/mob/living/gib(no_brain, no_organs, no_bodyparts) var/prev_lying = lying if(stat != DEAD) death(1) if(!prev_lying) gib_animation() spill_organs(no_brain, no_organs, no_bodyparts) if(!no_bodyparts) spread_bodyparts(no_brain, no_organs) spawn_gibs(no_bodyparts) qdel(src) /mob/living/proc/gib_animation() return /mob/living/proc/spawn_gibs() new /obj/effect/gibspawner/generic(drop_location(), null, get_static_viruses()) /mob/living/proc/spill_organs() return /mob/living/proc/spread_bodyparts() return /mob/living/dust(just_ash = FALSE, drop_items = FALSE) death(TRUE) if(drop_items) unequip_everything() if(buckled) buckled.unbuckle_mob(src,force=1) dust_animation() spawn_dust(just_ash) QDEL_IN(src,5) // since this is sometimes called in the middle of movement, allow half a second for movement to finish, ghosting to happen and animation to play. Looks much nicer and doesn't cause multiple runtimes. /mob/living/proc/dust_animation() return /mob/living/proc/spawn_dust(just_ash = FALSE) new /obj/effect/decal/cleanable/ash(loc) /mob/living/death(gibbed) stat = DEAD unset_machine() timeofdeath = world.time tod = station_time_timestamp() var/turf/T = get_turf(src) for(var/obj/item/I in contents) I.on_mob_death(src, gibbed) if(mind && mind.name && mind.active && (!(T.flags_1 & NO_DEATHRATTLE_1))) var/rendered = "[mind.name] has died at [get_area_name(T)]." deadchat_broadcast(rendered, follow_target = src, turf_target = T, message_type=DEADCHAT_DEATHRATTLE) if(mind) mind.store_memory("Time of death: [tod]", 0) GLOB.alive_mob_list -= src if(!gibbed) GLOB.dead_mob_list += src set_drugginess(0) set_disgust(0) SetSleeping(0, 0) blind_eyes(1) reset_perspective(null) reload_fullscreen() update_action_buttons_icon() update_damage_hud() update_health_hud() update_canmove() med_hud_set_health() med_hud_set_status() stop_pulling() if (client) client.move_delay = initial(client.move_delay) for(var/s in ownedSoullinks) var/datum/soullink/S = s S.ownerDies(gibbed) for(var/s in sharedSoullinks) var/datum/soullink/S = s S.sharerDies(gibbed) return TRUE