Carbon Dismemberment , second attempt. (#20461)

* - I rearranged X_defense.dm mob files, more damage_procs.dm.Here's what's inside:
* X_defense.dm: is for the procs of attacks onto the mob, all the XXX_act() proc (things happening to the mob), as well as protection check and get procs (armor, ear prot, projectile dismemberment)
* damage_procs.dm: actual damage procs like adjustBruteLoss() getfireloss, any proc that handles damaging.

- some bugfixes with gibspawner effects.
- monkey's bodyparts can be dismembered and are used to create its icon.
- brains are no longer carbons.
- all carbon have bodyparts that can be dropped when the mob is gibbed.
- adminspawned bodyparts now have a default icon.
- robotic parts are now a child of bodyparts.
- health analyzer on alien/monkey shows damage on each limb
- added admin option to add/remove bodyparts for all carbon (instead of just remove on humans)
- Fixes keycheck message spam for janicart and all when trying to move.
- Fixes bug with buckling to a scooter while limbless.
- removed arg "hit_zone" in proj's on_hit() because we can already use the def_zone var (where hit_zone got its value)
- Fixes mob not getting any damage when hit by a projectile on their missing limb, despite a hit message shown). carbon/apply_damage() now when we specify a def_zone and the corresponding BP is missing we default to the chest instead of stopping the proc. Consistently with how human/attacked_by() default to its attack to chest if missing limb.
- Fixes mini uzi icon when empty and no mag (typo).
- I renamed and changed a bit check_eye_prot and ear prot
- renamed flash_eyes to flash_act()
- I made a soundbang_act() similar to flash_act but for loud bangs.
- added a gib and dust animation to larva.
- husked monkeys
- no damage overlay for husk or skeleton.
- damage overlay for robotic limb now.
- no damage overlay when organic bodypart husked.
- one handed human with a bloody hand still get a bloody single hand overlay.
- fix admin heal being unable to heal robotic bodyparts.
- slightly touched robotic bodypart sprites (head one pixel too high)
- Fixes 18532 "beheaded husk has hair".
- Fixes 18584 "Ling stasis appearance bug"
- no more eyes or lipstick on husks.
- can remove flashes/wires/cells from robot chest and head with crowbar.
- Fixes not being able to surgically amputate robotic arm/leg.

* More merge conflict fixes and adding the new files I forgot to add.

* of course I forgot birdstation

* More typos and stuff I forgot to undo.

* Fixing a typo in examine.dm
Removing an unnecessary check.
Making admin heal regenerate limbs on all carbons.
Monkey-human transformation now transfer missing limbs info and presence of a cavity implant.
NODISMEMBER species can still lack a limb if the mob lacked a limb and changed into that new species.
Changeling Regenerate ability now also regenerate limbs when in monkey form. (and remove some cryptic useless code)

* Fixing more conflicts with remie's multihands PR.

* Fixes runtime with hud when calling build_hand_slots().
Fixes lightgeist healing not working.
Fixes null.handle_fall() runtimes with pirate mobs.
Fixes typo in has_left_hadn() and has_right_hand().

* Derp, forgot to remove debug message.
This commit is contained in:
phil235
2016-09-12 19:33:50 +02:00
committed by AnturK
parent 2a58dd54a9
commit 443a4501ec
234 changed files with 4926 additions and 4116 deletions
@@ -3,7 +3,7 @@
name = "Cyborg Endoskeleton"
id = "borg_suit"
build_type = MECHFAB
build_path = /obj/item/robot_parts/robot_suit
build_path = /obj/item/robot_suit
materials = list(MAT_METAL=15000)
construction_time = 500
category = list("Cyborg")
@@ -12,7 +12,7 @@
name = "Cyborg Torso"
id = "borg_chest"
build_type = MECHFAB
build_path = /obj/item/robot_parts/chest
build_path = /obj/item/bodypart/chest/robot
materials = list(MAT_METAL=40000)
construction_time = 350
category = list("Cyborg")
@@ -21,7 +21,7 @@
name = "Cyborg Head"
id = "borg_head"
build_type = MECHFAB
build_path = /obj/item/robot_parts/head
build_path = /obj/item/bodypart/head/robot
materials = list(MAT_METAL=5000)
construction_time = 350
category = list("Cyborg")
@@ -30,7 +30,7 @@
name = "Cyborg Left Arm"
id = "borg_l_arm"
build_type = MECHFAB
build_path = /obj/item/robot_parts/l_arm
build_path = /obj/item/bodypart/l_arm/robot
materials = list(MAT_METAL=10000)
construction_time = 200
category = list("Cyborg")
@@ -39,7 +39,7 @@
name = "Cyborg Right Arm"
id = "borg_r_arm"
build_type = MECHFAB
build_path = /obj/item/robot_parts/r_arm
build_path = /obj/item/bodypart/r_arm/robot
materials = list(MAT_METAL=10000)
construction_time = 200
category = list("Cyborg")
@@ -48,7 +48,7 @@
name = "Cyborg Left Leg"
id = "borg_l_leg"
build_type = MECHFAB
build_path = /obj/item/robot_parts/l_leg
build_path = /obj/item/bodypart/l_leg/robot
materials = list(MAT_METAL=10000)
construction_time = 200
category = list("Cyborg")
@@ -57,7 +57,7 @@
name = "Cyborg Right Leg"
id = "borg_r_leg"
build_type = MECHFAB
build_path = /obj/item/robot_parts/r_leg
build_path = /obj/item/bodypart/r_leg/robot
materials = list(MAT_METAL=10000)
construction_time = 200
category = list("Cyborg")