/////////////////////////// DNA DATUM /datum/dna var/unique_enzymes var/uni_identity var/blood_type var/datum/species/species = new /datum/species/human //The type of mutant race the player is if applicable (i.e. potato-man) var/list/features = list("FFF") //first value is mutant color var/real_name //Stores the real name of the person who originally got this dna datum. Used primarely for changelings, var/list/mutations = list() //All mutations are from now on here var/list/temporary_mutations = list() //Temporary changes to the UE var/list/previous = list() //For temporary name/ui/ue/blood_type modifications var/mob/living/holder var/delete_species = TRUE //Set to FALSE when a body is scanned by a cloner to fix #38875 var/mutation_index[DNA_MUTATION_BLOCKS] //List of which mutations this carbon has and its assigned block var/default_mutation_genes[DNA_MUTATION_BLOCKS] //List of the default genes from this mutation to allow DNA Scanner highlighting var/stability = 100 var/scrambled = FALSE //Did we take something like mutagen? In that case we cant get our genes scanned to instantly cheese all the powers. /datum/dna/New(mob/living/new_holder) if(istype(new_holder)) holder = new_holder /datum/dna/Destroy() if(iscarbon(holder)) var/mob/living/carbon/cholder = holder if(cholder.dna == src) cholder.dna = null holder = null if(delete_species) QDEL_NULL(species) mutations.Cut() //This only references mutations, just dereference. temporary_mutations.Cut() //^ previous.Cut() //^ return ..() /datum/dna/proc/transfer_identity(mob/living/carbon/destination, transfer_SE = 0) if(!istype(destination)) return destination.dna.unique_enzymes = unique_enzymes destination.dna.uni_identity = uni_identity destination.dna.blood_type = blood_type destination.set_species(species.type, icon_update=0) destination.dna.features = features.Copy() destination.dna.real_name = real_name destination.dna.temporary_mutations = temporary_mutations.Copy() if(transfer_SE) destination.dna.mutation_index = mutation_index destination.dna.default_mutation_genes = default_mutation_genes /datum/dna/proc/copy_dna(datum/dna/new_dna) new_dna.unique_enzymes = unique_enzymes new_dna.mutation_index = mutation_index new_dna.default_mutation_genes = default_mutation_genes new_dna.uni_identity = uni_identity new_dna.blood_type = blood_type new_dna.features = features.Copy() new_dna.species = new species.type new_dna.real_name = real_name new_dna.mutations = mutations.Copy() //See mutation.dm for what 'class' does. 'time' is time till it removes itself in decimals. 0 for no timer /datum/dna/proc/add_mutation(mutation, class = MUT_OTHER, time) var/mutation_type = mutation if(istype(mutation, /datum/mutation/human)) var/datum/mutation/human/HM = mutation mutation_type = HM.type if(get_mutation(mutation_type)) return return force_give(new mutation_type (class, time, copymut = mutation)) /datum/dna/proc/remove_mutation(mutation_type) return force_lose(get_mutation(mutation_type)) /datum/dna/proc/check_mutation(mutation_type) return get_mutation(mutation_type) /datum/dna/proc/remove_all_mutations(list/classes = list(MUT_NORMAL, MUT_EXTRA, MUT_OTHER), mutadone = FALSE) remove_mutation_group(mutations, classes, mutadone) scrambled = FALSE /datum/dna/proc/remove_mutation_group(list/group, list/classes = list(MUT_NORMAL, MUT_EXTRA, MUT_OTHER), mutadone = FALSE) if(!group) return for(var/datum/mutation/human/HM in group) if((HM.class in classes) && !