mob
Vars | |
active_mutations | List of the active mutation types |
---|---|
alerts | lazy list. contains /atom/movable/screen/alert only, On /mob so clientless mobs will throw alerts properly |
audio_emote_cd_status | Cooldown on audio effects from emotes. |
audio_emote_unintentional_cd_status | Cooldown on audio effects from unintentional emotes. |
blood_state | Weirdly named, effects how blood transfers onto objects |
bloody_feet | Assoc list for tracking how "bloody" a mobs feet are, used for creating bloody foot/shoeprints on turfs when moving |
bloody_hands | Makes items bloody if you touch them |
buckled | movable atoms buckled to this mob |
emote_cooldown_override | Override for cooldowns on non-audio emotes. Should be a number in deciseconds. |
emotes_used | Tracks last uses of emotes for cooldown purposes |
feet_blood_DNA | Basically a lazy list, copies the DNA of blood you step in |
feet_blood_color | affects the blood color of your feet, color taken from the blood you step in |
hand | True for left hand active, otherwise for right hand active |
health_hud_override | Overrides the health HUD element state if set. |
hud_type | The type of HUD that this mob uses. Not to |
hud_used | The instantiated version of the mob's hud. |
input_focus | The datum receiving keyboard input. parent mob by default. |
last_movement_dir | The direction they last moved |
last_typed | Last thing we typed in to the typing indicator, probably does not need to exist |
last_typed_time | Last time we typed something in to the typing popup |
memory | other mobs we wont move when we're grab pulled. Not empty only when being grab pulled |
next_click | This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move(), Controls the click delay. Changed with |
next_click_adjust | Unused |
next_click_modifier | Unused |
next_move_adjust | Unused, used to adjust our next move on a linar skill world.time + (how_many_deciseconds + Next move adjust) = Next move |
next_move_modifier | Value to multiply action delays by, actually used world.time + (how_many_deciseconds * Next move Adjust) = Next move |
observers | List of observers currently observing us. |
open_uis | Tracks the open UIs that a mob has, used in TGUI for various things, such as updating UIs |
runechat_msg_location | A soft reference to the location where this mob's runechat message will appear. Uses UID() . |
s_active | Active storage container |
screens | Used for some screen objects |
sound_environment_override | Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb) |
speaks_ooc | Does this mob speak OOC? Controls whether they can say some symbols. |
stat | Is this mob alive, unconscious or dead? |
suiciding | Is our mob currently suiciding? Used for suicide code along with many different revival checks |
tgui_open_uis | global |
thinking | Affects if you have a thinking indicator |
typing | Affects if you have a typing indicator |
zone_selected | The zone this mob is currently targeting |
Procs | |
ForceContractDisease | Forces the mob to contract a virus. If the mob can have viruses. Ignores clothing and other protection Returns TRUE if it succeeds. False if it doesn't |
Process_Spacemove | Process_Spacemove Called by /client/Move() For moving in space Return 1 for movement 0 for none |
abandon_mob | Respawn verb |
adjust_nutrition | Adjust the nutrition of a mob |
become_mouse | Returns true if the player successfully becomes a mouse |
buckle_mob | Buckle to another mob |
can_buckle | can the mob be buckled to something by default? |
can_resist | Can this mob resist (default FALSE) |
can_unbuckle | can the mob be unbuckled from something by default? |
can_use_audio_emote | Helper proc to determine if a mob can use emotes that make sound or not. |
can_use_clickbinds | Can this mob use keybinded click actions? (Altclick, Ctrlclick, ect) |
create_chat_message | Creates a message overlay at a defined location for a given speaker |
custom_emote | Perform a custom emote. |
emote | Send an emote. |
flash_screen_color | Flash up a color as an overlay on a player's screen, then fade back to normal. |
