From f932fadfc65a26e3f42ecb8feba2bbc2d08802b9 Mon Sep 17 00:00:00 2001 From: Fermi Date: Wed, 22 May 2019 18:46:46 +0100 Subject: [PATCH] Blood commit. --- .../diseases/advance/symptoms/oxygen.dm | 2 +- code/game/machinery/iv_drip.dm | 4 +-- code/game/objects/items/devices/scanners.dm | 6 ++--- code/modules/antagonists/cult/blood_magic.dm | 10 +++---- .../antagonists/cult/cult_structures.dm | 2 +- code/modules/mob/living/blood.dm | 26 +++++++++---------- code/modules/mob/living/carbon/carbon.dm | 1 + .../mob/living/carbon/human/examine.dm | 2 +- .../carbon/human/species_types/jellypeople.dm | 16 ++++++------ .../carbon/human/species_types/vampire.dm | 2 +- code/modules/mob/living/living.dm | 2 +- code/modules/mob/living/living_defines.dm | 1 + .../chemistry/reagents/alcohol_reagents.dm | 4 +-- .../chemistry/reagents/medicine_reagents.dm | 4 +-- .../chemistry/reagents/other_reagents.dm | 4 +-- .../nanites/nanite_programs/healing.dm | 3 +-- .../chemistry/reagents/fermi_reagents.dm | 4 +-- 17 files changed, 47 insertions(+), 46 deletions(-) diff --git a/code/datums/diseases/advance/symptoms/oxygen.dm b/code/datums/diseases/advance/symptoms/oxygen.dm index 7bb6934707..cb7d1a6d6d 100644 --- a/code/datums/diseases/advance/symptoms/oxygen.dm +++ b/code/datums/diseases/advance/symptoms/oxygen.dm @@ -44,7 +44,7 @@ Bonus if(4, 5) M.adjustOxyLoss(-7, 0) M.losebreath = max(0, M.losebreath - 4) - if(regenerate_blood && M.blood_volume < BLOOD_VOLUME_NORMAL) + if(regenerate_blood && M.blood_volume < (BLOOD_VOLUME_NORMAL * M.blood_ratio)) M.blood_volume += 1 else if(prob(base_message_chance)) diff --git a/code/game/machinery/iv_drip.dm b/code/game/machinery/iv_drip.dm index 7284b3c738..aa88a6beb1 100644 --- a/code/game/machinery/iv_drip.dm +++ b/code/game/machinery/iv_drip.dm @@ -151,7 +151,7 @@ return // If the human is losing too much blood, beep. - if(attached.blood_volume < BLOOD_VOLUME_SAFE && prob(5)) + if(attached.blood_volume < ( (BLOOD_VOLUME_SAFE*attached.blood_ratio) && prob(5) ) ) visible_message("[src] beeps loudly.") playsound(loc, 'sound/machines/twobeep.ogg', 50, 1) attached.transfer_blood_to(beaker, amount) @@ -224,4 +224,4 @@ to_chat(user, "[attached ? attached : "No one"] is attached.") #undef IV_TAKING -#undef IV_INJECTING \ No newline at end of file +#undef IV_INJECTING diff --git a/code/game/objects/items/devices/scanners.dm b/code/game/objects/items/devices/scanners.dm index 79b04c771b..a613e9c518 100644 --- a/code/game/objects/items/devices/scanners.dm +++ b/code/game/objects/items/devices/scanners.dm @@ -310,7 +310,7 @@ SLIME SCANNER var/mob/living/carbon/human/H = C if(H.bleed_rate) msg += "Subject is bleeding!\n" - var/blood_percent = round((C.blood_volume / BLOOD_VOLUME_NORMAL)*100) + var/blood_percent = round((C.blood_volume / (BLOOD_VOLUME_NORMAL * C.blood_ratio))*100) var/blood_type = C.dna.blood_type if(blood_id != "blood")//special blood substance var/datum/reagent/R = GLOB.chemical_reagents_list[blood_id] @@ -318,9 +318,9 @@ SLIME SCANNER blood_type = R.name else blood_type = blood_id - if(C.blood_volume <= BLOOD_VOLUME_SAFE && C.blood_volume > BLOOD_VOLUME_OKAY) + if(C.blood_volume <= (BLOOD_VOLUME_SAFE*C.blood_ratio) && C.blood_volume > (BLOOD_VOLUME_OKAY*C.blood_ratio)) msg += "LOW blood level [blood_percent] %, [C.blood_volume] cl, type: [blood_type]\n" - else if(C.blood_volume <= BLOOD_VOLUME_OKAY) + else if(C.blood_volume <= (BLOOD_VOLUME_OKAY*C.blood_ratio)) msg += "CRITICAL blood level [blood_percent] %, [C.blood_volume] cl, type: [blood_type]\n" else msg += "Blood level [blood_percent] %, [C.blood_volume] cl, type: [blood_type]\n" diff --git a/code/modules/antagonists/cult/blood_magic.dm b/code/modules/antagonists/cult/blood_magic.dm index 845c66fb33..dae1066cf9 100644 --- a/code/modules/antagonists/cult/blood_magic.dm +++ b/code/modules/antagonists/cult/blood_magic.dm @@ -652,15 +652,15 @@ if(H.stat == DEAD) to_chat(user,"Only a revive rune can bring back the dead!") return - if(H.blood_volume < BLOOD_VOLUME_SAFE) - var/restore_blood = BLOOD_VOLUME_SAFE - H.blood_volume + if(H.blood_volume < (BLOOD_VOLUME_SAFE*H.blood_ratio)) + var/restore_blood = (BLOOD_VOLUME_SAFE*H.blood_ratio) - H.blood_volume if(uses*2 < restore_blood) H.blood_volume += uses*2 to_chat(user,"You use the last of your blood rites to restore what blood you could!") uses = 0 return ..() else - H.blood_volume = BLOOD_VOLUME_SAFE + H.blood_volume = (BLOOD_VOLUME_SAFE*H.blood_ratio) uses -= round(restore_blood/2) to_chat(user,"Your blood rites have restored [H == user ? "your" : "[H.p_their()]"] blood to safe levels!") var/overall_damage = H.getBruteLoss() + H.getFireLoss() + H.getToxLoss() + H.getOxyLoss() @@ -695,7 +695,7 @@ if(H.cultslurring) to_chat(user,"[H.p_their(TRUE)] blood has been tainted by an even stronger form of blood magic, it's no use to us like this!") return - if(H.blood_volume > BLOOD_VOLUME_SAFE) + if(H.blood_volume > (BLOOD_VOLUME_SAFE*H.blood_ratio)) H.blood_volume -= 100 uses += 50 user.Beam(H,icon_state="drainbeam",time=10) @@ -796,4 +796,4 @@ to_chat(user, "Your hands glow with POWER OVERWHELMING!!!") else to_chat(user, "You need a free hand for this rite!") - qdel(rite) \ No newline at end of file + qdel(rite) diff --git a/code/modules/antagonists/cult/cult_structures.dm b/code/modules/antagonists/cult/cult_structures.dm index 64d57c2f94..499d7a861e 100644 --- a/code/modules/antagonists/cult/cult_structures.dm +++ b/code/modules/antagonists/cult/cult_structures.dm @@ -188,7 +188,7 @@ var/mob/living/simple_animal/M = L if(M.health < M.maxHealth) M.adjustHealth(-3) - if(ishuman(L) && L.blood_volume < BLOOD_VOLUME_NORMAL) + if(ishuman(L) && L.blood_volume < (BLOOD_VOLUME_NORMAL * L.blood_ratio)) L.blood_volume += 1.0 CHECK_TICK if(last_corrupt <= world.time) diff --git a/code/modules/mob/living/blood.dm b/code/modules/mob/living/blood.dm index 71a12e9ff4..dcdbeb13ad 100644 --- a/code/modules/mob/living/blood.dm +++ b/code/modules/mob/living/blood.dm @@ -18,10 +18,10 @@ /mob/living/carbon/monkey/handle_blood() if(bodytemperature >= TCRYO && !