//This is the proc for gibbing a mob. Cannot gib ghosts. //added different sort of gibs and animations. N /mob/proc/gib(anim="gibbed-m",do_gibs) death(1) monkeyizing = 1 canmove = 0 icon = null invisibility = 101 update_canmove() dead_mob_list -= src var/atom/movable/overlay/animation = null animation = new(loc) animation.icon_state = "blank" animation.icon = 'icons/mob/mob.dmi' animation.master = src flick(anim, animation) if(do_gibs) gibs(loc, viruses, dna) spawn(15) if(animation) qdel(animation) if(src) qdel(src) //This is the proc for turning a mob into ash. Mostly a copy of gib code (above). //Originally created for wizard disintegrate. I've removed the virus code since it's irrelevant here. //Dusting robots does not eject the MMI, so it's a bit more powerful than gib() /N /mob/proc/dust(anim="dust-m",remains=/obj/effect/decal/cleanable/ash) death(1) var/atom/movable/overlay/animation = null monkeyizing = 1 canmove = 0 icon = null invisibility = 101 animation = new(loc) animation.icon_state = "blank" animation.icon = 'icons/mob/mob.dmi' animation.master = src flick(anim, animation) new remains(loc) dead_mob_list -= src spawn(15) if(animation) qdel(animation) if(src) qdel(src) /mob/proc/death(gibbed,deathmessage="seizes up and falls limp...") if(stat == DEAD) return 0 facing_dir = null if(!gibbed && deathmessage != "no message") // This is gross, but reliable. Only brains use it. src.visible_message("\The [src.name] [deathmessage]") stat = DEAD update_canmove() dizziness = 0 jitteriness = 0 layer = MOB_LAYER if(blind && client) blind.layer = 0 sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS see_in_dark = 8 see_invisible = SEE_INVISIBLE_LEVEL_TWO drop_r_hand() drop_l_hand() if(healths) healths.icon_state = "health6" timeofdeath = world.time if(mind) mind.store_memory("Time of death: [worldtime2text()]", 0) living_mob_list -= src dead_mob_list |= src updateicon() if(ticker && ticker.mode) ticker.mode.check_win() return 1