get_mob_buckling_height | returns the height in pixel the mob should have when buckled to another mob. |
get_telepathic_targets | Returns an assoc list which contains the mobs in range and their "visible" name. Mobs out of view but in range will be listed as unknown. Else they will have their visible name |
ghost_can_reenter | Checks if a mob's ghost can reenter their body or not. Used to check for DNR or AntagHUD. |
hide_other_mob_action_buttons | Hide another mob's action buttons from this mob |
is_holding | Check if an item is in one of our hands |
manual_emote | Allows the intrepid coder to send a basic emote Takes text as input, sends it out to those who need to know after some light parsing If you need something more complex, make it into a datum emote Arguments: |
on_observing_action_granted | Signal proc for COMSIG_MOB_GRANTED_ACTION - If we're viewing another mob's action buttons, we need to update with any newly added buttons granted to the mob. |
on_observing_action_removed | Signal proc for COMSIG_MOB_REMOVED_ACTION - If we're viewing another mob's action buttons, we need to update with any removed buttons from the mob. |
pointed | Point at an atom |
post_buckle_mob | Call back post buckle to a mob to offset your visual height |
post_unbuckle_mob | Call back post unbuckle from a mob, (reset your visual height here) |
run_mode | proc version to finish /mob/verb/mode() execution. used in case the proc needs to be queued for the tick after its first called |
run_pointed | possibly delayed verb that finishes the pointing process starting in [/mob/verb/pointed()]. either called immediately or in the tick after pointed() was called, as per the [DEFAULT_QUEUE_OR_CALL_VERB()] macro |
run_quick_equip | proc extender of [/mob/verb/quick_equip] used to make the verb queuable if the server is overloaded |
say_understands | Checks if the mob can understand the other speaker |
set_invisible | Proc to PROPERLY set mob invisibility, huds gotta get set too! |
set_nutrition | Force set the mob nutrition |
set_thinking_indicator | Toggles the floating thought bubble above a players head. |
set_typing_indicator | Toggles the floating chat bubble above a players head. |
shared_ui_interaction | public |
show_other_mob_action_buttons | Show (most) of the another mob's action buttons to this mob |
show_rads | Show an overlay of radiation levels on radioactive objects. |
shuttleRotate | Turf rotate procs |
special_get_hands_check | Specal proc for special mobs that use "hands" in weird ways |
start_audio_emote_cooldown | Start the cooldown for an emote that plays audio. |
throw_alert | Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already. Each mob may only have one alert per category. |
update_runechat_msg_location | Updates the mob's runechat maptext display location. |
usable_emote_keys | Get a list of all emote keys usable by the current mob. |
Var Details
active_mutations
List of the active mutation types
alerts
lazy list. contains /atom/movable/screen/alert only, On /mob so clientless mobs will throw alerts properly
audio_emote_cd_status
Cooldown on audio effects from emotes.
audio_emote_unintentional_cd_status
Cooldown on audio effects from unintentional emotes.
blood_state
Weirdly named, effects how blood transfers onto objects
bloody_feet
Assoc list for tracking how "bloody" a mobs feet are, used for creating bloody foot/shoeprints on turfs when moving
bloody_hands
Makes items bloody if you touch them
buckled
movable atoms buckled to this mob
emote_cooldown_override
Override for cooldowns on non-audio emotes. Should be a number in deciseconds.
emotes_used
Tracks last uses of emotes for cooldown purposes
feet_blood_DNA
Basically a lazy list, copies the DNA of blood you step in
feet_blood_color
affects the blood color of your feet, color taken from the blood you step in
hand
True for left hand active, otherwise for right hand active
health_hud_override
Overrides the health HUD element state if set.
hud_type
The type of HUD that this mob uses. Not to
hud_used
The instantiated version of the mob's hud.
input_focus
The datum receiving keyboard input. parent mob by default.
