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* Few minor runtime fixes * Fixing merge conflicts Co-authored-by: AnturK <AnturK@users.noreply.github.com> Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
79 lines
2.7 KiB
Plaintext
79 lines
2.7 KiB
Plaintext
/mob/living/carbon/death(gibbed)
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if(stat == DEAD)
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return
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silent = FALSE
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losebreath = 0
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if(!gibbed)
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INVOKE_ASYNC(src, .proc/emote, "deathgasp")
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reagents.end_metabolization(src)
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add_memory_in_range(src, 7, MEMORY_DEATH, list(DETAIL_PROTAGONIST = src), memory_flags = MEMORY_FLAG_NOMOOD, story_value = STORY_VALUE_OKAY, memory_flags = MEMORY_CHECK_BLIND_AND_DEAF)
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. = ..()
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if(!gibbed)
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attach_rot()
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for(var/T in get_traumas())
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var/datum/brain_trauma/BT = T
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BT.on_death()
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/mob/living/carbon/proc/inflate_gib() // Plays an animation that makes mobs appear to inflate before finally gibbing
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addtimer(CALLBACK(src, .proc/gib, null, null, TRUE, TRUE), 25)
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var/matrix/M = matrix()
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M.Scale(1.8, 1.2)
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animate(src, time = 40, transform = M, easing = SINE_EASING)
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/mob/living/carbon/gib(no_brain, no_organs, no_bodyparts, safe_gib = FALSE)
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add_memory_in_range(src, 7, MEMORY_GIBBED, list(DETAIL_PROTAGONIST = src), STORY_VALUE_AMAZING, MEMORY_FLAG_NOMOOD, memory_flags = MEMORY_CHECK_BLINDNESS)
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if(safe_gib) // If you want to keep all the mob's items and not have them deleted
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for(var/obj/item/W in src)
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dropItemToGround(W)
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if(prob(50))
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step(W, pick(GLOB.alldirs))
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var/atom/Tsec = drop_location()
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for(var/mob/M in src)
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M.forceMove(Tsec)
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visible_message(span_danger("[M] bursts out of [src]!"))
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. = ..()
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/mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts)
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var/atom/Tsec = drop_location()
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if(!no_bodyparts)
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if(no_organs)//so the organs don't get transfered inside the bodyparts we'll drop.
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for(var/X in internal_organs)
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if(no_brain || !istype(X, /obj/item/organ/brain))
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qdel(X)
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else //we're going to drop all bodyparts except chest, so the only organs that needs spilling are those inside it.
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for(var/X in internal_organs)
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var/obj/item/organ/O = X
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if(no_brain && istype(O, /obj/item/organ/brain))
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qdel(O) //so the brain isn't transfered to the head when the head drops.
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continue
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var/org_zone = check_zone(O.zone) //both groin and chest organs.
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if(org_zone == BODY_ZONE_CHEST)
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O.Remove(src)
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O.forceMove(Tsec)
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O.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
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else
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for(var/X in internal_organs)
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var/obj/item/organ/I = X
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if(no_brain && istype(I, /obj/item/organ/brain))
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qdel(I)
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continue
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if(no_organs && !istype(I, (/obj/item/organ/brain || /obj/item/organ/corticalstack))) //Skyrat edit - Neural Laces - babyproofed
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qdel(I)
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continue
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I.Remove(src)
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I.forceMove(Tsec)
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I.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
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/mob/living/carbon/spread_bodyparts()
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for(var/X in bodyparts)
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var/obj/item/bodypart/BP = X
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BP.drop_limb()
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BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)
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