Refactors Regenerate Organs, and a few organ helpers (#74219)

## About The Pull Request

Refactors regenerate organs to be slightly more intelligent in handling
organ changes and replacements.
Noteably:
- We don't remove organs that were modified by the owner; such as
changing out your heart for a cybernetic
- We early break out of the for loop if they aren't supposed to have an
organ there and remove it
- We check for the organ already being correct, and just healing it and
continuing if it is

Also changes the names of some of the organ helpers into snake_case
### Mapping March
Ckey to receive rewards: N/A

## Why It's Good For The Game
## Changelog

---------

Co-authored-by: Jacquerel <hnevard@gmail.com>
This commit is contained in:
Zephyr
2023-03-26 17:54:36 +01:00
committed by GitHub
co-authored by Jacquerel
parent 4f0c7dd2f6
commit ecbcef778d
205 changed files with 569 additions and 559 deletions
+1 -1
View File
@@ -243,7 +243,7 @@
var/charge_modifier = 0.1
/obj/item/mod/core/ethereal/charge_source()
var/obj/item/organ/internal/stomach/ethereal/ethereal_stomach = mod.wearer.getorganslot(ORGAN_SLOT_STOMACH)
var/obj/item/organ/internal/stomach/ethereal/ethereal_stomach = mod.wearer.get_organ_slot(ORGAN_SLOT_STOMACH)
if(!istype(ethereal_stomach))
return
return ethereal_stomach
+1 -1
View File
@@ -201,7 +201,7 @@
succeed = TRUE
break
if(succeed)
var/list/organs_to_boot_out = organ_receiver.getorganslot(organ.slot)
var/list/organs_to_boot_out = organ_receiver.get_organ_slot(organ.slot)
for(var/obj/item/organ/organ_evacced as anything in organs_to_boot_out)
if(organ_evacced.organ_flags & ORGAN_UNREMOVABLE)
continue