Refactors Suicide Verb + Basic Mobs (actually all (most) living mobs) Can Now Suicide (#72919)

## About The Pull Request

On the tin. There was a lot of needless copy-paste and a lot of
single-letter vars and weird indentation and... well just all of it was
at least eight years old. So, I decided to "abstract" as much as I could
of it out instead of piling onto the big copypaste clusterfuck for
implementing basic mob suicide.
## Why It's Good For The Game

Fixes #72903

Having more procs that can be easily repeatably called to the same
results is much better than having to transplant the same exact three
lines everywhere. It's also a good first step to further in-depth
behavior by allowing sub-type overrides of certain procs (which is quite
nice). Just feels more extensible overall for the next guy who wants to
add funny suicide behavior whenever they might come around.

There's probably a few better ways to do what I did, but I wrote code
comments explaining why I did what I did. I think there's a few ways to
make it more agnostic, but I think that'll be another can of worms that
will bloat out an already quite large PR. Let's just get the framework
set.

(this refactor should also make it quite easy to unit test suicide
actions 👀)
## Changelog
🆑
fix: All Mobs (including Basic mobs) are now able to suicide. (warning:
some exclusions remain)
/🆑
This commit is contained in:
san7890
2023-01-24 17:14:03 -08:00
committed by GitHub
parent 0d30402b1f
commit 36090c1b20
3 changed files with 235 additions and 198 deletions
+233 -196
View File
@@ -1,3 +1,15 @@
/// Defines for all the types of messages we can dispatch, since there are a few that are re-used in different contexts (like generic messages, mechanical)
#define ALIEN_SUICIDE_MESSAGE "alien message"
#define BRAIN_SUICIDE_MESSAGE "brain message"
#define GENERIC_SUICIDE_MESSAGE "generic message"
#define HUMAN_BRAIN_DAMAGE_SUICIDE_MESSAGE "brain damaged message"
#define HUMAN_COMBAT_MODE_SUICIDE_MESSAGE "combat mode message"
#define HUMAN_DEFAULT_MODE_SUICIDE_MESSAGE "default mode message"
#define MECHANICAL_SUICIDE_MESSAGE "mechanical message"
#define PAI_SUICIDE_MESSAGE "pai message"
/// Proc that handles changing the suiciding var on the mob in question, as well as additional operations to ensure that everything goes smoothly when we're certain that this person is going to kill themself.
/// suicide_state is a boolean, to match the suiciding/suicided var.
/mob/proc/set_suicide(suicide_state)
suiciding = suicide_state
if(suicide_state)
@@ -7,9 +19,9 @@
/mob/living/carbon/set_suicide(suicide_state) //you thought that box trick was pretty clever, didn't you? well now hardmode is on, boyo.
. = ..()
var/obj/item/organ/internal/brain/B = getorganslot(ORGAN_SLOT_BRAIN)
if(B)
B.suicided = suicide_state
var/obj/item/organ/internal/brain/userbrain = getorganslot(ORGAN_SLOT_BRAIN)
if(userbrain)
userbrain.suicided = suicide_state
/mob/living/silicon/robot/set_suicide(suicide_state)
. = ..()
@@ -19,218 +31,234 @@
if(mmi.brainmob)
mmi.brainmob.suiciding = suicide_state
/mob/living/carbon/human/verb/suicide()
/// Verb to simply kill yourself (in a very visual way to all players) in game! How family-friendly. Can be governed by a series of multiple checks (i.e. confirmation, is it allowed in this area, etc.) which are
/// handled and called by the proc this verb invokes. It's okay to block this, because we typically always give mobs in-game the ability to Ghost out of their current mob irregardless of context. This, in contrast,
/// can have as many different checks as you desire to prevent people from doing the deed to themselves.
