Files
CHOMPStation2/code/modules/mob/death.dm
CHOMPStation2StaffMirrorBot dba0bf4304 [MIRROR] Motion tracker subsystem (#10232)
Co-authored-by: Cameron Lennox <killer65311@gmail.com>
Co-authored-by: Kashargul <144968721+Kashargul@users.noreply.github.com>
2025-02-28 12:00:56 +01:00

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//This is the proc for gibbing a mob. Cannot gib ghosts.
//added different sort of gibs and animations. N
/mob/proc/gib(anim="blank", do_gibs, gib_file = 'icons/mob/mob.dmi') //CHOMPEdit
if(stat != DEAD)
death(1)
transforming = 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 = gib_file
animation.master = src
flick(anim, animation)
if(do_gibs) gibs(loc, 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
transforming = 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/ash(anim="dust-m")
death(1)
var/atom/movable/overlay/animation = null
transforming = 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)
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
SEND_SIGNAL(src, COMSIG_MOB_DEATH, gibbed)
if(src.loc && istype(loc,/obj/belly) || istype(loc,/obj/item/dogborg/sleeper) || istype(loc, /obj/item/clothing/shoes)) deathmessage = "no message" //VOREStation Add - Prevents death messages from inside mobs - CHOMPEdit: Added in-shoe as well
//CHOMPAdd Start - Muffle original body death on Mob TF death
if(src.loc && isliving(loc))
var/mob/living/L = loc
if(L.tf_mob_holder == src)
deathmessage = "no message"
//CHOMPAdd End
facing_dir = null
if(!gibbed && deathmessage != DEATHGASP_NO_MESSAGE)
src.visible_message(span_infoplain(span_bold("\The [src.name]") + " [deathmessage]"))
set_stat(DEAD)
SSmotiontracker.ping(src,80)
update_canmove()
dizziness = 0
jitteriness = 0
layer = MOB_LAYER
sight |= SEE_TURFS|SEE_MOBS|SEE_OBJS
see_in_dark = 8
see_invisible = SEE_INVISIBLE_LEVEL_TWO
drop_r_hand()
drop_l_hand()
if(viruses)
for(var/datum/disease/D in viruses)
if(istype(D, /datum/disease/advance))
var/datum/disease/advance/AD = D
for(var/symptom in AD.symptoms)
var/datum/symptom/S = symptom
S.OnDeath(AD)
else
D.OnDeath()
if(healths)
healths.overlays = null // This is specific to humans but the relevant code is here; shouldn't mess with other mobs.
healths.icon_state = "health6"
timeofdeath = world.time
if(mind) mind.store_memory("Time of death: [stationtime2text()]", 0)
living_mob_list -= src
dead_mob_list |= src
set_respawn_timer()
update_icon()
handle_regular_hud_updates()
handle_vision()
if(ticker && ticker.mode)
ticker.mode.check_win()
if(reagents)
for(var/datum/reagent/R in reagents.reagent_list)
R.on_mob_death(src)
return 1