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Fixes external_bodyshapes not always applying its bodyshape to owner (#92698)
## About The Pull Request The synchronize procs ran too early and would miss out on the last organ loaded, which is more likely to happen than you think. ## Why It's Good For The Game In case TG ever wants to code mask sprites for snouted humanoids, you'll want this to work.
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@@ -74,11 +74,6 @@
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wash(CLEAN_TYPE_BLOOD)
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organ_flags &= ~ORGAN_VIRGIN
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if(external_bodytypes)
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receiver.synchronize_bodytypes()
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if(external_bodyshapes)
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receiver.synchronize_bodyshapes()
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receiver.organs |= src
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receiver.organs_slot[slot] = src
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owner = receiver
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@@ -141,6 +136,11 @@
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ADD_TRAIT(src, TRAIT_NODROP, ORGAN_INSIDE_BODY_TRAIT)
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interaction_flags_item &= ~INTERACT_ITEM_ATTACK_HAND_PICKUP
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if(external_bodytypes)
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limb.owner?.synchronize_bodytypes()
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if(external_bodyshapes)
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limb.owner?.synchronize_bodyshapes()
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if(bodypart_overlay)
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limb.add_bodypart_overlay(bodypart_overlay)
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@@ -186,8 +186,6 @@
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SEND_SIGNAL(organ_owner, COMSIG_CARBON_LOSE_ORGAN, src, special)
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ADD_TRAIT(src, TRAIT_USED_ORGAN, ORGAN_TRAIT)
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organ_owner.synchronize_bodytypes()
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organ_owner.synchronize_bodyshapes()
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if(!special)
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organ_owner.hud_used?.update_locked_slots()
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@@ -248,6 +246,9 @@
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REMOVE_TRAIT(src, TRAIT_NODROP, ORGAN_INSIDE_BODY_TRAIT)
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interaction_flags_item |= INTERACT_ITEM_ATTACK_HAND_PICKUP
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limb.owner?.synchronize_bodytypes()
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limb.owner?.synchronize_bodyshapes()
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if(!bodypart_overlay)
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return
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