carbon
Vars | |
all_scars | All of the scars a carbon has afflicted throughout their limbs |
---|---|
all_wounds | All of the wounds a carbon has afflicted throughout their limbs |
cold_protection | Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection |
heat_protection | Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection |
transformation_timer | Timer id of any transformation |
Procs | |
adjustOrganLoss | |
check_self_for_injuries | Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel |
check_stimulation | Returns a lust value depending if the genital has a lust modifier. |
check_virus | Medical HUD! Basic mode needs suit sensors on. |
doSprintLossTiles | Sprint buffer |
electrocute_act | Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects. |
generate_fake_scars | generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake) |
genital_menu | Attempts to open the tgui menu |
getOrganLoss | |
get_biological_state | get_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums |
get_traumas | TRAUMAS |
get_wounded_bodyparts | Returns a list of bodyparts with wounds (in case someone has a wound on an otherwise fully healed limb) |
give | Proc called when offering an item to another player |
humanize | Humanize |
immortality | For the Wishgranter |
remove_all_embedded_objects | Remove all embedded objects from all limbs on the carbon mob |
remove_embedded_object | Remove a specific embedded item from the carbon mob |
secondary_shock | Called slightly after electrocute act to reduce jittering and apply a secondary stun. |
setOrganLoss | |
take | Proc called when the player clicks the give alert |
take_overall_damage | damage MANY bodyparts, in random order |
Var Details
all_scars
All of the scars a carbon has afflicted throughout their limbs
all_wounds
All of the wounds a carbon has afflicted throughout their limbs
cold_protection
Protection (insulation) from the cold, Value 0-1 corresponding to the percentage of protection
heat_protection
Protection (insulation) from the heat, Value 0-1 corresponding to the percentage of protection
transformation_timer
Timer id of any transformation
Proc Details
adjustOrganLoss
- adjustOrganLoss
- inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount (damage to be done), and maximum (currently an arbitrarily large number, can be set so as to limit damage)
- outputs:
- description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the damage proc on that organ.
check_self_for_injuries
Check ourselves to see if we've got any shrapnel, return true if we do. This is a much simpler version of what humans do, we only indicate we're checking ourselves if there's actually shrapnel
check_stimulation
Returns a lust value depending if the genital has a lust modifier.
Arguments:
- amount: Amount of lust given.
- genital: Genital to check for any lust modifiers. TODO - TURN THE TRAITS INTO COMPONENTS
check_virus
Medical HUD! Basic mode needs suit sensors on.
doSprintLossTiles
Sprint buffer
electrocute_act
Adds to the parent by also adding functionality to propagate shocks through pulling and doing some fluff effects.
generate_fake_scars
generate_fake_scars()- for when you want to scar someone, but you don't want to hurt them first. These scars don't count for temporal scarring (hence, fake)
If you want a specific wound scar, pass that wound type as the second arg, otherwise you can pass a list like WOUND_LIST_SLASH to generate a random cut scar.
Arguments:
- num_scars- A number for how many scars you want to add
- forced_type- Which wound or category of wounds you want to choose from, WOUND_LIST_BLUNT, WOUND_LIST_SLASH, or WOUND_LIST_BURN (or some combination). If passed a list, picks randomly from the listed wounds. Defaults to all 3 types
genital_menu
Attempts to open the tgui menu
getOrganLoss
- getOrganLoss
- inputs: slot (organ slot, like ORGAN_SLOT_HEART)
- outputs: organ damage
- description: If an organ exists in the slot requested, return the amount of damage that organ has
get_biological_state
get_biological_state is a helper used to see what kind of wounds we roll for. By default we just assume carbons (read:monkeys) are flesh and bone, but humans rely on their species datums
go look at the species def for more info /datum/species/proc/get_biological_state
get_traumas
TRAUMAS
get_wounded_bodyparts
Returns a list of bodyparts with wounds (in case someone has a wound on an otherwise fully healed limb)
give
Proc called when offering an item to another player
This handles creating an alert and adding an overlay to it
humanize
Humanize
immortality
For the Wishgranter
remove_all_embedded_objects
Remove all embedded objects from all limbs on the carbon mob
remove_embedded_object
Remove a specific embedded item from the carbon mob
secondary_shock
Called slightly after electrocute act to reduce jittering and apply a secondary stun.
setOrganLoss
- setOrganLoss
- inputs: slot (organ slot, like ORGAN_SLOT_HEART), amount(damage to be set to)
- outputs:
- description: If an organ exists in the slot requested, and we are capable of taking damage (we don't have GODMODE on), call the set damage proc on that organ, which can
-
set or clear the failing variable on that organ, making it either cease or start functions again, unlike adjustOrganLoss.
take
Proc called when the player clicks the give alert
Handles checking if the player taking the item has open slots and is in range of the offerer Also deals with the actual transferring of the item to the players hands Arguments:
- offerer - The person giving the original item
- I - The item being given by the offerer
take_overall_damage
damage MANY bodyparts, in random order