code/__DEFINES/living.dm 
| MOVES_ON_ITS_OWN | Simple mob trait, indicating it may follow continuous move actions controlled by code instead of by user input. |
|---|---|
| ALWAYS_DEATHGASP | Always does *deathgasp when they die If unset mobs will only deathgasp if supplied a death sound or custom death message |
| QUEUE_NUTRITION_UPDATE | Nutrition changed last life tick, so we should bulk update this tick |
| COMSIG_LIVING_LIMBLESS_MOVESPEED_UPDATE | Updating a mob's movespeed when lacking limbs. (list/modifiers) |
| COMSIG_CARBON_PAIN_GAINED | Sent when a carbon gains pain. (source = mob/living/carbon/human, obj/item/bodypart/affected_bodypart, amount, type) |
| COMSIG_CARBON_PAIN_LOST | Sent when a carbon loses pain. (source = mob/living/carbon/human, obj/item/bodypart/affected_bodypart, amount, type) |
| COMISG_TEMPERATURE_PACK_ENABLED | Sent when a temperature pack is applied to a mob. (source = obj/item/temperature_pack) |
| COMSIG_TEMPERATURE_PACK_EXPIRED | Sent when a temperature pack runs out of juice. (source = obj/item/temperature_pack) |
| HOMEOSTASIS_HANDLED | Return to do no homeostasis at all |
| HOMEOSTASIS_NO_HUNGER | Return to not reduce hunger at all |
| COMSIG_HUMAN_ON_HANDLE_BREATH_TEMPERATURE | Send when sharing body temperature to breath |
| HANDLE_BREATH_TEMPERATURE_HANDLED | Stops further processing |
| COMSIG_MOVABLE_PINNING_MOB | Movable is pinning a mob (source = the mob doing the pinning, mob/living/pinned_mob) |
| COMSIG_MOVABLE_UNPINNING_MOB | Movable is unpinning a mob (source = the mob doing the unpinning, mob/living/unpinned_mob) |
| COMSIG_LIVING_PINNED_BY | Living mob is being pinned by some movable (source = the movable doing the pinning, atom/movable/pinning) |
| COMSIG_LIVING_UNPINNED_BY | Living mob is being unpinned by some movable (source = the movable doing the unpinning, atom/movable/unpinning) |
| BODY_ZONES_ALL | Various lists of body zones affected by pain. |
| PAIN_EMOTES | List of some emotes that convey pain. |
| PAIN_LIMB_DISMEMBERED | Amount of pain gained (to chest) from dismembered limb |
| PAIN_LIMB_REMOVED | Amount of pain gained (to chest) from surgically removed limb |
| MAX_TRAUMATIC_SHOCK | Cap on shock level |
| MAX_LIMB_PAIN | Hard cap on pain level |
| CAN_FEEL_PAIN | Checks if a mob can feel pain. |
| TRAIT_ABATES_SHOCK | If the mob enters shock, they will have +1 cure condition (helps cure it faster) |
| TRAIT_SOFT_CRIT | All this trait does is change your stat to soft crit, which itself doesn't do much, but as your stat is changed many stat checks will block you (such as using the radio) |
| TRAIT_LABOURED_BREATHING | Skip a breath once in every x breaths (where x is ticks between breaths) |
| TRAIT_ASSISTED_BREATHING | Blocks losebreath from accumulating from things such as heart attacks or choking |
| TRAIT_NO_ORGAN_DECAY | Stops organs from decaying while dead |
| TRAIT_NO_GRAB_SPEED_PENALTY | Don't get slowed down by aggro grabbing (or above) |
| TRAIT_NO_MOVE_PULL | Doesn't let a mob shift this atom around with move_pulled |
| TRAIT_CPR_CERTIFIED | Does not harm patients when undergoing CPR |
| TRAIT_HEART_RATE_BOOST | Boosts the heart rate of the mob (raises blood pressure) One application of the trait translates to +10 bpm, which may translate to +10 blood pressure |
| TRAIT_HEART_RATE_SLOW | Slows the heart rate of the mob (lowers blood pressure) One application of the trait translates to -10 bpm, which may translate to -10 blood pressure |
| TRAIT_VASOCONSTRICTED | Constricts blood vessels (raises blood pressure) One application of the trait translates to +0.2 "vasoconstriction", which is a +0.2 multiplier to blood pressure |