last_movement_dir
The direction they last moved
last_typed
Last thing we typed in to the typing indicator, probably does not need to exist
last_typed_time
Last time we typed something in to the typing popup
memory
other mobs we wont move when we're grab pulled. Not empty only when being grab pulled
next_click
This is mainly modified by click code, to modify click delays elsewhere, use next_move and changeNext_move(), Controls the click delay. Changed with
next_click_adjust
Unused
next_click_modifier
Unused
next_move_adjust
Unused, used to adjust our next move on a linar skill world.time + (how_many_deciseconds + Next move adjust) = Next move
next_move_modifier
Value to multiply action delays by, actually used world.time + (how_many_deciseconds * Next move Adjust) = Next move
observers
List of observers currently observing us.
open_uis
Tracks the open UIs that a mob has, used in TGUI for various things, such as updating UIs
runechat_msg_location
A soft reference to the location where this mob's runechat message will appear. Uses UID()
.
s_active
Active storage container
screens
Used for some screen objects
sound_environment_override
Override for sound_environments. If this is set the user will always hear a specific type of reverb (Instead of the area defined reverb)
speaks_ooc
Does this mob speak OOC? Controls whether they can say some symbols.
stat
Is this mob alive, unconscious or dead?
suiciding
Is our mob currently suiciding? Used for suicide code along with many different revival checks
tgui_open_uis
global
Tracks open UIs for a user.
thinking
Affects if you have a thinking indicator
typing
Affects if you have a typing indicator
zone_selected
The zone this mob is currently targeting
Proc Details
ForceContractDisease
Forces the mob to contract a virus. If the mob can have viruses. Ignores clothing and other protection Returns TRUE if it succeeds. False if it doesn't
Arguments:
- D - the disease the mob will try to contract
- respect_carrier - if set to TRUE will not ignore the disease carrier flag
- notify_ghosts - will notify ghosts of infection if set to TRUE
Process_Spacemove
Process_Spacemove Called by /client/Move() For moving in space Return 1 for movement 0 for none
abandon_mob
Respawn verb
adjust_nutrition
Adjust the nutrition of a mob
become_mouse
Returns true if the player successfully becomes a mouse
buckle_mob
Buckle to another mob
You can buckle on mobs if you're next to them since most are dense
Turns you to face the other mob too
can_buckle
can the mob be buckled to something by default?
can_resist
Can this mob resist (default FALSE)
can_unbuckle
can the mob be unbuckled from something by default?
can_use_audio_emote
Helper proc to determine if a mob can use emotes that make sound or not.
can_use_clickbinds
Can this mob use keybinded click actions? (Altclick, Ctrlclick, ect)
create_chat_message
Creates a message overlay at a defined location for a given speaker
Arguments:
- speaker - The atom who is saying this message
- raw_message - The text content of the message
- italics - Vacuum and other things
- size - Size of the message
- symbol - The symbol type of the message
custom_emote
Perform a custom emote.
- m_type: Type of message to send.
- message: Content of the message. If none is provided, the user will be prompted to choose the input.
- intentional: Whether or not the user intendeded to perform the emote.
emote
Send an emote.
- emote_key: Key of the emote being triggered
- m_type: Type of the emote, like EMOTE_AUDIBLE. If this is not null, the default type of the emote will be overridden.
- message: Custom parameter for the emote. This should be used if you want to pass something like a target programmatically.
- intentional: Whether or not the emote was deliberately triggered by the mob. If true, it's forced, which skips some checks when calling the emote.
- force_silence: If true, unusable/nonexistent emotes will not notify the user.
flash_screen_color
Flash up a color as an overlay on a player's screen, then fade back to normal.
Arguments:
- flash_color - The color to overlay on the screen.
- flash_time - The time it takes for the color to fade back to normal.
get_mob_buckling_height
returns the height in pixel the mob should have when buckled to another mob.
get_telepathic_targets
Returns an assoc list which contains the mobs in range and their "visible" name. Mobs out of view but in range will be listed as unknown. Else they will have their visible name
ghost_can_reenter
Checks if a mob's ghost can reenter their body or not. Used to check for DNR or AntagHUD.
