mob
proc
/* death_check(mob/attacked,mob/attacker)
if(attacked.hp<=0&&attacked.in_battle==1)
death(attacked,attacker)*/
death_check(mob/attacked,mob/attacker)
if(attacked.hp<=0&&attacked.in_battle)
active_mobs-=attacked
attacked.Save()
attacker.Save()
if(attacked.lives>0&&attacked.in_battle)
attacked.lives--
attacked.icon_state="dead"
attacked.density=0
attacked.in_battle=0
if(attacked.character)world << "<font color=red><u>System:</font color=red><font color=yellow>[attacked.character] has become incapacitated by [attacker.character]!"
attacked << "<font color=red>System:</font color=red><font color=yellow>You will recover in 10 seconds."
spawn(100)
if(attacked.character==null||attacked.in_battle==1||attacked.dead==1)return
attacked.icon_state=""
attacked.density=1
attacked.in_battle=1
attacked.dead=0
active_mobs+=attacked
attacked.hp=80
attacked.cp=80
if(attacked.client)
attacked.client.eye=attacked
attacked.client.perspective=MOB_PERSPECTIVE
attacked.regen()
src.Update_Scores()
else
attacked.in_battle=0
attacked.density=0
attacked.dead=1
attacked.icon_state="dead"
attacked.dec_team(attacked)
attacker.gain_kill()
src.Update_Scores()
if(attacked.character)world << "<font color=red><u>System:</font color=red><font color=yellow>[attacked.character] has been defeated by [attacker.character]"
if(mode == MODE_FREE_FOR_ALL)
round_check()
mob
proc
damage(mob/attacked,mob/attacker,var/damage)
attacked.hp-=damage
if(attacked.can_attack==1)flick("damage",attacked)
if(attacked.client)attacked.update_HUD()
spawn()//0 is no point causes a loop
new/obj/effects/hit(attacked.loc)
if(attacked.hp<=0&&attacked.in_battle==1&&attacked.dead==0)attacked.death_check(attacked,attacker)
Problem description:For some reason, if a player comes back after being incapacitated their dead var sometimes becomes 1 making the person unkillable.