| TRAIT_VASODILATED | Dilates blood vessels (lowers blood pressure) One application of the trait translates to -0.2 "vasodilation", which is a -0.2 multiplier to blood pressure |
| TRAIT_HEART_RATE_STABILIZED | Attempts to stabilize the heart, boosting it if it's too slow and slowing it if it's too fast. |
| TRAIT_ROBOTIC_LIMBATTACHMENT | The trait that determines if someone has the robotic limb reattachment quirk. |
| TRAIT_NO_LEG_AID | Mob can walk despite having two disabled/missing legs so long as they have two of this trait. Kind of jank, refactor at a later day when I can think of a better solution. Just be sure to call update_limbless_locomotion() after applying / removal |
| TRAIT_CLOSED_EYES | Eyelids are closed so long as this trait is present |
| TRAIT_TURF_PROJECTS_WHISPERS | Attach to a turf to have whispers project across it if the speaker is facing it (basically expanding the range of whispers by one tile in the direction of the speaker) Used to allow people to whisper across desks/tables since they otherwise are too distant |
| SELECT_LEFT_OR_RIGHT | Helper for picking between left or right when given a value Used primarily for hand or foot indexes |
| CKEY_ANON | Hide ckey |
| NAME_ANON | Hide character name |
| JOB_ANON | Hide top job preference |
| MAX_OXYLOSS | Calculates oxyloss cap |
| UPDATE_SELF_DAMAGE | Call update_damage_hud() |
| UPDATE_SELF_HEALTH | Call update_health_hud() |
| UPDATE_MEDHUD_HEALTH | Call med_hud_set_health() |
| UPDATE_MEDHUD_STATUS | Call med_hud_set_status() |
| UPDATE_CON | Call update_conscisouness() |
| UPDATE_MEDHUD | Updates the entire medhud |
| UPDATE_SELF | Updates associated self-huds on the mob |
| SLOW_HEARTBEAT_THRESHOLD | Threshold that heart beat becomes "slow" |
| FAST_HEARTBEAT_THRESHOLD | Threshold that heart beat becomes "fast" |
| DANGER_HEARTBEAT_THRESHOLD | Threshold that heart beat starts to cause heart damaage |
| DEADLY_HEARTBEAT_THRESHOLD | Threshold that heart beat's heart damage doubles and it has a chance to stop outright |
| TRAIT_BLOCK_HEADSET_USE | Disables headset use, but not internal radio / intercom use |
| BASE_MOVEMENT_HUNGER_DRAIN | Calculates hunger drain per step taken |
| IS_MOVING_INTENTIONALLY | Checks if a mob is moving intentionally (ie, nothing is forcing them to move like another mob or a conveyor) |
| TRAIT_SMALL | Dwarf but without some side effects |
| TRAIT_HUGE | Giant but without some side effects |
| EXAMINING_WHAT | Formats text for an object for a mob that they are examining |
| WITNESSING_EXAMINE_WHAT | Formats text for an object for a mob witnessing another mob examining it |
| examining_span_normal | For consistent examine span formatting (normal size) |
| examining_span_small | For consistent examine span formatting (small size) |
| SMELL_INTENSITY_FAINT | Very faint - Often low enough to not noticed, but if noticed, people get used to it quickly |
| SMELL_INTENSITY_WEAK | Will be noticed for a short time but eventually people get used to it |
| SMELL_INTENSITY_MODERATE | Noticable, will take a while to get used to |
| SMELL_INTENSITY_STRONG | Very strong, hard to ignore, very unlikely to get used to |
| SMELL_INTENSITY_OVERPOWERING | Overpowers all other smells, extremely hard to ignore |
| IS_PHYSICAL_DAMAGE | Damtype is "physical" like a slap to the face |
| IS_DISABLING_DAMAGE | Damtype is intended to disable rather than kill |
Define Details
ALWAYS_DEATHGASP 
Always does *deathgasp when they die If unset mobs will only deathgasp if supplied a death sound or custom death message
BASE_MOVEMENT_HUNGER_DRAIN 
Calculates hunger drain per step taken
BODY_ZONES_ALL 
Various lists of body zones affected by pain.