(HM.mutadone_proof && mutadone)) force_lose(HM) /datum/dna/proc/generate_uni_identity() . = "" var/list/L = new /list(DNA_UNI_IDENTITY_BLOCKS) switch(holder.gender) if(MALE) L[DNA_GENDER_BLOCK] = construct_block(G_MALE, 3) if(FEMALE) L[DNA_GENDER_BLOCK] = construct_block(G_FEMALE, 3) else L[DNA_GENDER_BLOCK] = construct_block(G_PLURAL, 3) if(ishuman(holder)) var/mob/living/carbon/human/H = holder if(!GLOB.hair_styles_list.len) init_sprite_accessory_subtypes(/datum/sprite_accessory/hair,GLOB.hair_styles_list, GLOB.hair_styles_male_list, GLOB.hair_styles_female_list) L[DNA_HAIR_STYLE_BLOCK] = construct_block(GLOB.hair_styles_list.Find(H.hair_style), GLOB.hair_styles_list.len) L[DNA_HAIR_COLOR_BLOCK] = sanitize_hexcolor(H.hair_color) if(!GLOB.facial_hair_styles_list.len) init_sprite_accessory_subtypes(/datum/sprite_accessory/facial_hair, GLOB.facial_hair_styles_list, GLOB.facial_hair_styles_male_list, GLOB.facial_hair_styles_female_list) L[DNA_FACIAL_HAIR_STYLE_BLOCK] = construct_block(GLOB.facial_hair_styles_list.Find(H.facial_hair_style), GLOB.facial_hair_styles_list.len) L[DNA_FACIAL_HAIR_COLOR_BLOCK] = sanitize_hexcolor(H.facial_hair_color) L[DNA_SKIN_TONE_BLOCK] = construct_block(GLOB.skin_tones.Find(H.skin_tone), GLOB.skin_tones.len) L[DNA_EYE_COLOR_BLOCK] = sanitize_hexcolor(H.eye_color) for(var/i=1, i<=DNA_UNI_IDENTITY_BLOCKS, i++) if(L[i]) . += L[i] else . += random_string(DNA_BLOCK_SIZE,GLOB.hex_characters) return . /datum/dna/proc/generate_dna_blocks() var/bonus if(species && species.inert_mutation) bonus = GET_INITIALIZED_MUTATION(species.inert_mutation) var/list/mutations_temp = GLOB.good_mutations + GLOB.bad_mutations + GLOB.not_good_mutations + bonus if(!LAZYLEN(mutations_temp)) return mutation_index.Cut() default_mutation_genes.Cut() shuffle_inplace(mutations_temp) if(ismonkey(holder)) mutations |= new RACEMUT(MUT_NORMAL) mutation_index[RACEMUT] = GET_SEQUENCE(RACEMUT) else mutation_index[RACEMUT] = create_sequence(RACEMUT, FALSE) default_mutation_genes[RACEMUT] = mutation_index[RACEMUT] for(var/i in 2 to DNA_MUTATION_BLOCKS) var/datum/mutation/human/M = mutations_temp[i] mutation_index[M.type] = create_sequence(M.type, FALSE, M.difficulty) default_mutation_genes[M.type] = mutation_index[M.type] shuffle_inplace(mutation_index) //Used to generate original gene sequences for every mutation /proc/generate_gene_sequence(length=4) var/static/list/active_sequences = list("AT","TA","GC","CG") var/sequence for(var/i in 1 to length*DNA_SEQUENCE_LENGTH) sequence += pick(active_sequences) return sequence //Used to create a chipped gene sequence /proc/create_sequence(mutation, active, difficulty) if(!difficulty) var/datum/mutation/human/A = GET_INITIALIZED_MUTATION(mutation) //leaves the possibility to change difficulty mid-round if(!A) return difficulty = A.difficulty difficulty += rand(-2,4) var/sequence = GET_SEQUENCE(mutation) if(active) return sequence while(difficulty) var/randnum = rand(1, length_char(sequence)) sequence = copytext_char(sequence, 1, randnum) + "X" + copytext_char(sequence, randnum + 1) difficulty-- return sequence /datum/dna/proc/generate_unique_enzymes() . = "" if(istype(holder)) real_name = holder.real_name . += md5(holder.real_name) else . += random_string(DNA_UNIQUE_ENZYMES_LEN, GLOB.hex_characters) return . /datum/dna/proc/update_ui_block(blocknumber) if(!blocknumber || !ishuman(holder)) return var/mob/living/carbon/human/H = holder switch(blocknumber) if(DNA_HAIR_COLOR_BLOCK) uni_identity = setblock(uni_identity, blocknumber, sanitize_hexcolor(H.hair_color)) if(DNA_FACIAL_HAIR_COLOR_BLOCK) uni_identity = setblock(uni_identity, blocknumber, sanitize_hexcolor(H.facial_hair_color)) if(DNA_SKIN_TONE_BLOCK) uni_identity = setblock(uni_identity, blocknumber, construct_block(GLOB.skin_tones.Find(H.skin_tone), GLOB.skin_tones.len)) if(DNA_EYE_COLOR_BLOCK) uni_identity = setblock(uni_identity, blocknumber, sanitize_hexcolor(H.eye_color)) var/obj/item/organ/eyes/eyes = H.getorgan(/obj/item/organ/eyes) if(eyes) eyes.old_eye_color = sanitize_hexcolor(H.eye_color) eyes.eye_color = sanitize_hexcolor(H.eye_color) if(DNA_GENDER_BLOCK) switch(H.gender) if(MALE) uni_identity = setblock(uni_identity, blocknumber, construct_block(G_MALE, 3)) if(FEMALE) uni_identity = setblock(uni_identity, blocknumber, construct_block(G_FEMALE, 3)) else uni_identity = setblock(uni_identity, blocknumber, construct_block(G_PLURAL, 3)) if(DNA_FACIAL_HAIR_STYLE_BLOCK) uni_identity = setblock(uni_identity, blocknumber, construct_block(GLOB.facial_hair_styles_list.Find(H.facial_hair_style), GLOB.facial_hair_styles_list.len)) if(DNA_HAIR_STYLE_BLOCK) uni_identity = setblock(uni_identity, blocknumber, construct_block(GLOB.hair_styles_list.Find(H.hair_style), GLOB.hair_styles_list.len)) //Please use add_mutation or activate_mutation instead /datum/dna/proc/force_give(datum/mutation/human/HM) if(holder && HM) if(HM.class == MUT_NORMAL) set_se(1, HM) . = HM.on_acquiring(holder) if(.) qdel(HM) update_instability() //Use remove_mutation instead /datum/dna/proc/force_lose(datum/mutation/human/HM) if(holder && (HM in mutations)) set_se(0, HM) . = HM.on_losing(holder) update_instability(FALSE) return /datum/dna/proc/is_same_as(datum/dna/D) if(uni_identity == D.uni_identity && mutation_index == D.mutation_index && real_name == D.real_name) if(species.type == D.species.type && features == D.features && blood_type == D.blood_type) return 1 return 0 /datum/dna/proc/update_instability(alert=TRUE) stability = 100 for(var/datum/mutation/human/M in mutations) if(M.class == MUT_EXTRA) stability -= M.instability * GET_MUTATION_STABILIZER(M) if(holder) var/message if(alert) switch(stability) if(70 to 90) message = span_warning("You shiver.") if(60 to 69) message = span_warning("You feel cold.") if(40 to 59) message = span_warning("You feel sick.") if(20 to 39) message = span_warning("It feels like your skin is moving.") if(1 to 19) message = span_warning("You can feel your cells burning.") if(-INFINITY to 0) message = span_boldwarning("You can feel your DNA exploding, we need to do something fast!") if(stability <= 0) holder.apply_status_effect(STATUS_EFFECT_DNA_MELT) if(message) to_chat(holder, message) //used to update dna UI, UE, and dna.real_name. /datum/dna/proc/update_dna_identity() uni_identity = generate_uni_identity() unique_enzymes = generate_unique_enzymes() /datum/dna/proc/initialize_dna(newblood_type, skip_index = FALSE) if(newblood_type) blood_type = newblood_type unique_enzymes = generate_unique_enzymes() uni_identity = generate_uni_identity() if(!skip_index) //I hate this generate_dna_blocks() features = random_features() /datum/dna/stored //subtype used by brain mob's stored_dna /datum/dna/stored/add_mutation(mutation_name) //no mutation changes on stored dna. return /datum/dna/stored/remove_mutation(mutation_name) return /datum/dna/stored/check_mutation(mutation_name) return /datum/dna/stored/remove_all_mutations(list/classes, mutadone = FALSE) return /datum/dna/stored/remove_mutation_group(list/group) return /////////////////////////// DNA MOB-PROCS ////////////////////// /mob/proc/set_species(datum/species/mrace, icon_update = 1) return /mob/living/brain/set_species(datum/species/mrace, icon_update = 1) if(mrace) if(ispath(mrace)) stored_dna.species = new mrace() else stored_dna.species = mrace //not calling any species update procs since we're a brain, not a monkey/human /mob/living/carbon/set_species(datum/species/mrace, icon_update = TRUE, pref_load = FALSE) if(mrace && has_dna()) var/datum/species/new_race if(ispath(mrace)) new_race = new mrace else if(istype(mrace)) new_race = mrace else return deathsound = new_race.deathsound dna.species.on_species_loss(src, new_race, pref_load) var/datum/species/old_species = dna.species dna.species = new_race dna.species.on_species_gain(src, old_species, pref_load) if(ishuman(src)) qdel(language_holder) var/species_holder = initial(mrace.species_language_holder) language_holder = new species_holder(src) update_atom_languages() /mob/living/carbon/human/set_species(datum/species/mrace, icon_update = TRUE, pref_load = FALSE) ..