/mob/living/brain/Life() set invisibility = 0 set background = BACKGROUND_ENABLED if (notransform) return if(!loc) return . = ..() handle_emp_damage() /mob/living/brain/update_stat() if(status_flags & GODMODE) return if(health <= HEALTH_THRESHOLD_DEAD) if(stat != DEAD) death() var/obj/item/organ/brain/BR if(container && container.brain) BR = container.brain else if(istype(loc, /obj/item/organ/brain)) BR = loc if(BR) BR.damaged_brain = 1 //beaten to a pulp /* //currently unused feature, since brain outside a mmi is always dead. /mob/living/brain/proc/handle_brain_revival_life() if(stat != DEAD) if(config.revival_brain_life != -1) if( !container && (world.time - timeofhostdeath) > config.revival_brain_life) death() */ /mob/living/brain/proc/handle_emp_damage() if(emp_damage) if(stat == DEAD) emp_damage = 0 else emp_damage = max(emp_damage-1, 0) /mob/living/brain/handle_status_effects() return /mob/living/brain/handle_disabilities() return