(has_trait(TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood. //Blood regeneration if there is some space - if(blood_volume < BLOOD_VOLUME_NORMAL) + if(blood_volume < (BLOOD_VOLUME_NORMAL * blood_ratio)) blood_volume += 0.1 // regenerate blood VERY slowly - if(blood_volume < BLOOD_VOLUME_OKAY) - adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1)) + if(blood_volume < (BLOOD_VOLUME_OKAY * blood_ratio)) + adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.02, 1)) // Takes care blood loss and regeneration /mob/living/carbon/human/handle_blood() @@ -33,7 +33,7 @@ if(bodytemperature >= TCRYO && !(has_trait(TRAIT_NOCLONE))) //cryosleep or husked people do not pump the blood. //Blood regeneration if there is some space - if(blood_volume < BLOOD_VOLUME_NORMAL && !has_trait(TRAIT_NOHUNGER)) + if(blood_volume < (BLOOD_VOLUME_NORMAL * blood_ratio) && !has_trait(TRAIT_NOHUNGER)) var/nutrition_ratio = 0 switch(nutrition) if(0 to NUTRITION_LEVEL_STARVING) @@ -49,26 +49,26 @@ if(satiety > 80) nutrition_ratio *= 1.25 nutrition = max(0, nutrition - nutrition_ratio * HUNGER_FACTOR) - blood_volume = min(BLOOD_VOLUME_NORMAL, blood_volume + 0.5 * nutrition_ratio) + blood_volume = min((BLOOD_VOLUME_NORMAL * blood_ratio), blood_volume + 0.5 * nutrition_ratio) //Effects of bloodloss var/word = pick("dizzy","woozy","faint") switch(blood_volume) - if(BLOOD_VOLUME_OKAY to BLOOD_VOLUME_SAFE) + if((BLOOD_VOLUME_OKAY * blood_ratio) to (BLOOD_VOLUME_SAFE * blood_ratio)) if(prob(5)) to_chat(src, "You feel [word].") - adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.01, 1)) - if(BLOOD_VOLUME_BAD to BLOOD_VOLUME_OKAY) - adjustOxyLoss(round((BLOOD_VOLUME_NORMAL - blood_volume) * 0.02, 1)) + adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.01, 1)) + if((BLOOD_VOLUME_BAD * blood_ratio) to (BLOOD_VOLUME_OKAY*blood_ratio)) + adjustOxyLoss(round(((BLOOD_VOLUME_NORMAL * blood_ratio) - blood_volume) * 0.02, 1)) if(prob(5)) blur_eyes(6) to_chat(src, "You feel very [word].") - if(BLOOD_VOLUME_SURVIVE to BLOOD_VOLUME_BAD) + if((BLOOD_VOLUME_SURVIVE * blood_ratio) to (BLOOD_VOLUME_BAD * blood_ratio)) adjustOxyLoss(5) if(prob(15)) Unconscious(rand(20,60)) to_chat(src, "You feel extremely [word].") - if(-INFINITY to BLOOD_VOLUME_SURVIVE) + if(-INFINITY to (BLOOD_VOLUME_SURVIVE * blood_ratio)) if(!has_trait(TRAIT_NODEATH)) death() @@ -111,7 +111,7 @@ blood_volume = initial(blood_volume) /mob/living/carbon/human/restore_blood() - blood_volume = BLOOD_VOLUME_NORMAL + blood_volume = (BLOOD_VOLUME_NORMAL * blood_ratio) bleed_rate = 0 /**************************************************** @@ -122,7 +122,7 @@ /mob/living/proc/transfer_blood_to(atom/movable/AM, amount, forced) if(!blood_volume || !AM.reagents) return 0 - if(blood_volume < BLOOD_VOLUME_BAD && !forced) + if(blood_volume < (BLOOD_VOLUME_BAD * blood_ratio) && !forced) return 0 if(blood_volume < amount) diff --git a/code/modules/mob/living/carbon/carbon.dm b/code/modules/mob/living/carbon/carbon.dm index 1ce3420155..d0c9dae019 100644 --- a/code/modules/mob/living/carbon/carbon.dm +++ b/code/modules/mob/living/carbon/carbon.dm @@ -6,6 +6,7 @@ create_reagents(1000) update_body_parts() //to update the carbon's new bodyparts appearance GLOB.carbon_list += src + blood_volume = (BLOOD_VOLUME_NORMAL * blood_ratio) /mob/living/carbon/Destroy() //This must be done first, so the mob ghosts correctly before DNA etc is nulled diff --git a/code/modules/mob/living/carbon/human/examine.dm b/code/modules/mob/living/carbon/human/examine.dm index 26e19ff376..78534bdf60 100644 --- a/code/modules/mob/living/carbon/human/examine.dm +++ b/code/modules/mob/living/carbon/human/examine.dm @@ -247,7 +247,7 @@ if(DISGUST_LEVEL_DISGUSTED to INFINITY) msg += "[t_He] look[p_s()] extremely disgusted.