7e1efca13a
- can_be_revived(), used so we don't revive a mob who would immediately die again (lack of brain organ for carbons). - fully_heal(), called by revive when we want to completely heal a mob before trying to ressuscitate it. I gave some arguments to revive() so the proc can be used by more than just the admin healing code (ai revived by the AI fixer console, drone revived by another drone clicking it, strange reagent ressuscitating you, borg revived by restart circuitboard, changeling using his revive ability, etc) This fixes borg revival not updating its vision correctly and not updating the diagnostic HUD. Same fix for changeling revival.
59 lines
1.8 KiB
Plaintext
59 lines
1.8 KiB
Plaintext
//This file was auto-corrected by findeclaration.exe on 25.5.2012 20:42:32
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/mob/living/carbon/brain
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languages = HUMAN
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var/obj/item/device/mmi/container = null
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var/timeofhostdeath = 0
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var/emp_damage = 0//Handles a type of MMI damage
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has_limbs = 0
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stat = DEAD //we start dead by default
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/mob/living/carbon/brain/New(loc)
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..()
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if(isturf(loc)) //not spawned in an MMI or brain organ (most likely adminspawned)
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var/obj/item/organ/internal/brain/OB = new(loc) //we create a new brain organ for it.
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src.loc = OB
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OB.brainmob = src
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/mob/living/carbon/brain/Destroy()
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if(key) //If there is a mob connected to this thing. Have to check key twice to avoid false death reporting.
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if(stat!=DEAD) //If not dead.
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death(1) //Brains can die again. AND THEY SHOULD AHA HA HA HA HA HA
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ghostize() //Ghostize checks for key so nothing else is necessary.
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container = null
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return ..()
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/mob/living/carbon/brain/update_canmove()
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if(in_contents_of(/obj/mecha))
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canmove = 1
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else
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canmove = 0
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return canmove
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/mob/living/carbon/brain/toggle_throw_mode()
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return
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/mob/living/carbon/brain/ex_act() //you cant blow up brainmobs because it makes transfer_to() freak out when borgs blow up.
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return
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/mob/living/carbon/brain/blob_act()
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return
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/mob/living/carbon/brain/UnarmedAttack(atom/A)//Stops runtimes due to attack_animal being the default
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return
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/mob/living/carbon/brain/check_ear_prot()
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return 1
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/mob/living/carbon/brain/flash_eyes(intensity = 1, override_blindness_check = 0, affect_silicon = 0)
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return // no eyes, no flashing
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/mob/living/carbon/brain/update_damage_hud()
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return //no red circles for brain
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/mob/living/carbon/brain/can_be_revived()
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. = 1
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if(!container || health <= config.health_threshold_dead)
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return 0
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