/mob/living/verb/suicide() // imagine this shit with BORERS lmao set hidden = 1 be_suicidal() /mob/living/proc/be_suicidal(forced = FALSE) if(stat == DEAD) to_chat(src, "You're already dead!") return if(SSticker.current_state < GAME_STATE_PLAYING) to_chat(src, "You can't commit suicide before the game starts!") return if(suiciding) to_chat(src, "You're already committing suicide! Be patient!") return var/confirm = null if(!forced) if(IS_CHANGELING(src)) // the alternative is to allow clings to commit suicide, but then you'd probably have them // killing themselves as soon as they're in cuffs to_chat(src, SPAN_WARNING("We refuse to take the coward's way out.")) return confirm = tgui_alert(src, "Are you sure you want to commit suicide?", "Confirm Suicide", list("Yes", "No")) if(stat == DEAD || suiciding) //We check again, because alerts sleep until a choice is made to_chat(src, "You're already dead!") return if(forced || (confirm == "Yes")) if(!forced && isAntag(src) && !HAS_TRAIT(src, TRAIT_RESPAWNABLE)) confirm = tgui_alert(src, "Are you absolutely sure? If you do this after you got converted/joined as an antagonist, you could face a jobban!", "Confirm Suicide", list("Yes", "No")) if(confirm == "Yes") suiciding = TRUE do_suicide() create_log(ATTACK_LOG, "Attempted suicide as special role") message_admins("[src] with a special role attempted suicide at [ADMIN_JMP(src)]") return return suiciding = TRUE do_suicide() create_log(ATTACK_LOG, "Attempted suicide") if(SSticker.mode.tdm_gamemode) SSblackbox.record_feedback("nested tally", "TDM_quitouts", 1, list(SSticker.mode.name, "TDM Suicides")) /mob/living/proc/do_suicide() return /mob/living/simple_animal/do_suicide() setOxyLoss((health * 1.5), TRUE) /mob/living/basic/mouse/do_suicide() visible_message(SPAN_DANGER("[src] is playing dead permanently! It looks like [p_theyre()] trying to commit suicide!")) adjustOxyLoss(max(100 - getBruteLoss(100), 0)) /mob/living/silicon/do_suicide() to_chat(viewers(src), SPAN_DANGER("[src] is powering down. It looks like [p_theyre()] trying to commit suicide!")) //put em at -175 adjustOxyLoss(max(maxHealth * 2 - getToxLoss() - getFireLoss() - getBruteLoss() - getOxyLoss(), 0)) /mob/living/silicon/pai/do_suicide() if(mobility_flags & MOBILITY_MOVE) close_up() card.removePersonality() var/turf/T = get_turf(card.loc) for(var/mob/M in viewers(T)) M.show_message(SPAN_NOTICE("[src] flashes a message across its screen, \"Wiping core files. Please acquire a new personality to continue using pAI device functions.\""), 3, SPAN_NOTICE("[src] bleeps electronically."), 2) death(gibbed = FALSE, cleanWipe = TRUE) /mob/living/carbon/do_suicide() death(FALSE) suiciding = FALSE /mob/living/carbon/alien/humanoid/do_suicide() to_chat(viewers(src), SPAN_DANGER("[src] is thrashing wildly! It looks like [p_theyre()] trying to commit suicide!")) //put em at -175 adjustOxyLoss(max(175 - getFireLoss() - getBruteLoss() - getOxyLoss(), 0)) /mob/living/carbon/human/do_suicide() var/obj/item/held_item = get_active_hand() var/damagetype = SEND_SIGNAL(src, COMSIG_HUMAN_SUICIDE_ACT) || held_item?.suicide_act(src) if(damagetype) if(damagetype & SHAME) adjustStaminaLoss(200) suiciding = FALSE return if(damagetype & OBLITERATION) // Does it gib or something? Don't deal damage return human_suicide(damagetype, held_item) return for(var/obj/O in orange(1, src)) if(O.suicidal_hands) continue damagetype = O.suicide_act(src) if(damagetype) if(damagetype & SHAME) adjustStaminaLoss(200) suiciding = FALSE return if(damagetype & OBLITERATION) return human_suicide(damagetype, O) return to_chat(viewers(src), SPAN_DANGER("[src] [replacetext(pick(dna.species.suicide_messages), "their", p_their())] It looks like [p_theyre()] trying to commit suicide!")) human_suicide(0) /mob/living/carbon/human/proc/human_suicide(damagetype, byitem) var/threshold = check_death_method() ? ((HEALTH_THRESHOLD_CRIT + HEALTH_THRESHOLD_DEAD) / 2) : (HEALTH_THRESHOLD_DEAD - 50) var/dmgamt = maxHealth - threshold var/damage_mod = 1 switch(damagetype) //Sorry about the magic numbers. // this was here before I refactored it i'm not touching the magic numbers //brute = 1, burn = 2, tox = 4, oxy = 8 if(15) //4 damage types damage_mod = 4 if(6, 11, 13, 14) //3 damage types damage_mod = 3 if(3, 5, 7, 9, 10, 12) //2 damage types damage_mod = 2 if(1, 2, 4, 8) //1 damage type damage_mod = 1 else //This should not happen, but if it does, everything should still work damage_mod = 1 //Do dmgamt damage divided by the number of damage types applied. if(damagetype & BRUTELOSS) adjustBruteLoss(dmgamt / damage_mod, FALSE) if(damagetype & FIRELOSS) adjustFireLoss(dmgamt / damage_mod, FALSE) if(damagetype & TOXLOSS) adjustToxLoss(dmgamt / damage_mod, FALSE) if(damagetype & OXYLOSS) adjustOxyLoss(dmgamt / damage_mod, FALSE) // Failing that... if(!(damagetype & BRUTELOSS) && !(damagetype & FIRELOSS) && !(damagetype & TOXLOSS) && !(damagetype & OXYLOSS)) if(HAS_TRAIT(src, TRAIT_NOBREATH)) // the ultimate fallback take_overall_damage(max(dmgamt - getToxLoss() - getFireLoss() - getBruteLoss() - getOxyLoss(), 0), 0, updating_health = FALSE) else adjustOxyLoss(max(dmgamt - getToxLoss() - getFireLoss() - getBruteLoss() - getOxyLoss(), 0), FALSE) var/obj/item/organ/external/affected = get_organ("head") if(affected) affected.add_autopsy_data(byitem ? "Suicide by [byitem]" : "Suicide", dmgamt) updatehealth() /mob/living/brain/do_suicide() visible_message(SPAN_DANGER("[src] is thinking about thinking about thinking about thinking about.... It looks like [p_theyre()] trying to commit suicide!")) death()