ui_style icons with the master as an overlay. Clicks are forwarded to master Override makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations. |
timed_typing | Sets typing indicator for a couple seconds, for use with client-side comm verbs |
timed_typing_clear | Clears timed typing indicators |
update_Login_details | Handles setting lastKnownIP and computer_id for use by the ban systems |
update_client_color_matrices | Combines all color matrices and applies them to the client. Also used on login to give a client its new body's color matrices. Responsible for sorting the matrices. Transition is animated but instant by default. |
Var Details
active_thinking_indicator
the icon currently used for the thinking indicator's bubble
active_typing_indicator
the icon currently used for the typing indicator's bubble
blinded
bool that tracks if blind
client_color_matrices
Color matrices to be applied to the client window. Assoc. list.
emotes_used
Used for tracking last uses of emotes for cooldown purposes
eye_blind
timer for blinding
eye_blurry
Does the mob have blurry sight
fire_delay_next_fire
An assoc list where the keys are fire delay group string defines and the keys are when the guns of the group can be fired again
listed_turf
the current turf being examined in the stat panel
luminosity_sources
List of active luminosity sources for handling of light stacking
mob_language_menu
the mob's tgui player panel
mob_panel
the mob's tgui player panel
next_click
1 decisecond click delay (above and beyond mob/next_move)
observers
The list of people observing this mob.
persistent_ckey
a ckey that persists client logout / ghosting, replaced when a client inhabits the mob
shot_cooldown
People getting shot by a large amount of bullets in a very short period of time can lag them out, with chat messages being one cause, so a 1s cooldown per hit message is introduced to assuage that
sound_environment_override
Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)
tgui_open_uis
global
Tracks open UIs for a user.
thinking_IC
User is thinking in character. Used to revert to thinking state after stop_typing
throw_buffer
holds the buffer to allow for throwing two things before the cooldown effects throwing, reference /mob/proc/do_click()
throw_delay
Holds the time when a mob can throw an item next, only applies after two throws, reference /mob/proc/do_click()
Proc Details
Process_Spacemove
Process_Spacemove Called by /client/Move() For moving in space Return 1 for movement 0 for none
add_client_color_matrix
Adds a color matrix and updates the client. Priority is the order the matrices are applied, lowest first. Will replace an existing matrix of the same name, if one exists.
add_to_all_mob_huds
MOB PROCS //////////////////////////////:
apply_effect
Legacy wrapper for effects, DO NOT USE and migrate all code to USING THE STATUS PROCS DIRECTLY
can_pass_disease
Whether or not a mob can pass diseases to another, or receive said diseases.
can_resist
Can this mob resist (default FALSE)
change_client_color_matrix_priority
Changes a matrix package's priority and updates client.
check_improved_pointing
Is this mob important enough to point with big arrows?
clear_client_color_matrices
Removes all matrices and updates client.
create_thinking_indicator
Creates a thinking indicator over the mob.
create_typing_indicator
Creates a typing indicator over the mob.
examinate
Examine a mob
mob verbs are faster than object verbs. See this byond forum post for why this isn't atom/verb/examine()
get_client_color_matrix
Returns the matrix of that name, if it exists.
get_status_tab_items
Adds this list to the output to the stat browser
has_status_effect
Checks if this mob has a status effect that shares the passed effect's ID
checked_effect - TYPEPATH of a status effect to check for. Checks for its ID, not it's typepath
Returns an instance of a status effect, or NULL if none were found.
has_status_effect_from_source
Checks if this mob has a status effect that shares the passed effect's ID and has the passed sources are in its list of sources (ONLY works for grouped efects!)
checked_effect - TYPEPATH of a status effect to check for. Checks for its ID, not it's typepath
Returns an instance of a status effect, or NULL if none were found.
has_status_effect_list
Returns a list of all status effects that share the passed effect type's ID
checked_effect - TYPEPATH of a status effect to check for. Checks for its ID, not it's typepath
Returns a list
is_mob_incapacitated
Returns if the mob is incapacitated and unable to perform general actions
manual_emote
Allows the intrepid coder to send a basic emote Takes text as input, sends it out to those who need to know after some light parsing If you need something more complex, make it into a datum emote Arguments:
- text - The text to send out
Returns TRUE if it was able to run the emote, FALSE otherwise.
play_screen_text
proc for playing a screen_text on a mob. enqueues it if a screen text is running and plays i otherwise Arguments:
- text: text we want to be displayed
- alert_type: typepath for screen text type we want to play here
- override_color: the color of the text to use
remove_all_indicators
Removes any indicators and marks the mob as not speaking IC.
remove_client_color_matrix
Can take either a single name or a list of several. Attempts to remove target matrix packages and update client.
remove_thinking_indicator
Removes the thinking indicator over the mob.
remove_typing_indicator
Removes the typing indicator over the mob.
select_body_zone
Change the mob's selected body zone to target_zone
.
send_to_lobby
Send src back to the lobby as a /mob/new_player()
shared_ui_interaction
public
Standard interaction/sanity checks. Different mob types may have overrides.
return UI_state The state of the UI.
sync_lighting_plane_alpha
Set the lighting plane hud alpha to the mobs lighting_alpha var
throw_alert
Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already category is a text string. Each mob may only have one alert per category; the previous one will be replaced path is a type path of the actual alert type to throw severity is an optional number that will be placed at the end of the icon_state for this alert For example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2" new_master is optional and sets the alert's icon state to "template" in the ui_style icons with the master as an overlay. Clicks are forwarded to master Override makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.
timed_typing
Sets typing indicator for a couple seconds, for use with client-side comm verbs
timed_typing_clear
Clears timed typing indicators
update_Login_details
Handles setting lastKnownIP and computer_id for use by the ban systems
update_client_color_matrices
Combines all color matrices and applies them to the client. Also used on login to give a client its new body's color matrices. Responsible for sorting the matrices. Transition is animated but instant by default.