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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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@@ -9,6 +9,7 @@
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icon_state = "setup_medium_med"
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maxHealth = 300
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health = 300
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mob_biotypes = MOB_ROBOTIC
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living_flags = NONE
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light_system = OVERLAY_LIGHT_DIRECTIONAL
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light_on = FALSE
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@@ -44,9 +45,6 @@
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heal_overall_damage(50, 50)
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return TRUE
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/mob/living/circuit_drone/spawn_gibs()
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new /obj/effect/gibspawner/robot(drop_location(), src, get_static_viruses())
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/obj/item/circuit_component/bot_circuit
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display_name = "Drone"
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desc = "Used to send movement output signals to the drone shell."
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