/mob/living/carbon/death(gibbed) if(stat == DEAD) return silent = FALSE losebreath = 0 if(!gibbed) emote("deathgasp") . = ..() for(var/T in get_traumas()) var/datum/brain_trauma/BT = T BT.on_death() if(SSticker.mode) SSticker.mode.check_win() //Calls the rounds wincheck, mainly for wizard, malf, and changeling now /mob/living/carbon/gib(no_brain, no_organs, no_bodyparts) var/atom/Tsec = drop_location() for(var/mob/M in src) if(M in stomach_contents) stomach_contents.Remove(M) M.forceMove(Tsec) visible_message("[M] bursts out of [src]!") ..() /mob/living/carbon/spill_organs(no_brain, no_organs, no_bodyparts) var/atom/Tsec = drop_location() if(!no_bodyparts) if(no_organs)//so the organs don't get transfered inside the bodyparts we'll drop. for(var/X in internal_organs) if(no_brain || !istype(X, /obj/item/organ/brain)) qdel(X) else //we're going to drop all bodyparts except chest, so the only organs that needs spilling are those inside it. for(var/X in internal_organs) var/obj/item/organ/O = X if(no_brain && istype(O, /obj/item/organ/brain)) qdel(O) //so the brain isn't transfered to the head when the head drops. continue var/org_zone = check_zone(O.zone) //both groin and chest organs. if(org_zone == BODY_ZONE_CHEST) O.Remove(src) O.forceMove(Tsec) O.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5) else for(var/X in internal_organs) var/obj/item/organ/I = X if(no_brain && istype(I, /obj/item/organ/brain)) qdel(I) continue if(no_organs && !istype(I, /obj/item/organ/brain)) qdel(I) continue I.Remove(src) I.forceMove(Tsec) I.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5) /mob/living/carbon/spread_bodyparts() for(var/X in bodyparts) var/obj/item/bodypart/BP = X BP.drop_limb() BP.throw_at(get_edge_target_turf(src,pick(GLOB.alldirs)),rand(1,3),5)