byond - Modules - TypesVar Details - Proc Details

/mob/living

Vars

active_surgeriesAssoc. list - the operations being performed, by aim zone. Both boolean and link to that surgery.
blood_volumeHow much blood the mob has
body_positionVariable to track the body position of a mob, regardgless of the actual angle of rotation (usually matching it, but not necessarily).
bubble_iconwhat icon the mob uses for speechbubbles
custom_slashed_soundCustom sound if the mob gets slashed by a xenomorph
dead_black_market_valueThis is what the value is changed to when the mob dies. Actual BMV definition in atom/movable.
incision_depthsAssoc. list - incision depths, by aim zone. Set by initialize_incision_depths().
limit_bloodHow much blood the mob can have
lying_angleNumber of degrees of rotation of a mob. 0 means no rotation, up-side facing NORTH. 90 means up-side rotated to face EAST, and so on.
lying_prevValue of lying lying_angle before last change. TODO: Remove the need for this.
max_bloodHow much blood the mob should ideally have
mobility_flagsFlags that determine the potential of a mob to perform certain actions. Do not change this directly.
rest_cooldownCooldown for manually toggling resting to avoid spamming
rotate_on_lyingDoes the mob rotate when lying
status_effectsa list of all status effects the mob has
weed_food_iconicon for weed_food states
weed_food_statesicon_states for weed_food (needs to be the same length as weed_food_states_flipped)
weed_food_states_flippedflipped icon_states for weed_food (needs to be the same length as weed_food_states)

Procs

AdjustKnockDownAdds to remaining Knockdown duration
AdjustKnockOutAdds to remaining Knockout duration
AmountKnockDownHow much time remains - scaled by GLOBAL_STATUS_MULTIPLIER (normally in multiples of legacy 2 seconds)
GetDazeDurationOverridable handler to adjust the numerical value of status effects. Expand as needed
GetKnockDownDurationOverridable handler to adjust the numerical value of status effects. Expand as needed
GetKnockOutDurationOverridable handler to adjust the numerical value of status effects. Expand as needed
GetRootDurationOverridable handler to adjust the numerical value of status effects. Expand as needed
GetStunDurationOverridable handler to adjust the numerical value of status effects. Expand as needed
KnockOutSets Knockout duration to at least the amount provided
SetKnockDownSets exact remaining KnockDown duration
SetKnockOutSets exact remaining Knockout duration
add_splatter_flooradd_splatter_floor
apply_status_effectApplies a given status effect to this mob.
cleanup_status_effectsClear all running status effects assuming deletion
create_thinking_indicatorOverrides for overlay creation
health_scanlegacy proc for to_chat messages on health analysers
lying_angle_on_movementCalled by mob Move() when the lying_angle is different than zero, to better visually simulate crawling.
on_dazed_trait_gainCalled when TRAIT_DAZED is added to the mob.
on_dazed_trait_lossCalled when TRAIT_DAZED is removed from the mob.
on_fallCalled when mob changes from a standing position into a prone while lacking the ability to stand up at the moment.
on_floored_endProc to append behavior to the condition of being floored. Called when the condition ends.
on_floored_startProc to append behavior to the condition of being floored. Called when the condition starts.
on_floored_trait_gainCalled when TRAIT_FLOORED is added to the mob.
on_floored_trait_lossCalled when TRAIT_FLOORED is removed from the mob.
on_forced_standing_trait_gainCalled when TRAIT_FORCED_STANDING is added to the mob.
on_forced_standing_trait_lossCalled when TRAIT_FORCED_STANDING is removed from the mob.
on_immobilized_trait_gainCalled when TRAIT_IMMOBILIZED is added to the mob.
on_immobilized_trait_lossCalled when TRAIT_IMMOBILIZED is removed from the mob.
on_incapacitated_trait_gainCalled when TRAIT_INCAPACITATED is added to the mob.
on_incapacitated_trait_lossCalled when TRAIT_INCAPACITATED is removed from the mob.
on_knockedout_trait_gainCalled when TRAIT_KNOCKEDOUT is added to the mob.
on_knockedout_trait_lossCalled when TRAIT_KNOCKEDOUT is removed from the mob.
on_lying_downProc to append behavior related to lying down.
on_standing_upProc to append behavior related to lying down.
register_init_signalsCalled on /mob/living/Initialize(mapload), for the mob to register to relevant signals.
remove_status_effectRemoves all instances of a given status effect from this mob
resist_buckleThe medical machines below are listed separately to allow easier changes to each process
set_body_positionChanges the value of the [living/body_position] variable. Call this before set_lying_angle()
set_buckledReports the event of the change in value of the buckled variable.
set_lying_angleChanges the inclination angle of a mob, used by humans and others to differentiate between standing up and prone positions.
set_lying_downChange the [body_position] to LYING_DOWN and update associated behavior.
set_restingProc to hook behavior to the change of value in the resting variable.
shared_living_ui_distancepublic
shared_living_ui_in_viewpublic
show_speech_bubbleShows custom speech bubbles for screaming, *warcry etc.
splat'Splats' src, killing them. Mouses override this proc with their own unique splat.
undense_changedCalled when TRAIT_UNDENSE is gained or lost
update_densityUses presence of TRAIT_UNDENSE to figure out what is the correct density state for the mob. Triggered by trait signal.
update_eye_blurApply the blurry overlays to a mobs clients screen
update_layerUpdates the layer the mob is on based on its current status. This can result in redundant updates. Replace by trait signals eventually

