code/__DEFINES/mobs.dm 
            
        
| ALL_NON_ROBOTIC | All the biotypes that matter | 
|---|---|
| NO_SLIP_WHEN_WALKING | The mob will not slip if they're walking intent | 
| SLIDE | Slipping on this will send them sliding a few tiles down | 
| SLIDE_ICE | Ice slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles) | 
| GALOSHES_DONT_HELP | [TRAIT_NO_SLIP_WATER] does not work on this slip. ONLY [TRAIT_NO_SLIP_ALL] will | 
| SLIP_WHEN_CRAWLING | Slip works even if you're already on the ground | 
| SLIPPERY_TURF | the mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait. | 
| RECENT_EXAMINE_MAX_WINDOW | How long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows | 
| EXAMINE_MORE_WINDOW | If you examine the same atom twice in this timeframe, we call examine_more() instead of examine() | 
| EYE_CONTACT_WINDOW | If you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute! | 
| YAWN_PROPAGATION_EXAMINE_WINDOW | If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft! | 
| EYE_CONTACT_RANGE | How far away you can be to make eye contact with someone while examining | 
| SPAWN_MEGAFAUNA | Define for spawning megafauna instead of a mob for cave gen | 
| SWARMER_LIGHT_ON | Swarmer flags | 
| STANDING_UP | Mob is standing up, usually associated with lying_angle value of 0. | 
| LYING_DOWN | Mob is lying down, usually associated with lying_angle values of 90 or 270. | 
| NO_BUCKLE_LYING | Possible value of [/atom/movable/buckle_lying]. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled. | 
| SQUASHED_SHOULD_BE_DOWN | Squashing will not occur if the mob is not lying down (bodyposition is LYING_DOWN) | 
| SQUASHED_SHOULD_BE_GIBBED | If present, outright gibs the squashed mob instead of just dealing damage | 
| SQUASHED_ALWAYS_IF_DEAD | If squashing always passes if the mob is dead | 
| SQUASHED_DONT_SQUASH_IN_CONTENTS | Don't squash our mob if its not located in a turf | 
| DROP_BRAIN | Mobs will drop a brain | 
| DROP_ORGANS | Mobs will drop organs | 
| DROP_BODYPARTS | Mobs will drop bodyparts (arms, legs, etc.) | 
| DROP_ITEMS | Mobs will drop items | 
| DROP_ALL_REMAINS | Mobs will drop everything | 
Define Details
ALL_NON_ROBOTIC
            
         
    
    All the biotypes that matter
DROP_ALL_REMAINS
            
         
    
    Mobs will drop everything
DROP_BODYPARTS
            
         
    
    Mobs will drop bodyparts (arms, legs, etc.)
DROP_BRAIN
            
         
    
    Mobs will drop a brain
DROP_ITEMS
            
         
    
    Mobs will drop items
DROP_ORGANS
            
         
    
    Mobs will drop organs
EXAMINE_MORE_WINDOW
            
         
    
    If you examine the same atom twice in this timeframe, we call examine_more() instead of examine()
EYE_CONTACT_RANGE
            
         
    
    How far away you can be to make eye contact with someone while examining
EYE_CONTACT_WINDOW
            
         
    
    If you examine another mob who's successfully examined you during this duration of time, you two try to make eye contact. Cute!
GALOSHES_DONT_HELP
            
         
    
    [TRAIT_NO_SLIP_WATER] does not work on this slip. ONLY [TRAIT_NO_SLIP_ALL] will
LYING_DOWN
            
         
    
    Mob is lying down, usually associated with lying_angle values of 90 or 270.
NO_BUCKLE_LYING
            
         
    
    Possible value of [/atom/movable/buckle_lying]. If set to a different (positive-or-zero) value than this, the buckling thing will force a lying angle on the buckled.
NO_SLIP_WHEN_WALKING
            
         
    
    The mob will not slip if they're walking intent
RECENT_EXAMINE_MAX_WINDOW
            
         
    
    How long it takes for an examined atom to be removed from recent_examines. Should be the max of the below time windows
SLIDE
            
         
    
    Slipping on this will send them sliding a few tiles down
SLIDE_ICE
            
         
    
    Ice slides only go one tile and don't knock you over, they're intended to cause a "slip chain" where you slip on ice until you reach a non-slippable tile (ice puzzles)
SLIPPERY_TURF
            
         
    
    the mob won't slip if the turf has the TRAIT_TURF_IGNORE_SLIPPERY trait.
SLIP_WHEN_CRAWLING
            
         
    
    Slip works even if you're already on the ground
SPAWN_MEGAFAUNA
            
         
    
    Define for spawning megafauna instead of a mob for cave gen
SQUASHED_ALWAYS_IF_DEAD
            
         
    
    If squashing always passes if the mob is dead
SQUASHED_DONT_SQUASH_IN_CONTENTS
            
         
    
    Don't squash our mob if its not located in a turf
SQUASHED_SHOULD_BE_DOWN
            
         
    
    Squashing will not occur if the mob is not lying down (bodyposition is LYING_DOWN)
SQUASHED_SHOULD_BE_GIBBED
            
         
    
    If present, outright gibs the squashed mob instead of just dealing damage
STANDING_UP
            
         
    
    Mob is standing up, usually associated with lying_angle value of 0.
SWARMER_LIGHT_ON
            
         
    
    Swarmer flags
YAWN_PROPAGATION_EXAMINE_WINDOW
            
         
    
    If you yawn while someone nearby has examined you within this time frame, it will force them to yawn as well. Tradecraft!