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Fixes living limbs touching invisible/abstract atoms and improves their grammar (#84749)
## About The Pull Request Closes #84709 I also rewrote a couple of descriptions and gave user a different warning formatted with ``span_userdanger`` as to be more visible (because having your limb torn off is a pretty big deal) ## Why It's Good For The Game Bugfix + better structured sentences ## Changelog 🆑 fix: Living limbs can no longer make you touch ghosts or abstract concepts of start, landmark, influence or job spellcheck: Fixed improper word usage and improved grammar for living limbs /🆑
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@@ -71,7 +71,7 @@
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continue
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if(movable == victim)
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continue
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if(!victim.CanReach(movable))
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if(!victim.CanReach(movable) || victim.invisibility)
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continue
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candidates += movable
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if(!length(candidates))
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@@ -80,7 +80,7 @@
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if(isnull(candidate))
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return
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victim.start_pulling(candidate, supress_message = TRUE)
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victim.visible_message(span_warning("[victim][victim.p_s()] [current_bodypart] instinctually starts feeling [candidate]!"))
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victim.visible_message(span_warning("[victim]'s [current_bodypart.name] instinctively starts feeling [candidate]!"))
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return
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if(HAS_TRAIT(victim, TRAIT_IMMOBILIZED))
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@@ -127,7 +127,11 @@
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if(BODY_ZONE_R_LEG)
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part_type = /obj/item/bodypart/leg/right/flesh
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target.visible_message(span_danger("[src] [target_part ? "tears off and attaches itself" : "attaches itself"] to where [target][target.p_s()] limb used to be!"))
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if (!isnull(target_part))
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target.visible_message(span_danger("[src] tears off [target]'s [target_part.plaintext_zone] and attaches itself in [target_part.p_their()] place!"), span_userdanger("[src] tears off your [target_part.plaintext_zone] and attaches itself in [target_part.p_their()] place!"))
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else
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target.visible_message(span_danger("[src] attaches itself to where [target]'s [target.parse_zone_with_bodypart(target_zone)] used to be!"), span_userdanger("[src] attaches itself to where your [target.parse_zone_with_bodypart(target_zone)] used to be!"))
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var/obj/item/bodypart/new_bodypart = new part_type()
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forceMove(new_bodypart)
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new_bodypart.replace_limb(target, TRUE)
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