Files
GS13NG/code/modules/mob/living/brain/brain.dm
Poojawa 7e9b96a00f April sync (#360)
* Maps and things no code/icons

* helpers defines globalvars

* Onclick world.dm orphaned_procs

* subsystems

Round vote and shuttle autocall done here too

* datums

* Game folder

* Admin - chatter modules

* clothing - mining

* modular computers - zambies

* client

* mob level 1

* mob stage 2 + simple_animal

* silicons n brains

* mob stage 3 + Alien/Monkey

* human mobs

* icons updated

* some sounds

* emitter y u no commit

* update tgstation.dme

* compile fixes

* travis fixes

Also removes Fast digest mode, because reasons.

* tweaks for travis Mentors are broke again

Also fixes Sizeray guns

* oxygen loss fix for vore code.

* removes unused code

* some code updates

* bulk fixes

* further fixes

* outside things

* whoops.

* Maint bar ported

* GLOBs.
2017-04-13 23:37:00 -05:00

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/mob/living/brain
var/obj/item/device/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
see_invisible = SEE_INVISIBLE_LIVING
/mob/living/brain/Initialize()
..()
create_dna(src)
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.
loc = OB
OB.brainmob = src
/mob/living/brain/proc/create_dna()
stored_dna = new /datum/dna/stored(src)
if(!stored_dna.species)
var/rando_race = pick(config.roundstart_races)
stored_dna.species = new rando_race()
/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
ghostize() //Ghostize checks for key so nothing else is necessary.
container = null
return ..()
/mob/living/brain/update_canmove()
if(in_contents_of(/obj/mecha))
canmove = 1
else
canmove = 0
return canmove
/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