() if(icon_update) update_body() update_hair() update_body_parts() update_mutations_overlay()// no lizard with human hulk overlay please. /mob/proc/has_dna() return /mob/living/carbon/has_dna() return dna /mob/living/carbon/human/proc/hardset_dna(ui, list/mutation_index, list/default_mutation_genes, newreal_name, newblood_type, datum/species/mrace, newfeatures, list/mutations, force_transfer_mutations) //Do not use force_transfer_mutations for stuff like cloners without some precautions, otherwise some conditional mutations could break (timers, drill hat etc) if(newfeatures) dna.features = newfeatures if(mrace) var/datum/species/newrace = new mrace.type newrace.copy_properties_from(mrace) set_species(newrace, icon_update=0) if(newreal_name) real_name = newreal_name dna.generate_unique_enzymes() if(newblood_type) dna.blood_type = newblood_type if(ui) dna.uni_identity = ui updateappearance(icon_update=0) if(LAZYLEN(mutation_index)) dna.mutation_index = mutation_index.Copy() if(LAZYLEN(default_mutation_genes)) dna.default_mutation_genes = default_mutation_genes.Copy() else dna.default_mutation_genes = mutation_index.Copy() domutcheck() if(mrace || newfeatures || ui) update_body() update_hair() update_body_parts() update_mutations_overlay() if(LAZYLEN(mutations)) for(var/M in mutations) var/datum/mutation/human/HM = M if(HM.allow_transfer || force_transfer_mutations) dna.force_give(new HM.type(HM.class, copymut=HM)) //using force_give since it may include exotic mutations that otherwise wont be handled properly /mob/living/carbon/proc/create_dna() dna = new /datum/dna(src) if(!dna.species) var/rando_race = pick(GLOB.roundstart_races) dna.species = new rando_race() //proc used to update the mob's appearance after its dna UI has been changed /mob/living/carbon/proc/updateappearance(icon_update=1, mutcolor_update=0, mutations_overlay_update=0) if(!has_dna()) return switch(deconstruct_block(getblock(dna.uni_identity, DNA_GENDER_BLOCK), 3)) if(G_MALE) gender = MALE if(G_FEMALE) gender = FEMALE else gender = PLURAL /mob/living/carbon/human/updateappearance(icon_update=1, mutcolor_update=0, mutations_overlay_update=0) ..() var/structure = dna.uni_identity hair_color = sanitize_hexcolor(getblock(structure, DNA_HAIR_COLOR_BLOCK)) facial_hair_color = sanitize_hexcolor(getblock(structure, DNA_FACIAL_HAIR_COLOR_BLOCK)) skin_tone = GLOB.skin_tones[deconstruct_block(getblock(structure, DNA_SKIN_TONE_BLOCK), GLOB.skin_tones.len)] eye_color = sanitize_hexcolor(getblock(structure, DNA_EYE_COLOR_BLOCK)) facial_hair_style = GLOB.facial_hair_styles_list[deconstruct_block(getblock(structure, DNA_FACIAL_HAIR_STYLE_BLOCK), GLOB.facial_hair_styles_list.len)] hair_style = GLOB.hair_styles_list[deconstruct_block(getblock(structure, DNA_HAIR_STYLE_BLOCK), GLOB.hair_styles_list.len)] if(icon_update) update_body() update_hair() if(mutcolor_update) update_body_parts() if(mutations_overlay_update) update_mutations_overlay() /mob/proc/domutcheck() return /mob/living/carbon/domutcheck() if(!has_dna()) return for(var/mutation in dna.mutation_index) if(ismob(dna.check_block(mutation))) return //we got monkeyized/humanized, this mob will be deleted, no need to continue. update_mutations_overlay() /datum/dna/proc/check_block(mutation) var/datum/mutation/human/HM = get_mutation(mutation) if(check_block_string(mutation)) if(!HM) . = add_mutation(mutation, MUT_NORMAL) return return force_lose(HM) //Return the active mutation of a type if there is one /datum/dna/proc/get_mutation(A) for(var/datum/mutation/human/HM in mutations) if(HM.type == A) return HM /datum/dna/proc/check_block_string(mutation) if((LAZYLEN(mutation_index) > DNA_MUTATION_BLOCKS) || !