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Paradise/code/modules/mob/living/stat_states.dm
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// There, now `stat` is a proper state-machine
/mob/living/proc/KnockOut(updating = TRUE)
if(stat == DEAD)
stack_trace("KnockOut called on a dead mob.")
return FALSE
else if(stat == UNCONSCIOUS)
return FALSE
create_attack_log("<font color='red'>Fallen unconscious at [atom_loc_line(get_turf(src))]</font>")
add_attack_logs(src, null, "Fallen unconscious", ATKLOG_ALL)
log_game("[key_name(src)] fell unconscious at [atom_loc_line(get_turf(src))]")
set_stat(UNCONSCIOUS)
ADD_TRAIT(src, TRAIT_FLOORED, STAT_TRAIT)
ADD_TRAIT(src, TRAIT_IMMOBILIZED, STAT_TRAIT)
ADD_TRAIT(src, TRAIT_HANDS_BLOCKED, STAT_TRAIT)
if(updating)
update_sight()
update_blind_effects()
set_typing_indicator(FALSE)
return TRUE
/mob/living/proc/WakeUp(updating = TRUE)
if(stat == DEAD)
stack_trace("WakeUp called on a dead mob.")
return FALSE
else if(stat == CONSCIOUS)
return FALSE
create_attack_log("<font color='red'>Woken up at [atom_loc_line(get_turf(src))]</font>")
add_attack_logs(src, null, "Woken up", ATKLOG_ALL)
log_game("[key_name(src)] woke up at [atom_loc_line(get_turf(src))]")
set_stat(CONSCIOUS)
REMOVE_TRAITS_IN(src, STAT_TRAIT)
if(updating)
update_sight()
update_blind_effects()
return TRUE
// 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 FALSE
create_attack_log("<font color='red'>Came back to life at [atom_loc_line(get_turf(src))]</font>")
add_attack_logs(src, null, "Came back to life", ATKLOG_ALL)
log_game("[key_name(src)] came back to life at [atom_loc_line(get_turf(src))]")
set_stat(UNCONSCIOUS) // this is done as `WakeUp` early returns if they are `stat = DEAD`
WakeUp()
GLOB.dead_mob_list -= src
GLOB.alive_mob_list |= src
if(mind)
remove_from_respawnable_list()
timeofdeath = null
if(updating)
update_blind_effects()
update_sight()
updatehealth("update revive")
hud_used?.reload_fullscreen()
SEND_SIGNAL(src, COMSIG_LIVING_REVIVE, updating)
if(mind)
for(var/S in mind.spell_list)
var/obj/effect/proc_holder/spell/spell = S
spell.updateButtonIcon()
return TRUE
/mob/living/proc/check_death_method()
return TRUE