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Fixes digitigrade limbs not being butcherable, adds digi bone limb variants (#94842)
## About The Pull Request As limbs rely on ``limb_id`` to fetch their meat info, digi limbs would fail to do so and be unbutcherable since they use a unique digi ID from a separate spritesheet. I've separated biological limb effects into a separate var (or rather made one that acts an override for ``limb_id``), so now they should be butcherable. Butchered limbs now respect bodytypes of the original, and have unique sprites to match that (currently this only matters for digi legs, plus monkey creampie face sprites) <img width="85" height="122" alt="image" src="https://github.com/user-attachments/assets/a8766a62-e3f5-4265-964f-c48164f1bf6c" /> While at it I've also made some non-species limbs have butcher results - living meat now drops a chunk of synthmeat, while psyker heads drop their owner's original species' meat.
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@@ -309,6 +309,7 @@
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/datum/component/butchering/proc/create_replacement_limb(obj/item/bodypart/target, drop_loc)
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var/drop_type = target.butcher_replacement
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var/obj/item/bodypart/replacement = new drop_type(drop_loc)
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replacement.bodyshape = target.bodyshape
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replacement.set_initial_damage(target.brute_dam, target.burn_dam)
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if (IS_ORGANIC_LIMB(replacement) && target.owner)
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replacement.blood_dna_info = target.owner.get_blood_dna_list()
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