\n" - if(blood_volume < BLOOD_VOLUME_SAFE) + if(blood_volume < (BLOOD_VOLUME_SAFE*blood_ratio)) msg += "[t_He] [t_has] pale skin.\n" if(bleedsuppress) diff --git a/code/modules/mob/living/carbon/human/species_types/jellypeople.dm b/code/modules/mob/living/carbon/human/species_types/jellypeople.dm index 0461fb9b79..57acdf0aca 100644 --- a/code/modules/mob/living/carbon/human/species_types/jellypeople.dm +++ b/code/modules/mob/living/carbon/human/species_types/jellypeople.dm @@ -46,14 +46,14 @@ H.adjustBruteLoss(5) to_chat(H, "You feel empty!") - if(H.blood_volume < BLOOD_VOLUME_NORMAL) + if(H.blood_volume < (BLOOD_VOLUME_NORMAL * H.blood_ratio)) if(H.nutrition >= NUTRITION_LEVEL_STARVING) H.blood_volume += 3 H.nutrition -= 2.5 - if(H.blood_volume < BLOOD_VOLUME_OKAY) + if(H.blood_volume < (BLOOD_VOLUME_OKAY*H.blood_ratio)) if(prob(5)) to_chat(H, "You feel drained!") - if(H.blood_volume < BLOOD_VOLUME_BAD) + if(H.blood_volume < (BLOOD_VOLUME_BAD*H.blood_ratio)) Cannibalize_Body(H) if(regenerate_limbs) regenerate_limbs.UpdateButtonIcon() @@ -85,7 +85,7 @@ var/list/limbs_to_heal = H.get_missing_limbs() if(limbs_to_heal.len < 1) return 0 - if(H.blood_volume >= BLOOD_VOLUME_OKAY+40) + if(H.blood_volume >= (BLOOD_VOLUME_OKAY*H.blood_ratio)+40) return 1 return 0 @@ -96,13 +96,13 @@ to_chat(H, "You feel intact enough as it is.") return to_chat(H, "You focus intently on your missing [limbs_to_heal.len >= 2 ? "limbs" : "limb"]...") - if(H.blood_volume >= 40*limbs_to_heal.len+BLOOD_VOLUME_OKAY) + if(H.blood_volume >= 40*limbs_to_heal.len+(BLOOD_VOLUME_OKAY*H.blood_ratio)) H.regenerate_limbs() H.blood_volume -= 40*limbs_to_heal.len to_chat(H, "...and after a moment you finish reforming!") return else if(H.blood_volume >= 40)//We can partially heal some limbs - while(H.blood_volume >= BLOOD_VOLUME_OKAY+40) + while(H.blood_volume >= (BLOOD_VOLUME_OKAY*H.blood_ratio)+40) var/healed_limb = pick(limbs_to_heal) H.regenerate_limb(healed_limb) limbs_to_heal -= healed_limb @@ -136,7 +136,7 @@ bodies -= C // This means that the other bodies maintain a link // so if someone mindswapped into them, they'd still be shared. bodies = null - C.blood_volume = min(C.blood_volume, BLOOD_VOLUME_NORMAL) + C.blood_volume = min(C.blood_volume, (BLOOD_VOLUME_NORMAL*C.blood_ratio)) ..