/mob/living/verb/suicide()
set hidden = TRUE
if(!canSuicide())
return
var/oldkey = ckey
var/confirm = tgui_alert(usr,"Are you sure you want to commit suicide?", "Confirm Suicide", list("Yes", "No"))
if(ckey != oldkey)
return
if(!canSuicide())
return
if(confirm == "Yes")
if(suiciding)
to_chat(src, span_warning("You're already trying to commit suicide!"))
return
set_suicide(TRUE) //need to be called before calling suicide_act as fuck knows what suicide_act will do with your suicider
var/obj/item/held_item = get_active_held_item()
handle_suicide(message_type = GENERIC_SUICIDE_MESSAGE)
var/damagetype = SEND_SIGNAL(src, COMSIG_HUMAN_SUICIDE_ACT) || held_item?.suicide_act(src)
if(damagetype)
if(damagetype & SHAME)
adjustStaminaLoss(200)
set_suicide(FALSE)
add_mood_event("shameful_suicide", /datum/mood_event/shameful_suicide)
return
if(damagetype & MANUAL_SUICIDE_NONLETHAL) //Make sure to call the necessary procs if it does kill later
set_suicide(FALSE)
return
suicide_log()
var/damage_mod = 0
for(var/T in list(BRUTELOSS, FIRELOSS, TOXLOSS, OXYLOSS))
damage_mod += (T & damagetype) ? 1 : 0
damage_mod = max(1, damage_mod)
//Do 200 damage divided by the number of damage types applied.
if(damagetype & BRUTELOSS)
adjustBruteLoss(200/damage_mod)
if(damagetype & FIRELOSS)
adjustFireLoss(200/damage_mod)
if(damagetype & TOXLOSS)
adjustToxLoss(200/damage_mod)
if(damagetype & OXYLOSS)
adjustOxyLoss(200/damage_mod)
if(damagetype & MANUAL_SUICIDE) //Assume the object will handle the death.
investigate_log("has died from committing suicide[held_item ? " with [held_item]" : ""].", INVESTIGATE_DEATHS)
return
//If something went wrong, just do normal oxyloss
if(!(damagetype & (BRUTELOSS | FIRELOSS | TOXLOSS | OXYLOSS) ))
adjustOxyLoss(max(200 - getToxLoss() - getFireLoss() - getBruteLoss() - getOxyLoss(), 0))
investigate_log("has died from committing suicide[held_item ? " with [held_item]" : ""].", INVESTIGATE_DEATHS)
death(FALSE)
ghostize(FALSE) // Disallows reentering body and disassociates mind
return
var/suicide_message
if(!combat_mode)
var/obj/item/organ/internal/brain/userbrain = getorgan(/obj/item/organ/internal/brain)
if(userbrain?.damage >= 75)
suicide_message = "[src] pulls both arms outwards in front of [p_their()] chest and pumps them behind [p_their()] back, repeats this motion in a smaller range of motion \
down to [p_their()] hips two times once more all while sliding [p_their()] legs in a faux walking motion, claps [p_their()] hands together \
in front of [p_them()] while both [p_their()] knees knock together, pumps [p_their()] arms downward, pronating [p_their()] wrists and abducting \
[p_their()] fingers outward while crossing [p_their()] legs back and forth, repeats this motion again two times while keeping [p_their()] shoulders low\
and hunching over, does finger guns with right hand and left hand bent on [p_their()] hip while looking directly forward and putting [p_their()] left leg forward then\
crossing [p_their()] arms and leaning back a little while bending [p_their()] knees at an angle! It looks like [p_theyre()] trying to commit suicide."
else
suicide_message = pick("[src] is hugging [p_them()]self to death! It looks like [p_theyre()] trying to commit suicide.", \
"[src] is high-fiving [p_them()]self to death! It looks like [p_theyre()] trying to commit suicide.", \
"[src] is getting too high on life! It looks like [p_theyre()] trying to commit suicide.")
else
suicide_message = pick("[src] is attempting to bite [p_their()] tongue off! It looks like [p_theyre()] trying to commit suicide.", \
"[src] is jamming [p_their()] thumbs into [p_their()] eye sockets! It looks like [p_theyre()] trying to commit suicide.", \
"[src] is twisting [p_their()] own neck! It looks like [p_theyre()] trying to commit suicide.", \
"[src] is holding [p_their()] breath! It looks like [p_theyre()] trying to commit suicide.")
visible_message(span_danger("[suicide_message]"), span_userdanger("[suicide_message]"))
suicide_log()
adjustOxyLoss(max(200 - getToxLoss() - getFireLoss() - getBruteLoss() - getOxyLoss(), 0))
investigate_log("has died from committing suicide[held_item ? " with [held_item]" : ""].", INVESTIGATE_DEATHS)
death(FALSE)
ghostize(FALSE) // Disallows reentering body and disassociates mind
/mob/living/brain/verb/suicide()
/mob/living/brain/suicide()
set hidden = TRUE
if(!canSuicide())
return
var/confirm = tgui_alert(usr,"Are you sure you want to commit suicide?", "Confirm Suicide", list("Yes", "No"))
if(!canSuicide())
return
if(confirm == "Yes")
set_suicide(TRUE)
visible_message(span_danger("[src]'s brain is growing dull and lifeless. [p_they(TRUE)] look[p_s()] like [p_theyve()] lost the will to live."), \
span_userdanger("[src]'s brain is growing dull and lifeless. [p_they(TRUE)] look[p_s()] like [p_theyve()] lost the will to live."))
