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.
/🆑
This commit is contained in:
ChungusGamer666
2023-06-17 18:46:27 +02:00
committed by GitHub
parent 54ea3658e5
commit f07b74ea90
25 changed files with 138 additions and 89 deletions
+2 -2
View File
@@ -832,8 +832,8 @@ GLOBAL_LIST_INIT(total_uf_len_by_block, populate_total_uf_len_by_block())
if(3)
to_chat(src, span_notice("Oh, I actually feel quite alright!"))
if(4)
to_chat(src, span_notice("Oh, I actually feel quite alright!")) //you thought
physiology.damage_resistance = -20000
to_chat(src, span_notice("Oh, I actually feel quite alright!"))
physiology.damage_resistance -= 20000 //you thought
if(5)
to_chat(src, span_notice("Oh, I actually feel quite alright!"))
reagents.add_reagent(/datum/reagent/aslimetoxin, 10)