CAN_FEEL_PAIN 
Checks if a mob can feel pain.
CKEY_ANON 
Hide ckey
COMISG_TEMPERATURE_PACK_ENABLED 
Sent when a temperature pack is applied to a mob. (source = obj/item/temperature_pack)
COMSIG_CARBON_PAIN_GAINED 
Sent when a carbon gains pain. (source = mob/living/carbon/human, obj/item/bodypart/affected_bodypart, amount, type)
COMSIG_CARBON_PAIN_LOST 
Sent when a carbon loses pain. (source = mob/living/carbon/human, obj/item/bodypart/affected_bodypart, amount, type)
COMSIG_HUMAN_ON_HANDLE_BREATH_TEMPERATURE 
Send when sharing body temperature to breath
COMSIG_LIVING_LIMBLESS_MOVESPEED_UPDATE 
Updating a mob's movespeed when lacking limbs. (list/modifiers)
COMSIG_LIVING_PINNED_BY 
Living mob is being pinned by some movable (source = the movable doing the pinning, atom/movable/pinning)
COMSIG_LIVING_UNPINNED_BY 
Living mob is being unpinned by some movable (source = the movable doing the unpinning, atom/movable/unpinning)
COMSIG_MOVABLE_PINNING_MOB 
Movable is pinning a mob (source = the mob doing the pinning, mob/living/pinned_mob)
COMSIG_MOVABLE_UNPINNING_MOB 
Movable is unpinning a mob (source = the mob doing the unpinning, mob/living/unpinned_mob)
COMSIG_TEMPERATURE_PACK_EXPIRED 
Sent when a temperature pack runs out of juice. (source = obj/item/temperature_pack)
DANGER_HEARTBEAT_THRESHOLD 
Threshold that heart beat starts to cause heart damaage
DEADLY_HEARTBEAT_THRESHOLD 
Threshold that heart beat's heart damage doubles and it has a chance to stop outright
EXAMINING_WHAT 
Formats text for an object for a mob that they are examining
- The mob is holding it: "your [thing.name]"
- Another mob is holding it: "mob's [thing.name]"
- Then object is on the ground: "the [thing.name]"
FAST_HEARTBEAT_THRESHOLD 
Threshold that heart beat becomes "fast"
HANDLE_BREATH_TEMPERATURE_HANDLED 
Stops further processing
HOMEOSTASIS_HANDLED 
Return to do no homeostasis at all
HOMEOSTASIS_NO_HUNGER 
Return to not reduce hunger at all
IS_DISABLING_DAMAGE 
Damtype is intended to disable rather than kill
IS_MOVING_INTENTIONALLY 
Checks if a mob is moving intentionally (ie, nothing is forcing them to move like another mob or a conveyor)
IS_PHYSICAL_DAMAGE 
Damtype is "physical" like a slap to the face
JOB_ANON 
Hide top job preference
MAX_LIMB_PAIN 
Hard cap on pain level
MAX_OXYLOSS 
Calculates oxyloss cap
MAX_TRAUMATIC_SHOCK 
Cap on shock level
MOVES_ON_ITS_OWN 
Simple mob trait, indicating it may follow continuous move actions controlled by code instead of by user input.
NAME_ANON 
Hide character name
PAIN_EMOTES 
List of some emotes that convey pain.