Var Details

active_surgeries

Assoc. list - the operations being performed, by aim zone. Both boolean and link to that surgery.

blood_volume

How much blood the mob has

body_position

Variable to track the body position of a mob, regardgless of the actual angle of rotation (usually matching it, but not necessarily).

bubble_icon

what icon the mob uses for speechbubbles

custom_slashed_sound

Custom sound if the mob gets slashed by a xenomorph

dead_black_market_value

This is what the value is changed to when the mob dies. Actual BMV definition in atom/movable.

incision_depths

Assoc. list - incision depths, by aim zone. Set by initialize_incision_depths().

limit_blood

How much blood the mob can have

lying_angle

Number of degrees of rotation of a mob. 0 means no rotation, up-side facing NORTH. 90 means up-side rotated to face EAST, and so on.

lying_prev

Value of lying lying_angle before last change. TODO: Remove the need for this.

max_blood

How much blood the mob should ideally have

mobility_flags

Flags that determine the potential of a mob to perform certain actions. Do not change this directly.

rest_cooldown

Cooldown for manually toggling resting to avoid spamming

rotate_on_lying

Does the mob rotate when lying

status_effects

a list of all status effects the mob has

weed_food_icon

icon for weed_food states

weed_food_states

icon_states for weed_food (needs to be the same length as weed_food_states_flipped)

weed_food_states_flipped

flipped icon_states for weed_food (needs to be the same length as weed_food_states)

Proc Details

AdjustKnockDown

Adds to remaining Knockdown duration

AdjustKnockOut

Adds to remaining Knockout duration

AmountKnockDown

How much time remains - scaled by GLOBAL_STATUS_MULTIPLIER (normally in multiples of legacy 2 seconds)

GetDazeDuration

Overridable handler to adjust the numerical value of status effects. Expand as needed

GetKnockDownDuration

Overridable handler to adjust the numerical value of status effects. Expand as needed

GetKnockOutDuration

Overridable handler to adjust the numerical value of status effects. Expand as needed

GetRootDuration

Overridable handler to adjust the numerical value of status effects. Expand as needed

GetStunDuration

Overridable handler to adjust the numerical value of status effects. Expand as needed

KnockOut

Sets Knockout duration to at least the amount provided

SetKnockDown

Sets exact remaining KnockDown duration

SetKnockOut

Sets exact remaining Knockout duration

add_splatter_floor

add_splatter_floor

apply_status_effect

Applies a given status effect to this mob.

new_effect - TYPEPATH of a status effect to apply. Additional status effect arguments can be passed.