(mutation in mutation_index)) return 0 return is_gene_active(mutation) /datum/dna/proc/is_gene_active(mutation) return (mutation_index[mutation] == GET_SEQUENCE(mutation)) /datum/dna/proc/set_se(on=TRUE, datum/mutation/human/HM) if(!HM || !(HM.type in mutation_index) || (LAZYLEN(mutation_index) < DNA_MUTATION_BLOCKS)) return . = TRUE if(on) mutation_index[HM.type] = GET_SEQUENCE(HM.type) default_mutation_genes[HM.type] = mutation_index[HM.type] else if(GET_SEQUENCE(HM.type) == mutation_index[HM.type]) mutation_index[HM.type] = create_sequence(HM.type, FALSE, HM.difficulty) default_mutation_genes[HM.type] = mutation_index[HM.type] /datum/dna/proc/activate_mutation(mutation) //note that this returns a boolean and not a new mob if(!mutation) return FALSE var/mutation_type = mutation if(istype(mutation, /datum/mutation/human)) var/datum/mutation/human/M = mutation mutation_type = M.type if(!mutation_in_sequence(mutation_type)) //cant activate what we dont have, use add_mutation return FALSE add_mutation(mutation, MUT_NORMAL) return TRUE /////////////////////////// DNA HELPER-PROCS ////////////////////////////// /proc/getleftblocks(input,blocknumber,blocksize) if(blocknumber > 1) return copytext_char(input,1,((blocksize*blocknumber)-(blocksize-1))) /proc/getrightblocks(input,blocknumber,blocksize) if(blocknumber < (length(input)/blocksize)) return copytext_char(input,blocksize*blocknumber+1,length(input)+1) /proc/getblock(input, blocknumber, blocksize=DNA_BLOCK_SIZE) return copytext_char(input, blocksize*(blocknumber-1)+1, (blocksize*blocknumber)+1) /proc/setblock(istring, blocknumber, replacement, blocksize=DNA_BLOCK_SIZE) if(!istring || !blocknumber || !replacement || !blocksize) return 0 return getleftblocks(istring, blocknumber, blocksize) + replacement + getrightblocks(istring, blocknumber, blocksize) /datum/dna/proc/mutation_in_sequence(mutation) if(!mutation) return if(istype(mutation, /datum/mutation/human)) var/datum/mutation/human/HM = mutation if(HM.type in mutation_index) return TRUE else if(mutation in mutation_index) return TRUE /mob/living/carbon/proc/randmut(list/candidates, difficulty = 2) if(!has_dna()) return var/mutation = pick(candidates) . = dna.add_mutation(mutation) /mob/living/carbon/proc/easy_randmut(quality = POSITIVE + NEGATIVE + MINOR_NEGATIVE, scrambled = TRUE, sequence = TRUE, exclude_monkey = TRUE) if(!has_dna()) return var/list/mutations = list() if(quality & POSITIVE) mutations += GLOB.good_mutations if(quality & NEGATIVE) mutations += GLOB.bad_mutations if(quality & MINOR_NEGATIVE) mutations += GLOB.not_good_mutations var/list/possible = list() for(var/datum/mutation/human/A in mutations) if((!sequence || dna.mutation_in_sequence(A.type)) && !dna.get_mutation(A.type)) possible += A.type if(exclude_monkey) possible.Remove(RACEMUT) if(LAZYLEN(possible)) var/mutation = pick(possible) . = dna.activate_mutation(mutation) if(scrambled) var/datum/mutation/human/HM = dna.get_mutation(mutation) if(HM) HM.scrambled = TRUE return TRUE /mob/living/carbon/proc/randmuti() if(!has_dna()) return var/num = rand(1, DNA_UNI_IDENTITY_BLOCKS) var/newdna = setblock(dna.uni_identity, num, random_string(DNA_BLOCK_SIZE, GLOB.hex_characters)) dna.uni_identity = newdna updateappearance(mutations_overlay_update=1) /mob/living/carbon/proc/clean_dna() if(!has_dna()) return dna.remove_all_mutations() /mob/living/carbon/proc/clean_randmut(list/candidates, difficulty = 2) clean_dna() randmut(candidates, difficulty) /proc/scramble_dna(mob/living/carbon/M, ui=FALSE, se=FALSE, probability) if(!M.has_dna()) return 