handle_suicide(message_type = BRAIN_SUICIDE_MESSAGE, do_damage = FALSE) // brains don't need damage applied.
suicide_log()
death(FALSE)
ghostize(FALSE) // Disallows reentering body and disassociates mind
/mob/living/silicon/ai/verb/suicide()
/mob/living/carbon/alien/adult/suicide()
set hidden = TRUE
if(!canSuicide())
return
var/confirm = tgui_alert(usr,"Are you sure you want to commit suicide?", "Confirm Suicide", list("Yes", "No"))
if(!canSuicide())
return
if(confirm == "Yes")
set_suicide(TRUE)
visible_message(span_danger("[src] is powering down. It looks like [p_theyre()] trying to commit suicide."), \
span_userdanger("[src] is powering down. It looks like [p_theyre()] trying to commit suicide."))
handle_suicide(message_type = ALIEN_SUICIDE_MESSAGE)
suicide_log()
//put em at -175
adjustOxyLoss(max(maxHealth * 2 - getToxLoss() - getFireLoss() - getBruteLoss() - getOxyLoss(), 0))
death(FALSE)
ghostize(FALSE) // Disallows reentering body and disassociates mind
/mob/living/silicon/robot/verb/suicide()
/mob/living/carbon/human/suicide()
set hidden = TRUE
if(!canSuicide())
return
var/confirm = tgui_alert(usr,"Are you sure you want to commit suicide?", "Confirm Suicide", list("Yes", "No"))
if(!canSuicide())
return
if(confirm == "Yes")
set_suicide(TRUE)
visible_message(span_danger("[src] is powering down. It looks like [p_theyre()] trying to commit suicide."), \
span_userdanger("[src] is powering down. It looks like [p_theyre()] trying to commit suicide."))
handle_suicide() // message types are handled in handle_suicide for humans. no args needed.
suicide_log()
//put em at -175
adjustOxyLoss(max(maxHealth * 2 - getToxLoss() - getFireLoss() - getBruteLoss() - getOxyLoss(), 0))
death(FALSE)
ghostize(FALSE) // Disallows reentering body and disassociates mind
/mob/living/silicon/pai/verb/suicide()
/mob/living/silicon/ai/suicide()
set hidden = TRUE
var/confirm = tgui_alert(usr,"Are you sure you want to commit suicide?", "Confirm Suicide", list("Yes", "No"))
if(confirm == "Yes")
var/turf/T = get_turf(src.loc)
T.visible_message(span_notice("[src] flashes a message across its screen, \"Wiping core files. Please acquire a new personality to continue using pAI device functions.\""), null, \
span_notice("[src] bleeps electronically."))
handle_suicide(message_type = MECHANICAL_SUICIDE_MESSAGE)
suicide_log()
/mob/living/silicon/pai/suicide()
set hidden = TRUE
handle_suicide(message_type = PAI_SUICIDE_MESSAGE)
death(FALSE)
ghostize(FALSE) // Disallows reentering body and disassociates mind
/mob/living/silicon/robot/suicide()
set hidden = TRUE
handle_suicide(message_type = MECHANICAL_SUICIDE_MESSAGE)
/// Actually handles the bare basics of the suicide process. Message type is the message we want to dispatch in the world regarding the suicide, using the defines in this file.
/// If do not want to do damage to the mob (if it's incompatible with damage or something weird), set the do_damage boolean to FALSE when you call this proc.