() /datum/species/jelly/slime/on_species_gain(mob/living/carbon/C, datum/species/old_species) @@ -727,4 +727,4 @@ to_chat(H, "You connect [target]'s mind to your slime link!") else to_chat(H, "You can't seem to link [target]'s mind...") - to_chat(target, "The foreign presence leaves your mind.") \ No newline at end of file + to_chat(target, "The foreign presence leaves your mind.") diff --git a/code/modules/mob/living/carbon/human/species_types/vampire.dm b/code/modules/mob/living/carbon/human/species_types/vampire.dm index 4bc3d622ac..53c6f1bd0f 100644 --- a/code/modules/mob/living/carbon/human/species_types/vampire.dm +++ b/code/modules/mob/living/carbon/human/species_types/vampire.dm @@ -46,7 +46,7 @@ C.adjustCloneLoss(-4) return C.blood_volume -= 0.75 - if(C.blood_volume <= BLOOD_VOLUME_SURVIVE) + if(C.blood_volume <= (BLOOD_VOLUME_SURVIVE*C.blood_ratio)) to_chat(C, "You ran out of blood!") C.dust() var/area/A = get_area(C) diff --git a/code/modules/mob/living/living.dm b/code/modules/mob/living/living.dm index b9b6424092..a862c0cf22 100644 --- a/code/modules/mob/living/living.dm +++ b/code/modules/mob/living/living.dm @@ -525,7 +525,7 @@ var/trail_type = getTrail() if(trail_type) var/brute_ratio = round(getBruteLoss() / maxHealth, 0.1) - if(blood_volume && blood_volume > max(BLOOD_VOLUME_NORMAL*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold + if(blood_volume && blood_volume > max((BLOOD_VOLUME_NORMAL*blood_ratio)*(1 - brute_ratio * 0.25), 0))//don't leave trail if blood volume below a threshold blood_volume = max(blood_volume - max(1, brute_ratio * 2), 0) //that depends on our brute damage. var/newdir = get_dir(target_turf, start) if(newdir != direction) diff --git a/code/modules/mob/living/living_defines.dm b/code/modules/mob/living/living_defines.dm index 0ba5b4c56d..4a2c70b5c6 100644 --- a/code/modules/mob/living/living_defines.dm +++ b/code/modules/mob/living/living_defines.dm @@ -79,6 +79,7 @@ var/stun_absorption = null //converted to a list of stun absorption sources this mob has when one is added var/blood_volume = 0 //how much blood the mob has + var/blood_ratio = 1 //How much blood the mob needs, in terms of ratio (i.e 1.2 will require BLOOD_VOLUME_NORMAL of 672) DO NOT GO ABOVE 3.55 Well, actually you can but, then they can't get enough blood. var/obj/effect/proc_holder/ranged_ability //Any ranged ability the mob has, as a click override var/see_override = 0 //0 for no override, sets see_invisible = see_override in silicon & carbon life process via update_sight() diff --git a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm index d011b1a8cb..087f6828af 100644 --- a/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/alcohol_reagents.dm @@ -576,8 +576,8 @@ All effects don't start immediately, but rather get worse over time; the rate is glass_desc = "Tomato juice, mixed with Vodka and a lil' bit of lime. Tastes like liquid murder." /datum/reagent/consumable/ethanol/bloody_mary/on_mob_life(mob/living/carbon/C) - if(C.blood_volume < BLOOD_VOLUME_NORMAL) - C.blood_volume = min(BLOOD_VOLUME_NORMAL, C.blood_volume + 3) //Bloody Mary quickly restores blood loss. + if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio)) + C.blood_volume = min((BLOOD_VOLUME_NORMAL*C.blood_ratio), C.blood_volume + 3) //Bloody Mary quickly restores blood loss. ..