/mob/living/carbon/human 
Vars | |
| bloody_footsteps | The number of bloody foot steps left to make |
|---|---|
| criminal | used to determine if precise taser will shoot. Security code is so convoluted it's the easiest way, sorry. |
| embedded_items | A list of all the shrapnel currently embedded in the human |
| focused_fire_marker | Stored image references associated with focus-fire. |
| grad_style | Style used for the hair gradient. |
| icon_render_image_cache | static associated list of limb key -> image to avoid unnecessary overlay generation |
| icon_render_keys | associated list of body part zone -> currently active limb key |
| remembered_dropped_objects | list of weakrefs of recently dropped objects |
| traits | The list of traits a human has. Store as typepaths. |
Procs | |
| auto_observed | Handles any storage containers that the human is looking inside when auto-observed. |
| check_shields | Attacking direction is determined by get_dir(DEFENDER, ATTACKER) |
| force_say | Makes the player force say what's in their current input box. |
| get_camera_holder | returns camera holder |
| get_damageable_limbs | Returns a list of damageable limbs |
| get_damaged_limbs | Returns a list of damaged limbs (potentially excluding severe burns if chemical specifies and the limb is already at the healing threshold) |
| get_eye_protection | Gets a value between EYE_PROTECTION_NEGATIVE (-1) and EYE_PROTECTION_WELDING (3) based on whether there are eyes to blind or how much clothing protects them |
| get_pulse | generates realistic-ish pulse output based on preset levels. method == GETPULSE_HAND is for hands, GETPULSE_TOOL is for machines, more accurate |
| handle_hugger_attachment | Human hugger handling |
| heal_limb_damage | Heals ONE external organ, organ gets randomly selected from damaged ones. |
| holster_verb | For the holster hotkey |
| is_heart_broken | Returns whether this person has a broken heart but is otherwise revivable |
| take_limb_damage | Damages ONE external organ, organ gets randomly selected from damagable ones. |
| update_damage_overlays | Recalculates and reapplies damage overlays to every limb |
| update_headshot_overlay | Handles headshot images. These render above hair and below hats/helmets. Must be given a headshot_state or it just removes the overlay. Applied by gun suicide and high impact bullet executions, removed by rejuvenate, since such people are otherwise unrevivable. |
| update_leg_status | Updates TRAIT_FLOORED based on whether the mob has appropriate limbs to stand or not |
| update_undergarments | If this human should have underwear, reapply the overlays |
| update_undershirt | Checks if the mob's specific /datum/sprite_accessory/undershirt should be equipped |
| update_underwear | Checks if the mob's specific /datum/sprite_accessory/underwear should be equipped |
Var Details
bloody_footsteps 
The number of bloody foot steps left to make
criminal 
used to determine if precise taser will shoot. Security code is so convoluted it's the easiest way, sorry.
embedded_items 
A list of all the shrapnel currently embedded in the human
focused_fire_marker 
Stored image references associated with focus-fire.
grad_style 
Style used for the hair gradient.
icon_render_image_cache 
static associated list of limb key -> image to avoid unnecessary overlay generation
icon_render_keys 
associated list of body part zone -> currently active limb key
remembered_dropped_objects 
list of weakrefs of recently dropped objects
traits 
The list of traits a human has. Store as typepaths.
Proc Details
auto_observed
Handles any storage containers that the human is looking inside when auto-observed.
check_shields
Attacking direction is determined by get_dir(DEFENDER, ATTACKER)
Arguments:
- attack_type - Checking if this is a Melee, Projectile or Pounce attack.
- custom_response - Used to determine if the items involved are sending their own messages to chat about the interaction or whether this proc needs to generate an interaction message.
force_say
Makes the player force say what's in their current input box.
get_camera_holder
returns camera holder
get_damageable_limbs
Returns a list of damageable limbs
get_damaged_limbs
Returns a list of damaged limbs (potentially excluding severe burns if chemical specifies and the limb is already at the healing threshold)
get_eye_protection
Gets a value between EYE_PROTECTION_NEGATIVE (-1) and EYE_PROTECTION_WELDING (3) based on whether there are eyes to blind or how much clothing protects them
get_pulse
generates realistic-ish pulse output based on preset levels. method == GETPULSE_HAND is for hands, GETPULSE_TOOL is for machines, more accurate
handle_hugger_attachment
Human hugger handling
heal_limb_damage
Heals ONE external organ, organ gets randomly selected from damaged ones.
It automatically updates damage overlays if necessary. It automatically updates health status.
holster_verb
For the holster hotkey
is_heart_broken
Returns whether this person has a broken heart but is otherwise revivable
take_limb_damage
Damages ONE external organ, organ gets randomly selected from damagable ones.
It automatically updates damage overlays if necessary. It automatically updates health status.
In most cases it makes more sense to use apply_damage() instead! And make sure to check armour if applicable.
update_damage_overlays
Recalculates and reapplies damage overlays to every limb
update_headshot_overlay
Handles headshot images. These render above hair and below hats/helmets. Must be given a headshot_state or it just removes the overlay. Applied by gun suicide and high impact bullet executions, removed by rejuvenate, since such people are otherwise unrevivable.
update_leg_status
Updates TRAIT_FLOORED based on whether the mob has appropriate limbs to stand or not
update_undergarments
If this human should have underwear, reapply the overlays
update_undershirt
Checks if the mob's specific /datum/sprite_accessory/undershirt should be equipped
update_underwear
Checks if the mob's specific /datum/sprite_accessory/underwear should be equipped