/mob/living/proc/handle_suicide(message_type, do_damage = TRUE)
if(!suicide_alert())
return
set_suicide(TRUE)
dispatch_message_from_tree(message_type)
final_checkout(apply_damage = do_damage)
/mob/living/carbon/human/handle_suicide(message_type, do_damage = TRUE)
if(!suicide_alert())
return
set_suicide(TRUE) //need to be called before calling suicide_act as fuck knows what suicide_act will do with your suicide
var/obj/item/held_item = get_active_held_item()
var/damage_type = SEND_SIGNAL(src, COMSIG_HUMAN_SUICIDE_ACT) || held_item?.suicide_act(src)
if(damage_type)
if(apply_suicide_damage(held_item, damage_type))
final_checkout(held_item, apply_damage = FALSE)
return
// if no specific item or damage type we want to deal, default to doing the deed with our own bare hands.
if(combat_mode)
dispatch_message_from_tree(HUMAN_COMBAT_MODE_SUICIDE_MESSAGE)
else
to_chat(src, "Aborting suicide attempt.")
var/obj/item/organ/internal/brain/userbrain = getorgan(/obj/item/organ/internal/brain)
if(userbrain?.damage >= 75)
dispatch_message_from_tree(HUMAN_BRAIN_DAMAGE_SUICIDE_MESSAGE)
else
dispatch_message_from_tree(HUMAN_DEFAULT_MODE_SUICIDE_MESSAGE)
final_checkout(held_item, do_damage)
/// Sends a TGUI Alert to the person attempting to commit suicide. Returns TRUE if they confirm they want to die, FALSE otherwise. Check can_suicide here as well.
/mob/living/proc/suicide_alert()
// Save this for later to ensure that if we change ckeys somehow, we exit out of the suicide.
var/oldkey = ckey
if(!can_suicide())
return FALSE
var/confirm = tgui_alert(src, "Are you sure you want to commit suicide?", "Confirm Suicide", list("Yes", "No"))
// ensure our situation didn't change while we were sleeping waiting for the tgui_alert.
if(!can_suicide() || (ckey != oldkey))
return FALSE
/mob/living/carbon/alien/adult/verb/suicide()
set hidden = TRUE
if(!canSuicide())
return
var/confirm = tgui_alert(usr,"Are you sure you want to commit suicide?", "Confirm Suicide", list("Yes", "No"))
if(!canSuicide())
return
if(confirm == "Yes")
set_suicide(TRUE)
visible_message(span_danger("[src] is thrashing wildly! It looks like [p_theyre()] trying to commit suicide."), \
span_userdanger("[src] is thrashing wildly! It looks like [p_theyre()] trying to commit suicide."), \
span_hear("You hear thrashing."))
return TRUE
suicide_log()
balloon_alert(src, "suicide attempt aborted!")
return FALSE
//put em at -175
adjustOxyLoss(max(200 - getFireLoss() - getBruteLoss() - getOxyLoss(), 0))
death(FALSE)
ghostize(FALSE) // Disallows reentering body and disassociates mind
/// Inserts in logging and death + mind dissociation when we're fully done with ending the life of our mob, as well as adjust the health. We will disallow re-entering the body when this is called.
/// The suicide_tool variable is currently only used for humans in order to allow suicide log to properly put stuff in investigate log.
/// Set apply_damage to FALSE in order to not do damage (in case it's handled elsewhere in the verb or another proc that the suicide tree calls). Will dissociate client from mind and ghost the player regardless.
/mob/living/proc/final_checkout(obj/item/suicide_tool, apply_damage = TRUE)
if(apply_damage) // enough to really drive home the point that they are DEAD.
apply_suicide_damage()
/mob/living/simple_animal/verb/suicide()
set hidden = TRUE
if(!canSuicide())
return
var/confirm = tgui_alert(usr,"Are you sure you want to commit suicide?", "Confirm Suicide", list("Yes", "No"))
if(!canSuicide())
return
if(confirm == "Yes")
set_suicide(TRUE)
visible_message(span_danger("[src] begins to fall down. It looks like [p_theyve()] lost the will to live."), \
span_userdanger("[src] begins to fall down. It looks like [p_theyve()] lost the will to live."))
suicide_log(suicide_tool)
death(FALSE)
ghostize(FALSE)
suicide_log()
death(FALSE)
ghostize(FALSE) // Disallows reentering body and disassociates mind
/mob/living/proc/suicide_log()
/// Inserts logging in both the mob's logs and the investigate log pertaining to their death. Suicide tool is the object we used to commit suicide, if one was held and used (presently only humans use this arg).
