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Gibs you leave are now based on your biotype/chest bodypart, improves gibber VFX (#91421)
## About The Pull Request * When gibbing mobs, spawned gib type is now based on mob's biotypes if they're not a carbon, or their chest (or first) bodypart if they are, rather than requiring a proc override for every single mob. This means that a few robotic mobs no longer drop meaty gibs, and that gibbing androids now produces cyborg gibs instead of a meaty surprise, plus they should no longer runtime when trying to gib a robot. Gibs also are now spawned around the gibber and streak outwards instead of magically teleporting a few tiles away, for some visual flair. * Fixed meat not overriding blood DNA on blood_walk component which made xeno and lizard meat leave behind orange trails instead of proper lime/dark green blood colors (due to them keeping human meat DNA). * Brightened up the gibber blood overlay I've missed, so it should be consistent with old blood colors now. * Also cleaned up the gibspawner code. ## Why It's Good For The Game Biotype/chest changes should make devs lives easier and gameplay a bit more consistent, and streaking just makes the process look slightly better. ## Changelog 🆑 add: Androids and fully augmented humans now drop robotic gibs instead of meat add: Improved gibber VFX fix: Fixed gibber overlays being darker than intended fix: Fixed xenomorph and lizard meat leaving orange trails behind code: Improved gibs and gibspawner code /🆑
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@@ -66,10 +66,6 @@
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QDEL_NULL(hud_to_show_on_hover)
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return ..()
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///Robots need robot gibs...!
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/mob/living/basic/robot_customer/spawn_gibs()
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new /obj/effect/gibspawner/robot(drop_location(), src)
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/mob/living/basic/robot_customer/Moved(atom/old_loc, movement_dir, forced, list/old_locs, momentum_change)
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. = ..()
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if(grime_carried && prob(grime_carried * 20) && !throwing && !(movement_type & MOVETYPES_NOT_TOUCHING_GROUND) && has_gravity())
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