/mob/living/death(gibbed) clear_fullscreens() if(ai_holder) ai_holder.go_sleep() if(nest) //Ew. if(istype(nest, /obj/structure/prop/nest)) var/obj/structure/prop/nest/N = nest N.remove_creature(src) if(istype(nest, /obj/structure/blob/factory)) var/obj/structure/blob/factory/F = nest F.spores -= src //VOREStation Edit Start if(istype(nest, /obj/structure/mob_spawner)) var/obj/structure/mob_spawner/S = nest S.get_death_report(src) //VOREStation Edit End nest = null if(isbelly(loc) && tf_mob_holder) mind?.vore_death = TRUE tf_mob_holder.mind?.vore_death = TRUE for(var/datum/soul_link/S as anything in owned_soul_links) S.owner_died(gibbed) for(var/datum/soul_link/S as anything in shared_soul_links) S.sharer_died(gibbed) // CHOMPStation Edit: All mobs can play a death_sound if set. On carbons, this is going to be handled by species. if(!gibbed && !isbelly(loc)) if(src.death_sound_override) // Do we override the death sounds from our species list - used by only a few specific mobs. If we do, do the next one instead playsound(src, death_sound_override, 50, 1, 20, volume_channel = VOLUME_CHANNEL_DEATH_SOUNDS) else if(!ishuman(src)) // Safety, we're not going to double up on death noises if we're not human. playsound(src, pick(get_species_sound(get_gendered_sound(src))["death"]), 50, 1, 20, volume_channel = VOLUME_CHANNEL_DEATH_SOUNDS) // CHOMPStation Add End . = ..()