byond - Modules - TypesVar Details - Proc Details

/mob/living/carbon/human

Vars

bloody_footstepsThe number of bloody foot steps left to make
criminalused to determine if precise taser will shoot. Security code is so convoluted it's the easiest way, sorry.
embedded_itemsA list of all the shrapnel currently embedded in the human
focused_fire_markerStored image references associated with focus-fire.
grad_styleStyle used for the hair gradient.
icon_render_image_cachestatic associated list of limb key -> image to avoid unnecessary overlay generation
icon_render_keysassociated list of body part zone -> currently active limb key
remembered_dropped_objectslist of weakrefs of recently dropped objects
traitsThe list of traits a human has. Store as typepaths.

Procs

auto_observedHandles any storage containers that the human is looking inside when auto-observed.
check_shieldsAttacking direction is determined by get_dir(DEFENDER, ATTACKER)
force_sayMakes the player force say what's in their current input box.
get_camera_holderreturns camera holder
get_damageable_limbsReturns a list of damageable limbs
get_damaged_limbsReturns a list of damaged limbs (potentially excluding severe burns if chemical specifies and the limb is already at the healing threshold)
get_eye_protectionGets 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_pulsegenerates realistic-ish pulse output based on preset levels. method == GETPULSE_HAND is for hands, GETPULSE_TOOL is for machines, more accurate
handle_hugger_attachmentHuman hugger handling
heal_limb_damageHeals ONE external organ, organ gets randomly selected from damaged ones.
holster_verbFor the holster hotkey
is_heart_brokenReturns whether this person has a broken heart but is otherwise revivable
take_limb_damageDamages ONE external organ, organ gets randomly selected from damagable ones.
update_damage_overlaysRecalculates and reapplies damage overlays to every limb
update_headshot_overlayHandles 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_statusUpdates TRAIT_FLOORED based on whether the mob has appropriate limbs to stand or not
update_undergarmentsIf this human should have underwear, reapply the overlays
update_undershirtChecks if the mob's specific /datum/sprite_accessory/undershirt should be equipped
update_underwearChecks 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:

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