protean 
HANDLES ALL OF PROTEAN EXISTENCE CODE. Communication chain: Brain > Refactory > Modsuit Core > Modsuit Brain > Orchestrator Brain > Murder every other organ you try to shove in this thing.
Vars | |
| cached_visual_vars | Visual vars to cache and restore when regrowing limbs. |
|---|---|
| dead | Whether or not the protean is stuck in their suit or not. |
| limb_cache | Cached limb data for regeneration. Maps body_zone → cached bodypart instance. |
| retreat_timer_id | Timer ID for the emergency retreat timer |
| revive_timer_id | Timer ID for the revive timer, stored so it can be cleaned up on Destroy() |
Procs | |
| block_damage_while_in_suit | Zeros out incoming (non-forced) damage whenever the protean is retracted inside their suit. |
| cache_limbs | Snapshots all current limb types and visuals into the cache. |
| emergency_retreat | Moves the protean into their suit after death. Mob stays DEAD until repaired |
| go_into_suit | Moves the protean into their modsuit, playing visuals and applying transform traits. |
| handle_orchestrator | Checks if the orchestrator organ is present and applies movement penalties if missing. |
| handle_refactory | Checks if the refactory organ is present and applies degradation damage if missing. |
| leave_modsuit | Moves the protean out of their modsuit back into the world. |
| on_limb_attached | Updates the cache when a non-stump limb is attached. |
| on_owner_death | Intercepts direct death() calls (e.g. chasms, lava) that bypass the normal HARD_CRIT check in on_life. Schedules retreat for after death() and any caller code finishes executing. |
| on_owner_dnr | When the owner opts into DNR, stop the suit's distress beacon — no one is coming back. |
| on_owner_moved | When the protean moves into or out of the suit, registers/clears suit tracking signals. |
| on_suit_moved | Keeps the protean's view glued to the suit. When the suit is inside a mob we set eye = suit so BYOND follows the carrier through inventory naturally; when it lands on a turf we pin eye to that turf so set_eye can't early-return and leave the camera stuck on the previous carrier. |
| reject_from_body | Rejects the protean brain from a non-protean body, ejecting it to the ground. |
| replace_limbs | Consumes metal to fully heal limbs and restore missing nanomachine organs. |
| revive | Fully revives the protean from death, restoring their mass. |
| revive_timer | Starts the revive countdown timer, shorter for changelings. |
| snapshot_limb | Captures limb type and visual properties. |
Var Details
cached_visual_vars 
Visual vars to cache and restore when regrowing limbs.
dead 
Whether or not the protean is stuck in their suit or not.
limb_cache 
Cached limb data for regeneration. Maps body_zone → cached bodypart instance.
retreat_timer_id 
Timer ID for the emergency retreat timer
revive_timer_id 
Timer ID for the revive timer, stored so it can be cleaned up on Destroy()
Proc Details
block_damage_while_in_suit
Zeros out incoming (non-forced) damage whenever the protean is retracted inside their suit.
cache_limbs
Snapshots all current limb types and visuals into the cache.
emergency_retreat
Moves the protean into their suit after death. Mob stays DEAD until repaired
go_into_suit
Moves the protean into their modsuit, playing visuals and applying transform traits.
handle_orchestrator
Checks if the orchestrator organ is present and applies movement penalties if missing.
handle_refactory
Checks if the refactory organ is present and applies degradation damage if missing.
leave_modsuit
Moves the protean out of their modsuit back into the world.
on_limb_attached
Updates the cache when a non-stump limb is attached.
on_owner_death
Intercepts direct death() calls (e.g. chasms, lava) that bypass the normal HARD_CRIT check in on_life. Schedules retreat for after death() and any caller code finishes executing.
on_owner_dnr
When the owner opts into DNR, stop the suit's distress beacon — no one is coming back.
on_owner_moved
When the protean moves into or out of the suit, registers/clears suit tracking signals.
on_suit_moved
Keeps the protean's view glued to the suit. When the suit is inside a mob we set eye = suit so BYOND follows the carrier through inventory naturally; when it lands on a turf we pin eye to that turf so set_eye can't early-return and leave the camera stuck on the previous carrier.
reject_from_body
Rejects the protean brain from a non-protean body, ejecting it to the ground.
replace_limbs
Consumes metal to fully heal limbs and restore missing nanomachine organs.
revive
Fully revives the protean from death, restoring their mass.
revive_timer
Starts the revive countdown timer, shorter for changelings.
snapshot_limb
Captures limb type and visual properties.