/mob/living/brain var/obj/item/mmi/container = null var/timeofhostdeath = 0 var/emp_damage = 0//Handles a type of MMI damage var/datum/dna/stored/stored_dna // dna var for brain. Used to store dna, brain dna is not considered like actual dna, brain.has_dna() returns FALSE. stat = DEAD //we start dead by default has_field_of_vision = FALSE //Not really worth it. see_invisible = SEE_INVISIBLE_LIVING possible_a_intents = list(INTENT_HELP, INTENT_HARM) //for mechas speech_span = SPAN_ROBOT /mob/living/brain/Initialize() . = ..() create_dna(src) if(stored_dna.blood_type) stored_dna.initialize_dna(stored_dna.blood_type) else stored_dna.initialize_dna(random_blood_type()) if(isturf(loc)) //not spawned in an MMI or brain organ (most likely adminspawned) var/obj/item/organ/brain/OB = new(loc) //we create a new brain organ for it. OB.brainmob = src forceMove(OB) /mob/living/brain/proc/create_dna() stored_dna = new /datum/dna/stored(src) if(!stored_dna.species) var/rando_race = pick(GLOB.roundstart_races) stored_dna.species = new rando_race() if(stored_dna.species.exotic_bloodtype) stored_dna.blood_type = stored_dna.species.exotic_bloodtype /mob/living/brain/Destroy() if(key) //If there is a mob connected to this thing. Have to check key twice to avoid false death reporting. if(stat!=DEAD) //If not dead. death(1) //Brains can die again. AND THEY SHOULD AHA HA HA HA HA HA if(mind) //You aren't allowed to return to brains that don't exist mind.current = null mind.active = FALSE //No one's using it anymore. ghostize() //Ghostize checks for key so nothing else is necessary. container = null return ..() /mob/living/brain/update_mobility() return ((mobility_flags = (container?.in_contents_of(/obj/mecha)? MOBILITY_FLAGS_DEFAULT : NONE))) /mob/living/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up. return /mob/living/brain/blob_act(obj/structure/blob/B) return /mob/living/brain/get_eye_protection()//no eyes return 2 /mob/living/brain/get_ear_protection()//no ears return 2 /mob/living/brain/flash_act(intensity = 1, override_blindness_check = 0, affect_silicon = 0) return // no eyes, no flashing /mob/living/brain/can_be_revived() . = 1 if(!container || health <= HEALTH_THRESHOLD_DEAD) return 0 /mob/living/brain/fully_replace_character_name(oldname,newname) ..() if(stored_dna) stored_dna.real_name = real_name /mob/living/brain/ClickOn(atom/A, params) ..() if(container) var/obj/mecha/M = container.mecha if(istype(M)) return M.click_action(A,src,params) /mob/living/brain/forceMove(atom/destination) if(container) return container.forceMove(destination) else if (istype(loc, /obj/item/organ/brain)) var/obj/item/organ/brain/B = loc B.forceMove(destination) else if (istype(destination, /obj/item/organ/brain)) doMove(destination) else if (istype(destination, /obj/item/mmi)) doMove(destination) else CRASH("Brainmob without a container [src] attempted to move to [destination].") /mob/living/brain/update_mouse_pointer() if (!client) return client.mouse_pointer_icon = initial(client.mouse_pointer_icon) if(!container) return if (container.mecha) var/obj/mecha/M = container.mecha if(M.mouse_pointer) client.mouse_pointer_icon = M.mouse_pointer if (client && ranged_ability && ranged_ability.ranged_mousepointer) client.mouse_pointer_icon = ranged_ability.ranged_mousepointer /mob/living/brain/proc/get_traumas() . = list() if(istype(loc, /obj/item/organ/brain)) var/obj/item/organ/brain/B = loc . = B.traumas