/mob/living/proc/suicide_log(obj/item/suicide_tool)
investigate_log("has died from committing suicide.", INVESTIGATE_DEATHS)
log_message("committed suicide as [src.type]", LOG_ATTACK)
/mob/living/carbon/human/suicide_log()
/mob/living/carbon/human/suicide_log(obj/item/suicide_tool)
investigate_log("has died from committing suicide[suicide_tool ? " with [suicide_tool]" : ""].", INVESTIGATE_DEATHS)
log_message("(job: [src.job ? "[src.job]" : "None"]) committed suicide", LOG_ATTACK)
/mob/living/proc/canSuicide()
var/area/A = get_area(src)
if(A.area_flags & BLOCK_SUICIDE)
/// The actual proc that will apply the damage to the suiciding mob. damage_type is the actual type of damage we want to deal, if that matters.
/// Return TRUE if we actually apply any real damage, FALSE otherwise.
/mob/living/proc/apply_suicide_damage(obj/item/suicide_tool, damage_type = NONE)
adjustOxyLoss(max(maxHealth * 2 - getToxLoss() - getFireLoss() - getBruteLoss() - getOxyLoss(), 0))
return TRUE
/mob/living/carbon/human/apply_suicide_damage(obj/item/suicide_tool, damage_type = NONE)
// if we don't have any damage_type passed in, default to parent.
if(damage_type == NONE)
return ..()
if(damage_type & SHAME)
adjustStaminaLoss(200)
set_suicide(FALSE)
add_mood_event("shameful_suicide", /datum/mood_event/shameful_suicide)
return FALSE
if(damage_type & MANUAL_SUICIDE_NONLETHAL)
set_suicide(FALSE)
return FALSE
if(damage_type & MANUAL_SUICIDE) // Assume that the suicide tool will handle the death.
suicide_log(suicide_tool)
return FALSE
if(damage_type & (BRUTELOSS | FIRELOSS | OXYLOSS | TOXLOSS))
handle_suicide_damage_spread(damage_type)
return TRUE
return ..() //if all else fails, hope parent accounts for it or just do whatever damage that parent prescribes.
/// If we want to apply multiple types of damage to a carbon mob based on the way they suicide, this is the proc that handles that.
/// Currently only compatible with Brute, Burn, Toxin, and Suffocation Damage. damage_type is the bitflag that carries the information.
/mob/living/proc/handle_suicide_damage_spread(damage_type)
// We split up double the total health the mob has, then spread it out.
var/damage_to_apply = (maxHealth * 2) // For humans, this value comes out to 200.
// The multiplier that we divide damage_to_apply by.
var/damage_mod = 0
// We don't want to damage_type again and again, this will hold the results.
var/list/filtered_damage_types = list()
for(var/type in list(BRUTELOSS, FIRELOSS, OXYLOSS, TOXLOSS))
if(!(type & damage_type))
continue
damage_mod++
filtered_damage_types += type
damage_mod = max(1, damage_mod) // division by zero is silly
damage_to_apply = (damage_to_apply / damage_mod)
for(var/filtered_type in filtered_damage_types)
switch(filtered_type)
if(BRUTELOSS)
adjustBruteLoss(damage_to_apply)
if(FIRELOSS)
adjustFireLoss(damage_to_apply)
if(OXYLOSS)
adjustOxyLoss(damage_to_apply)
if(TOXLOSS)
adjustToxLoss(damage_to_apply)
/// We re-use a few messages in several contexts, so let's minimize some nasty footprint in the verbs.
/mob/living/proc/dispatch_message_from_tree(type)
switch(type)
if(ALIEN_SUICIDE_MESSAGE)
visible_message(span_danger("[src] is thrashing wildly! It looks like [p_theyre()] trying to commit suicide."), \
span_userdanger("[src] is thrashing wildly! It looks like [p_theyre()] trying to commit suicide."), \
span_hear("You hear thrashing."))
if(BRAIN_SUICIDE_MESSAGE)
visible_message(span_danger("[src]'s brain is growing dull and lifeless. [p_they(TRUE)] look[p_s()] like [p_theyve()] lost the will to live."), \
span_userdanger("[src]'s brain is growing dull and lifeless. [p_they(TRUE)] look[p_s()] like [p_theyve()] lost the will to live."))
if(GENERIC_SUICIDE_MESSAGE)
visible_message(span_danger("[src] begins to fall down. It looks like [p_theyve()] lost the will to live."), \
span_userdanger("[src] begins to fall down. It looks like [p_theyve()] lost the will to live."))
if(MECHANICAL_SUICIDE_MESSAGE)
visible_message(span_danger("[src] is powering down. It looks like [p_theyre()] trying to commit suicide."), \
span_userdanger("[src] is powering down. It looks like [p_theyre()] trying to commit suicide."))
if(PAI_SUICIDE_MESSAGE)
var/turf/location = get_turf(src)
location.visible_message(span_notice("[src] flashes a message across its screen, \"Wiping core files. Please acquire a new personality to continue using pAI device functions.\""), null, \
span_notice("[src] bleeps electronically."))
