//Brain Traumas are the new actual brain damage. Brain damage itself acts as a way to acquire traumas: every time brain damage is dealt, there's a chance of receiving a trauma. //This chance gets higher the higher the mob's brainloss is. Removing traumas is a separate thing from removing brain damage: you can get restored to full brain operativity, //but keep the quirks, until repaired by mannitol (for mild/special ones) or brain surgery (for severe ones). /datum/brain_trauma var/name = "Brain Trauma" var/desc = "A trauma caused by brain damage, which causes issues to the patient." var/scan_desc = "a generic brain trauma" //description when detected by a health scanner var/mob/living/carbon/owner //the poor bastard var/obj/item/organ/brain/brain //the poor bastard's brain var/gain_text = "You feel traumatized." var/lose_text = "You no longer feel traumatized." var/can_gain = TRUE var/random_gain = TRUE //can this be gained through random traumas? var/resilience = TRAUMA_RESILIENCE_BASIC //how hard is this to cure? /datum/brain_trauma/Destroy() brain.traumas -= src if(owner) on_lose() brain = null owner = null return ..() //Called on life ticks /datum/brain_trauma/proc/on_life() return //Called on death /datum/brain_trauma/proc/on_death() return //Called when given to a mob /datum/brain_trauma/proc/on_gain() to_chat(owner, gain_text) RegisterSignal(owner, COMSIG_MOB_SAY, .proc/handle_speech) //Called when removed from a mob /datum/brain_trauma/proc/on_lose(silent) if(!silent) to_chat(owner, lose_text) UnregisterSignal(owner, COMSIG_MOB_SAY) //Called when hearing a spoken message /datum/brain_trauma/proc/on_hear(message, speaker, message_language, raw_message, radio_freq) return message //Called when speaking /datum/brain_trauma/proc/handle_speech(datum/source, list/speech_args) UnregisterSignal(owner, COMSIG_MOB_SAY)