Returns the instance of the created effected, if successful. Returns 'null' if unsuccessful.

cleanup_status_effects

Clear all running status effects assuming deletion

create_thinking_indicator

Overrides for overlay creation

health_scan

legacy proc for to_chat messages on health analysers

lying_angle_on_movement

Called by mob Move() when the lying_angle is different than zero, to better visually simulate crawling.

on_dazed_trait_gain

Called when TRAIT_DAZED is added to the mob.

on_dazed_trait_loss

Called when TRAIT_DAZED is removed from the mob.

on_fall

Called when mob changes from a standing position into a prone while lacking the ability to stand up at the moment.

on_floored_end

Proc to append behavior to the condition of being floored. Called when the condition ends.

on_floored_start

Proc to append behavior to the condition of being floored. Called when the condition starts.

on_floored_trait_gain

Called when TRAIT_FLOORED is added to the mob.

on_floored_trait_loss

Called when TRAIT_FLOORED is removed from the mob.

on_forced_standing_trait_gain

Called when TRAIT_FORCED_STANDING is added to the mob.

on_forced_standing_trait_loss

Called when TRAIT_FORCED_STANDING is removed from the mob.

on_immobilized_trait_gain

Called when TRAIT_IMMOBILIZED is added to the mob.

on_immobilized_trait_loss

Called when TRAIT_IMMOBILIZED is removed from the mob.

on_incapacitated_trait_gain

Called when TRAIT_INCAPACITATED is added to the mob.

on_incapacitated_trait_loss

Called when TRAIT_INCAPACITATED is removed from the mob.

on_knockedout_trait_gain

Called when TRAIT_KNOCKEDOUT is added to the mob.

on_knockedout_trait_loss

Called when TRAIT_KNOCKEDOUT is removed from the mob.

on_lying_down

Proc to append behavior related to lying down.

on_standing_up

Proc to append behavior related to lying down.

register_init_signals

Called on /mob/living/Initialize(mapload), for the mob to register to relevant signals.

remove_status_effect

Removes all instances of a given status effect from this mob

removed_effect - TYPEPATH of a status effect to remove. Additional status effect arguments can be passed - these are passed into before_remove.

Returns TRUE if at least one was removed.

resist_buckle

The medical machines below are listed separately to allow easier changes to each process

set_body_position

Changes the value of the [living/body_position] variable. Call this before set_lying_angle()

set_buckled

Reports the event of the change in value of the buckled variable.

set_lying_angle

Changes the inclination angle of a mob, used by humans and others to differentiate between standing up and prone positions.

In BYOND-angles 0 is NORTH, 90 is EAST, 180 is SOUTH and 270 is WEST. This usually means that 0 is standing up, 90 and 270 are horizontal positions to right and left respectively, and 180 is upside-down. Mobs that do now follow these conventions due to unusual sprites should require a special handling or redefinition of this proc, due to the density and layer changes. The return of this proc is the previous value of the modified lying_angle if a change was successful (might include zero), or null if no change was made.

set_lying_down

Change the [body_position] to LYING_DOWN and update associated behavior.

set_resting

Proc to hook behavior to the change of value in the resting variable.

shared_living_ui_distance

public

Distance versus interaction check.

required src_object atom/movable The object which owns the UI.

return UI_state The state of the UI.

shared_living_ui_in_view

public

Check if in view. Can interact only if adjacent, updates within max distance, otherwise closes

required src_object atom/movable The object which owns the UI.

return UI_state The state of the UI.

show_speech_bubble

Shows custom speech bubbles for screaming, *warcry etc.

splat

'Splats' src, killing them. Mouses override this proc with their own unique splat.

undense_changed

Called when TRAIT_UNDENSE is gained or lost

update_density

Uses presence of TRAIT_UNDENSE to figure out what is the correct density state for the mob. Triggered by trait signal.

update_eye_blur

Apply the blurry overlays to a mobs clients screen

update_layer

Updates the layer the mob is on based on its current status. This can result in redundant updates. Replace by trait signals eventually