f32533130f
* Added an action button to change your entire chameleon outfit at once * Made chameleon stamps actual chameleon items Added stamps to bonus chameleon items on outfits that should have them Made clothing work with hooded suits
108 lines
4.0 KiB
Plaintext
108 lines
4.0 KiB
Plaintext
/mob
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datum_flags = DF_USE_TAG
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density = TRUE
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layer = MOB_LAYER
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animate_movement = 2
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flags_1 = HEAR_1
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hud_possible = list(ANTAG_HUD)
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pressure_resistance = 8
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mouse_drag_pointer = MOUSE_ACTIVE_POINTER
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var/lighting_alpha = LIGHTING_PLANE_ALPHA_VISIBLE
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var/datum/mind/mind
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var/list/datum/action/actions = list()
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var/list/datum/action/chameleon_item_actions
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var/static/next_mob_id = 0
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var/stat = 0 //Whether a mob is alive or dead. TODO: Move this to living - Nodrak
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/*A bunch of this stuff really needs to go under their own defines instead of being globally attached to mob.
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A variable should only be globally attached to turfs/objects/whatever, when it is in fact needed as such.
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The current method unnecessarily clusters up the variable list, especially for humans (although rearranging won't really clean it up a lot but the difference will be noticable for other mobs).
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I'll make some notes on where certain variable defines should probably go.
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Changing this around would probably require a good look-over the pre-existing code.
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*/
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var/zone_selected = null
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var/computer_id = null
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var/list/logging = list(INDIVIDUAL_ATTACK_LOG, INDIVIDUAL_SAY_LOG, INDIVIDUAL_EMOTE_LOG, INDIVIDUAL_OOC_LOG)
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var/obj/machinery/machine = null
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var/next_move = null
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var/notransform = null //Carbon
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var/eye_blind = 0 //Carbon
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var/eye_blurry = 0 //Carbon
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var/real_name = null
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var/spacewalk = FALSE
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var/resting = 0 //Carbon
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var/lying = 0
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var/lying_prev = 0
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var/canmove = 1
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var/name_archive //For admin things like possession
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var/bodytemperature = BODYTEMP_NORMAL //310.15K / 98.6F
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var/drowsyness = 0//Carbon
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var/dizziness = 0//Carbon
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var/jitteriness = 0//Carbon
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var/nutrition = NUTRITION_LEVEL_START_MIN // randomised in Initialize
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var/satiety = 0//Carbon
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var/overeatduration = 0 // How long this guy is overeating //Carbon
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var/a_intent = INTENT_HELP//Living
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var/list/possible_a_intents = null//Living
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var/m_intent = MOVE_INTENT_RUN//Living
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var/lastKnownIP = null
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var/atom/movable/buckled = null//Living
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var/atom/movable/buckling
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//Hands
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var/active_hand_index = 1
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var/list/held_items = list() //len = number of hands, eg: 2 nulls is 2 empty hands, 1 item and 1 null is 1 full hand and 1 empty hand.
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//held_items[active_hand_index] is the actively held item, but please use get_active_held_item() instead, because OOP
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var/datum/component/storage/active_storage = null//Carbon
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var/datum/hud/hud_used = null
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var/research_scanner = 0 //For research scanner equipped mobs. Enable to show research data when examining.
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var/list/mapobjs = list()
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var/in_throw_mode = 0
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var/job = null//Living
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var/list/faction = list("neutral") //A list of factions that this mob is currently in, for hostile mob targetting, amongst other things
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var/move_on_shuttle = 1 // Can move on the shuttle.
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//The last mob/living/carbon to push/drag/grab this mob (mostly used by slimes friend recognition)
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var/mob/living/carbon/LAssailant = null
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var/list/obj/user_movement_hooks //Passes movement in client/Move() to these!
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var/list/mob_spell_list = list() //construct spells and mime spells. Spells that do not transfer from one mob to another and can not be lost in mindswap.
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var/status_flags = CANSTUN|CANKNOCKDOWN|CANUNCONSCIOUS|CANPUSH //bitflags defining which status effects can be inflicted (replaces canknockdown, canstun, etc)
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var/digitalcamo = 0 // Can they be tracked by the AI?
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var/digitalinvis = 0 //Are they ivisible to the AI?
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var/image/digitaldisguise = null //what does the AI see instead of them?
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var/has_unlimited_silicon_privilege = 0 // Can they interact with station electronics
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var/obj/control_object //Used by admins to possess objects. All mobs should have this var
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var/atom/movable/remote_control //Calls relaymove() to whatever it is
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var/turf/listed_turf = null //the current turf being examined in the stat panel
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var/list/observers = null //The list of people observing this mob.
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var/list/progressbars = null //for stacking do_after bars
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var/list/mousemove_intercept_objects
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var/datum/click_intercept
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