/mob/living/silicon/robot/gib() if(!death(TRUE) && stat != DEAD) return FALSE //robots don't die when gibbed. instead they drop their MMI'd brain var/atom/movable/overlay/animation = null notransform = TRUE icon = null invisibility = 101 animation = new(loc) animation.icon_state = "blank" animation.icon = 'icons/mob/mob.dmi' animation.master = src playsound(src.loc, 'sound/goonstation/effects/robogib.ogg', 50, 1) flick("gibbed-r", animation) robogibs(loc) GLOB.alive_mob_list -= src GLOB.dead_mob_list -= src QDEL_IN(animation, 15) QDEL_IN(src, 15) return TRUE /mob/living/silicon/robot/dust() if(!death(TRUE) && stat != DEAD) return FALSE notransform = TRUE invisibility = 101 dust_animation() if(mmi) qdel(mmi) //Delete the MMI first so that it won't go popping out. GLOB.dead_mob_list -= src QDEL_IN(src, 15) return TRUE /mob/living/silicon/robot/dust_animation() var/atom/movable/overlay/animation = null animation = new(loc) animation.icon_state = "blank" animation.icon = 'icons/mob/mob.dmi' animation.master = src flick("dust-r", animation) new /obj/effect/decal/remains/robot(loc) QDEL_IN(animation, 15) /mob/living/silicon/robot/death(gibbed) if(can_die()) if(module) module.handle_death(src, gibbed) // Only execute the below if we successfully died . = ..(gibbed) if(!.) return FALSE diag_hud_set_status() diag_hud_set_health() if(camera) camera.turn_off(src, FALSE) update_headlamp(1) //So borg lights are disabled when killed. if(in_contents_of(/obj/machinery/recharge_station))//exit the recharge station var/obj/machinery/recharge_station/RC = loc RC.go_out() update_icons() SSblackbox.ReportDeath(src)