PAIN_LIMB_DISMEMBERED 
Amount of pain gained (to chest) from dismembered limb
PAIN_LIMB_REMOVED 
Amount of pain gained (to chest) from surgically removed limb
QUEUE_NUTRITION_UPDATE 
Nutrition changed last life tick, so we should bulk update this tick
SELECT_LEFT_OR_RIGHT 
Helper for picking between left or right when given a value Used primarily for hand or foot indexes
SLOW_HEARTBEAT_THRESHOLD 
Threshold that heart beat becomes "slow"
SMELL_INTENSITY_FAINT 
Very faint - Often low enough to not noticed, but if noticed, people get used to it quickly
SMELL_INTENSITY_MODERATE 
Noticable, will take a while to get used to
SMELL_INTENSITY_OVERPOWERING 
Overpowers all other smells, extremely hard to ignore
SMELL_INTENSITY_STRONG 
Very strong, hard to ignore, very unlikely to get used to
SMELL_INTENSITY_WEAK 
Will be noticed for a short time but eventually people get used to it
TRAIT_ABATES_SHOCK 
If the mob enters shock, they will have +1 cure condition (helps cure it faster)
TRAIT_ASSISTED_BREATHING 
Blocks losebreath from accumulating from things such as heart attacks or choking
TRAIT_BLOCK_HEADSET_USE 
Disables headset use, but not internal radio / intercom use
TRAIT_CLOSED_EYES 
Eyelids are closed so long as this trait is present
TRAIT_CPR_CERTIFIED 
Does not harm patients when undergoing CPR
TRAIT_HEART_RATE_BOOST 
Boosts the heart rate of the mob (raises blood pressure) One application of the trait translates to +10 bpm, which may translate to +10 blood pressure
TRAIT_HEART_RATE_SLOW 
Slows the heart rate of the mob (lowers blood pressure) One application of the trait translates to -10 bpm, which may translate to -10 blood pressure
TRAIT_HEART_RATE_STABILIZED 
Attempts to stabilize the heart, boosting it if it's too slow and slowing it if it's too fast.
TRAIT_HUGE 
Giant but without some side effects
TRAIT_LABOURED_BREATHING 
Skip a breath once in every x breaths (where x is ticks between breaths)
TRAIT_NO_GRAB_SPEED_PENALTY 
Don't get slowed down by aggro grabbing (or above)
TRAIT_NO_LEG_AID 
Mob can walk despite having two disabled/missing legs so long as they have two of this trait. Kind of jank, refactor at a later day when I can think of a better solution. Just be sure to call update_limbless_locomotion() after applying / removal
TRAIT_NO_MOVE_PULL 
Doesn't let a mob shift this atom around with move_pulled
TRAIT_NO_ORGAN_DECAY 
Stops organs from decaying while dead
TRAIT_ROBOTIC_LIMBATTACHMENT 
The trait that determines if someone has the robotic limb reattachment quirk.
TRAIT_SMALL 
Dwarf but without some side effects
TRAIT_SOFT_CRIT 
All this trait does is change your stat to soft crit, which itself doesn't do much, but as your stat is changed many stat checks will block you (such as using the radio)
TRAIT_TURF_PROJECTS_WHISPERS 
Attach to a turf to have whispers project across it if the speaker is facing it (basically expanding the range of whispers by one tile in the direction of the speaker) Used to allow people to whisper across desks/tables since they otherwise are too distant
TRAIT_VASOCONSTRICTED 
Constricts blood vessels (raises blood pressure) One application of the trait translates to +0.2 "vasoconstriction", which is a +0.2 multiplier to blood pressure
TRAIT_VASODILATED 
Dilates blood vessels (lowers blood pressure) One application of the trait translates to -0.2 "vasodilation", which is a -0.2 multiplier to blood pressure
UPDATE_CON 
Call update_conscisouness()
UPDATE_MEDHUD 
Updates the entire medhud
UPDATE_MEDHUD_HEALTH 
Call med_hud_set_health()
UPDATE_MEDHUD_STATUS 
Call med_hud_set_status()
UPDATE_SELF 
Updates associated self-huds on the mob
UPDATE_SELF_DAMAGE 
Call update_damage_hud()
UPDATE_SELF_HEALTH 
Call update_health_hud()
WITNESSING_EXAMINE_WHAT 
Formats text for an object for a mob witnessing another mob examining it
- The mob is holding it: "their [thing.name]"
- Another mob is holding it: "[other]'s [thing.name]"
- Viewer is holding it: "your [thing.name]"
- The object is on the ground: "the [thing.name]"
examining_span_normal 
For consistent examine span formatting (normal size)
examining_span_small 
For consistent examine span formatting (small size)