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

attack_animalReduces effects by armor value.
auto_observedHandles any storage containers that the human is looking inside when auto-observed.
drop_inv_item_on_groundDefault delay Multiplier for how quickly the user can strip things. The total skill level of CQC & Police Delay then gets + 0.5s per skill level, so long as not dead or cuffed. Final result is overall delay * speed multiplier
force_sayMakes the player force say what's in their current input box.
get_eye_protectionget_eye_protection() Returns a number between -1 to 2
handle_hugger_attachmentHuman hugger handling
holster_verbFor the holster hotkey
is_heart_brokenReturns whether this person has a broken heart but is otherwise revivable
on_dazed_trait_gainPain should override the SetEyeBlur(0) should the pain be painful enough to cause eyeblur in the first place. Also, peepers is essential to make sure eye damage isn't overridden.
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

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

attack_animal

Reduces effects by armor value.

auto_observed

Handles any storage containers that the human is looking inside when auto-observed.

drop_inv_item_on_ground

Default delay Multiplier for how quickly the user can strip things. The total skill level of CQC & Police Delay then gets + 0.5s per skill level, so long as not dead or cuffed. Final result is overall delay * speed multiplier

force_say

Makes the player force say what's in their current input box.

get_eye_protection

get_eye_protection() Returns a number between -1 to 2

handle_hugger_attachment

Human hugger handling

holster_verb

For the holster hotkey

is_heart_broken

Returns whether this person has a broken heart but is otherwise revivable

on_dazed_trait_gain

Pain should override the SetEyeBlur(0) should the pain be painful enough to cause eyeblur in the first place. Also, peepers is essential to make sure eye damage isn't overridden.

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