Corrects feedback for mechanical sect healing (#76478)

## About The Pull Request

Mechanical sect healing is supposed to:
- Recharge cyborgs
- Feed ethereals
- Heal cybernetic limbs
- Make anyone affected by the above happy

Instead it would actually refuse to ever heal a cybernetic limb.
Additionally if you hit a non-ethereal with no cyberlimbs it would say
that it "healed and recharged" them despite doing neither, due to two
checks which were running the inverse of what they should.
Also even though it would fail to heal organic limbs (because of the
biotype specified) it would give them a mood buff as if they were
healed, unacceptable.

## Why It's Good For The Game

Fixes a bug.

## Changelog

🆑
fix: Horrid organics will no longer be made happy when mechanical
chaplains fail to heal them with a bible.
/🆑
This commit is contained in:
Jacquerel
2023-07-02 23:47:11 -06:00
committed by GitHub
parent 6745b79653
commit 08695da070
+3 -3
View File
@@ -163,7 +163,7 @@
//if we're not targetting a robot part we stop early
var/obj/item/bodypart/bodypart = blessed.get_bodypart(chap.zone_selected)
if(!IS_ORGANIC_LIMB(bodypart))
if(IS_ORGANIC_LIMB(bodypart))
if(!did_we_charge)
to_chat(chap, span_warning("[GLOB.deity] scoffs at the idea of healing such fleshy matter!"))
else
@@ -177,8 +177,8 @@
if(bodypart.heal_damage(5,5,BODYTYPE_ROBOTIC))
blessed.update_damage_overlays()
blessed.visible_message(span_notice("[chap] [did_we_charge ? "repairs" : "repairs and charges"] [blessed] with the power of [GLOB.deity]!"))
to_chat(blessed, span_boldnotice("The inner machinations of [GLOB.deity] [did_we_charge ? "repairs" : "repairs and charges"] you!"))
blessed.visible_message(span_notice("[chap] [did_we_charge ? "repairs and charges" : "repairs"] [blessed] with the power of [GLOB.deity]!"))
to_chat(blessed, span_boldnotice("The inner machinations of [GLOB.deity] [did_we_charge ? "repairs and charges" : "repairs"] you!"))
playsound(chap, 'sound/effects/bang.ogg', 25, TRUE, -1)
blessed.add_mood_event("blessing", /datum/mood_event/blessing)
return TRUE