// There, now `stat` is a proper state-machine
/mob/living/proc/KnockOut(updating = 1)
if(stat == DEAD)
log_runtime(EXCEPTION("KnockOut called on a dead mob."), src)
return 0
else if(stat == UNCONSCIOUS)
return 0
create_attack_log("Fallen unconscious at [atom_loc_line(get_turf(src))]")
log_game("[key_name(src)] fell unconscious at [atom_loc_line(get_turf(src))]")
stat = UNCONSCIOUS
if(updating)
// update_blind_effects()
update_canmove()
return 1
/mob/living/proc/WakeUp(updating = 1)
if(stat == DEAD)
log_runtime(EXCEPTION("WakeUp called on a dead mob."), src)
return 0
else if(stat == CONSCIOUS)
return 0
create_attack_log("Woken up at [atom_loc_line(get_turf(src))]")
log_game("[key_name(src)] woke up at [atom_loc_line(get_turf(src))]")
stat = CONSCIOUS
if(updating)
// update_blind_effects()
update_canmove()
return 1
/mob/living/proc/can_be_revived()
. = TRUE
// if(health <= min_health)
if(health <= config.health_threshold_dead)
return FALSE
// death() is used to make a mob die
// handles revival through other means than cloning or adminbus (defib, IPC repair)
/mob/living/proc/update_revive(updating = TRUE)
if(stat != DEAD)
return 0
if(!can_be_revived())
return 0
create_attack_log("Came back to life at [atom_loc_line(get_turf(src))]")
log_game("[key_name(src)] came back to life at [atom_loc_line(get_turf(src))]")
stat = CONSCIOUS
dead_mob_list -= src
living_mob_list += src
timeofdeath = null
if(updating)
update_canmove()
// update_blind_effects()
updatehealth()
for(var/s in ownedSoullinks)
var/datum/soullink/S = s
S.ownerRevives(src)
for(var/s in sharedSoullinks)
var/datum/soullink/S = s
S.sharerRevives(src)
return 1