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Moves species brutemod and burnmod to be handled by bodyparts (#76060)
## About The Pull Request Title. Brute modifier and burn modifier are now handled by bodyparts. Cold modifier and heat modifier are still handled by species, though mmmmmaybe I'll make a PR addressing those later, yes? ## Why It's Good For The Game Medical abominations will have even more consistent behavior! Also bloating the species datum less is kinda good. ## Changelog 🆑 refactor: Species brute and burn damage modifiers are now handled by bodyparts, instead of being universal. Go ham at the surgical bay. /🆑
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@@ -832,8 +832,8 @@ GLOBAL_LIST_INIT(total_uf_len_by_block, populate_total_uf_len_by_block())
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if(3)
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to_chat(src, span_notice("Oh, I actually feel quite alright!"))
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if(4)
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to_chat(src, span_notice("Oh, I actually feel quite alright!")) //you thought
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physiology.damage_resistance = -20000
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to_chat(src, span_notice("Oh, I actually feel quite alright!"))
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physiology.damage_resistance -= 20000 //you thought
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if(5)
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to_chat(src, span_notice("Oh, I actually feel quite alright!"))
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reagents.add_reagent(/datum/reagent/aslimetoxin, 10)
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