/mob/living/carbon/human/dispatch_message_from_tree(type)
var/suicide_message = ""
switch(type)
if(HUMAN_BRAIN_DAMAGE_SUICIDE_MESSAGE) // god damn this message is fucking stupid
suicide_message = "[src] pulls both arms outwards in front of [p_their()] chest and pumps them behind [p_their()] back, repeats this motion in a smaller range of motion \
down to [p_their()] hips two times once more all while sliding [p_their()] legs in a faux walking motion, claps [p_their()] hands together \
in front of [p_them()] while both [p_their()] knees knock together, pumps [p_their()] arms downward, pronating [p_their()] wrists and abducting \
[p_their()] fingers outward while crossing [p_their()] legs back and forth, repeats this motion again two times while keeping [p_their()] shoulders low \
and hunching over, does finger guns with right hand and left hand bent on [p_their()] hip while looking directly forward and putting [p_their()] left leg forward then \
crossing [p_their()] arms and leaning back a little while bending [p_their()] knees at an angle! It looks like [p_theyre()] trying to commit suicide."
if(HUMAN_COMBAT_MODE_SUICIDE_MESSAGE)
suicide_message = pick(list(
"[src] is attempting to bite [p_their()] tongue off! It looks like [p_theyre()] trying to commit suicide.",
"[src] is holding [p_their()] breath! It looks like [p_theyre()] trying to commit suicide.",
"[src] is jamming [p_their()] thumbs into [p_their()] eye sockets! It looks like [p_theyre()] trying to commit suicide.",
"[src] is twisting [p_their()] own neck! It looks like [p_theyre()] trying to commit suicide.",
))
if(HUMAN_DEFAULT_MODE_SUICIDE_MESSAGE)
suicide_message = pick(list(
"[src] is getting too high on life! It looks like [p_theyre()] trying to commit suicide.",
"[src] is high-fiving [p_them()]self to death! It looks like [p_theyre()] trying to commit suicide.",
"[src] is hugging [p_them()]self to death! It looks like [p_theyre()] trying to commit suicide.",
))
visible_message(span_danger("[suicide_message]"), span_userdanger("[suicide_message]"))
/// Checks if we are in a valid state to suicide (not already suiciding, capable of actually killing ourselves, area checks, etc.) Returns TRUE if we can suicide, FALSE if we can not.
/mob/living/proc/can_suicide()
if(suiciding)
to_chat(src, span_warning("You are already commiting suicide!"))
return FALSE
var/area/checkable = get_area(src)
if(checkable.area_flags & BLOCK_SUICIDE)
to_chat(src, span_warning("You can't commit suicide here! You can ghost if you'd like."))
return
return FALSE
switch(stat)
if(CONSCIOUS)
return TRUE
@@ -240,12 +268,21 @@
to_chat(src, span_warning("You need to be conscious to commit suicide!"))
if(DEAD)
to_chat(src, span_warning("You're already dead!"))
return
return FALSE
/mob/living/carbon/canSuicide()
/mob/living/carbon/can_suicide()
if(!..())
return
return FALSE
if(!(mobility_flags & MOBILITY_USE)) //just while I finish up the new 'fun' suiciding verb. This is to prevent metagaming via suicide
to_chat(src, span_warning("You can't commit suicide whilst immobile! ((You can type Ghost instead however.))"))
return
to_chat(src, span_warning("You can't commit suicide whilst immobile! (You can type Ghost instead however)."))
return FALSE
return TRUE
#undef ALIEN_SUICIDE_MESSAGE
#undef BRAIN_SUICIDE_MESSAGE
#undef GENERIC_SUICIDE_MESSAGE
#undef HUMAN_BRAIN_DAMAGE_SUICIDE_MESSAGE
#undef HUMAN_COMBAT_MODE_SUICIDE_MESSAGE
#undef HUMAN_DEFAULT_MODE_SUICIDE_MESSAGE
#undef MECHANICAL_SUICIDE_MESSAGE
#undef PAI_SUICIDE_MESSAGE