Returns FALSE if there is a ghost, and it can't reenter the body. Returns TRUE otherwise.
hide_other_mob_action_buttons
Hide another mob's action buttons from this mob
Used for observers viewing another mob's screen
is_holding
Check if an item is in one of our hands
manual_emote
Allows the intrepid coder to send a basic emote Takes text as input, sends it out to those who need to know after some light parsing If you need something more complex, make it into a datum emote Arguments:
- text - The text to send out
Returns TRUE if it was able to run the emote, FALSE otherwise.
on_observing_action_granted
Signal proc for COMSIG_MOB_GRANTED_ACTION - If we're viewing another mob's action buttons, we need to update with any newly added buttons granted to the mob.
on_observing_action_removed
Signal proc for COMSIG_MOB_REMOVED_ACTION - If we're viewing another mob's action buttons, we need to update with any removed buttons from the mob.
pointed
Point at an atom
mob verbs are faster than object verbs. See this byond forum post for why this isn't atom/verb/pointed()
note: ghosts can point, this is intended
visible_message will handle invisibility properly
overridden here and in /mob/dead/observer for different point span classes and sanity checks
post_buckle_mob
Call back post buckle to a mob to offset your visual height
post_unbuckle_mob
Call back post unbuckle from a mob, (reset your visual height here)
run_mode
proc version to finish /mob/verb/mode() execution. used in case the proc needs to be queued for the tick after its first called
run_pointed
possibly delayed verb that finishes the pointing process starting in [/mob/verb/pointed()]. either called immediately or in the tick after pointed() was called, as per the [DEFAULT_QUEUE_OR_CALL_VERB()] macro
run_quick_equip
proc extender of [/mob/verb/quick_equip] used to make the verb queuable if the server is overloaded
say_understands
Checks if the mob can understand the other speaker
If it return FALSE, then the message will have some letters replaced with stars from the heard message
set_invisible
Proc to PROPERLY set mob invisibility, huds gotta get set too!
set_nutrition
Force set the mob nutrition
set_thinking_indicator
Toggles the floating thought bubble above a players head.
Arguments:
- state - Should a thought bubble be shown or hidden
set_typing_indicator
Toggles the floating chat bubble above a players head.
Arguments:
- state - Should a chat bubble be shown or hidden
- me - Is the bubble being caused by the 'me' emote command
shared_ui_interaction
public
Standard interaction/sanity checks. Different mob types may have overrides.
return UI_state The state of the UI.
show_other_mob_action_buttons
Show (most) of the another mob's action buttons to this mob
Used for observers viewing another mob's screen
show_rads
Show an overlay of radiation levels on radioactive objects.
shuttleRotate
Turf rotate procs
Mob rotate procs
special_get_hands_check
Specal proc for special mobs that use "hands" in weird ways
start_audio_emote_cooldown
Start the cooldown for an emote that plays audio.
Arguments:
- intentional - Whether or not the user deliberately triggered this emote.
- cooldown - The amount of time that should be waited before any other audio emote can fire.
throw_alert
Proc to create or update an alert. Returns the alert if the alert is new or updated, 0 if it was thrown already. Each mob may only have one alert per category.
Arguments:
- category - a text string corresponding to what type of alert it is
- type - a type path of the actual alert type to throw
- severity - is an optional number that will be placed at the end of the icon_state for this alert For example, high pressure's icon_state is "highpressure" and can be serverity 1 or 2 to get "highpressure1" or "highpressure2"
- obj/new_master - optional argument. Sets the alert's icon state to "template" in the ui_style icons with the master as an overlay. Clicks are forwarded to master
- no_anim - whether the alert should play a small sliding animation when created on the player's screen
- icon_override - makes it so the alert is not replaced until cleared by a clear_alert with clear_override, and it's used for hallucinations.
- list/alert_args - a list of arguments to pass to the alert when creating it
update_runechat_msg_location
Updates the mob's runechat maptext display location.
By default, we set this to the src mob's UID()
.
usable_emote_keys
Get a list of all emote keys usable by the current mob.
- intentional_use: Whether or not to check based on if the action was intentional.