0 if(se) for(var/i=1, i<=DNA_MUTATION_BLOCKS, i++) if(prob(probability)) M.dna.generate_dna_blocks() M.domutcheck() if(ui) for(var/i=1, i<=DNA_UNI_IDENTITY_BLOCKS, i++) if(prob(probability)) M.dna.uni_identity = setblock(M.dna.uni_identity, i, random_string(DNA_BLOCK_SIZE, GLOB.hex_characters)) M.updateappearance(mutations_overlay_update=1) return 1 //value in range 1 to values. values must be greater than 0 //all arguments assumed to be positive integers /proc/construct_block(value, values, blocksize=DNA_BLOCK_SIZE) var/width = round((16**blocksize)/values) if(value < 1) value = 1 value = (value * width) - rand(1,width) return num2hex(value, blocksize) //value is hex /proc/deconstruct_block(value, values, blocksize=DNA_BLOCK_SIZE) var/width = round((16**blocksize)/values) value = round(hex2num(value) / width) + 1 if(value > values) value = values return value /////////////////////////// DNA HELPER-PROCS /mob/living/carbon/human/proc/something_horrible(ignore_stability) if(!has_dna()) //shouldn't ever happen anyway so it's just in really weird cases return if(!ignore_stability && (dna.stability > 0)) return var/instability = -dna.stability dna.remove_all_mutations() dna.stability = 100 if(prob(max(70-instability,0))) switch(rand(0,10)) //not complete and utter death if(0) monkeyize() if(1) gain_trauma(/datum/brain_trauma/severe/paralysis/paraplegic) new/obj/vehicle/ridden/wheelchair(get_turf(src)) //don't buckle, because I can't imagine to plethora of things to go through that could otherwise break to_chat(src, span_warning("My flesh turned into a wheelchair and I can't feel my legs.")) if(2) corgize() if(3) to_chat(src, span_notice("Oh, I actually feel quite alright!")) if(4) to_chat(src, span_notice("Oh, I actually feel quite alright!")) //you thought physiology.damage_resistance = -20000 if(5) to_chat(src, span_notice("Oh, I actually feel quite alright!")) reagents.add_reagent(/datum/reagent/aslimetoxin, 10) if(6) apply_status_effect(STATUS_EFFECT_GO_AWAY) if(7) to_chat(src, span_notice("Oh, I actually feel quite alright!")) ForceContractDisease(new/datum/disease/decloning()) //slow acting, non-viral clone damage based GBS if(8) var/list/elligible_organs = list() for(var/obj/item/organ/O in internal_organs) //make sure we dont get an implant or cavity item elligible_organs += O vomit(20, TRUE) if(elligible_organs.len) var/obj/item/organ/O = pick(elligible_organs) O.Remove(src) visible_message(span_danger("[src] vomits up their [O.name]!"), "You vomit up your [O.name]") //no "vomit up your the heart" O.forceMove(drop_location()) if(prob(20)) O.animate_atom_living() if(9 to 10) ForceContractDisease(new/datum/disease/gastrolosis()) to_chat(src, span_notice("Oh, I actually feel quite alright!")) else switch(rand(0,5)) if(0) gib() if(1) dust() if(2) death() petrify(INFINITY) if(3) if(prob(95)) var/obj/item/bodypart/BP = get_bodypart(pick(BODY_ZONE_CHEST,BODY_ZONE_HEAD)) if(BP) BP.dismember() else gib() else set_species(/datum/species/dullahan) if(4) visible_message(span_warning("[src]'s skin melts off!"), span_boldwarning("Your skin melts off!")) spawn_gibs() set_species(/datum/species/skeleton) if(prob(90)) addtimer(CALLBACK(src, .proc/death), 30) if(mind) mind.hasSoul = FALSE if(5) to_chat(src, span_phobia("LOOK UP!")) addtimer(CALLBACK(src, .proc/something_horrible_mindmelt), 30) /mob/living/carbon/human/proc/something_horrible_mindmelt() if(!HAS_TRAIT(src, TRAIT_BLIND)) var/obj/item/organ/eyes/eyes = locate(/obj/item/organ/eyes) in internal_organs if(!eyes) return eyes.Remove(src) qdel(eyes) visible_message(span_notice("[src] looks up and their eyes melt away!"), "='userdanger'>I understand now.") addtimer(CALLBACK(src, .proc/adjustOrganLoss, ORGAN_SLOT_BRAIN, 200), 20)