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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.
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@@ -38,15 +38,18 @@
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else
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buckled_mob.pixel_y = -4
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/obj/vehicle/scooter/buckle_mob(mob/living/M, force = 0)
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if(!istype(M))
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return 0
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if(M.get_num_legs() < 2 && M.get_num_arms() <= 0)
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M << "<span class='warning'>Your limbless body can't use [src].</span>"
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return 0
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. = ..()
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/obj/vehicle/scooter/post_buckle_mob(mob/living/M)
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vehicle_move_delay = initial(vehicle_move_delay)
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..()
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if(M.get_num_legs() < 2)
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vehicle_move_delay ++
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if(M.get_num_arms() <= 0)
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if(has_buckled_mobs())//to prevent the message displaying twice due to unbuckling
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M << "<span class='warning'>Your limbless body flops off \the [src].</span>"
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unbuckle_mob(M)
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/obj/vehicle/scooter/skateboard
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name = "skateboard"
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@@ -94,12 +94,14 @@
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/obj/vehicle/relaymove(mob/user, direction)
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if(user.incapacitated())
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unbuckle_mob(user)
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return
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if(world.time < next_vehicle_move)
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return
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next_vehicle_move = world.time + vehicle_move_delay
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if(keycheck(user))
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if(!Process_Spacemove(direction) || world.time < next_vehicle_move || !isturf(loc))
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if(!Process_Spacemove(direction) || !isturf(loc))
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return
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next_vehicle_move = world.time + vehicle_move_delay
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step(src, direction)
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handle_vehicle_layer()
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