() /datum/reagent/consumable/ethanol/brave_bull diff --git a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm index 13668dc1b7..cb21e353dd 100644 --- a/code/modules/reagents/chemistry/reagents/medicine_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/medicine_reagents.dm @@ -61,8 +61,8 @@ M.SetSleeping(0, 0) M.jitteriness = 0 M.cure_all_traumas(TRAUMA_RESILIENCE_MAGIC) - if(M.blood_volume < BLOOD_VOLUME_NORMAL) - M.blood_volume = BLOOD_VOLUME_NORMAL + if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio)) + M.blood_volume = (BLOOD_VOLUME_NORMAL*M.blood_ratio) for(var/thing in M.diseases) var/datum/disease/D = thing diff --git a/code/modules/reagents/chemistry/reagents/other_reagents.dm b/code/modules/reagents/chemistry/reagents/other_reagents.dm index 1c8fefcfae..e77dd42a38 100644 --- a/code/modules/reagents/chemistry/reagents/other_reagents.dm +++ b/code/modules/reagents/chemistry/reagents/other_reagents.dm @@ -288,7 +288,7 @@ M.adjustOxyLoss(-2, 0) M.adjustBruteLoss(-2, 0) M.adjustFireLoss(-2, 0) - if(ishuman(M) && M.blood_volume < BLOOD_VOLUME_NORMAL) + if(ishuman(M) && M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio)) M.blood_volume += 3 else // Will deal about 90 damage when 50 units are thrown M.adjustBrainLoss(3, 150) @@ -906,7 +906,7 @@ color = "#C8A5DC" // rgb: 200, 165, 220 /datum/reagent/iron/on_mob_life(mob/living/carbon/C) - if(C.blood_volume < BLOOD_VOLUME_NORMAL) + if(C.blood_volume < (BLOOD_VOLUME_NORMAL*C.blood_ratio)) C.blood_volume += 0.5 ..() diff --git a/code/modules/research/nanites/nanite_programs/healing.dm b/code/modules/research/nanites/nanite_programs/healing.dm index df32a5d127..ee1241c5e3 100644 --- a/code/modules/research/nanites/nanite_programs/healing.dm +++ b/code/modules/research/nanites/nanite_programs/healing.dm @@ -89,7 +89,7 @@ /datum/nanite_program/blood_restoring/check_conditions() if(iscarbon(host_mob)) var/mob/living/carbon/C = host_mob - if(C.blood_volume >= BLOOD_VOLUME_SAFE) + if(C.blood_volume >= (BLOOD_VOLUME_SAFE*C.blood_ratio)) return FALSE else return FALSE @@ -248,4 +248,3 @@ log_game("[C] has been successfully defibrillated by nanites.") else playsound(C, 'sound/machines/defib_failed.ogg', 50, 0) - diff --git a/modular_citadel/code/modules/reagents/chemistry/reagents/fermi_reagents.dm b/modular_citadel/code/modules/reagents/chemistry/reagents/fermi_reagents.dm index 30abe29074..7194e15752 100644 --- a/modular_citadel/code/modules/reagents/chemistry/reagents/fermi_reagents.dm +++ b/modular_citadel/code/modules/reagents/chemistry/reagents/fermi_reagents.dm @@ -372,7 +372,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING M.nutrition -= 500 //reaction_mob(SM, )I forget what this is for //Damage the clone - SM.blood_volume = BLOOD_VOLUME_NORMAL/2 + SM.blood_volume = (BLOOD_VOLUME_NORMAL*SM.blood_ratio)/2 SM.adjustCloneLoss(60, 0) SM.setBrainLoss(40) SM.nutrition = startHunger/2 @@ -498,7 +498,7 @@ IMPORTANT FACTORS TO CONSIDER WHILE BALANCING metabolization_rate = 1 /datum/reagent/fermi/SDGFheal/on_mob_life(mob/living/carbon/M)//Used to heal the clone after splitting, the clone spawns damaged. (i.e. insentivies players to make more than required, so their clone doesn't have to be treated) - if(M.blood_volume < BLOOD_VOLUME_NORMAL) + if(M.blood_volume < (BLOOD_VOLUME_NORMAL*M.blood_ratio)) M.blood_volume += 10 M.adjustCloneLoss(-2, 0) M.setBrainLoss(-1)