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Removes some unnecessary species mentions from kapuparts (#66112)
#65523 made some changes to bodypart names that messed with the grammar of a few messages around the codebase by inserting the species of a bodypart where it's really not needed. For example: For most general combat/health cases, we don't need to worry about the species of a bodypart. So, this changes combat and wound messages back to simply displaying the relevant bodypart zone being attacked/affected. See below: dreamseeker_2022-04-10_02-05-55.png Let me know if I missed any! Why It's Good For The Game Better grammar Changelog cl Ryll/Shaps spellcheck: Wound and combat messages will no longer mention the species of an attacked bodypart when not appropriate /cl
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@@ -82,7 +82,7 @@
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if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
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affecting = bodyparts[1]
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SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
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send_item_attack_message(I, user, parse_zone(affecting.body_zone), affecting)
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send_item_attack_message(I, user, affecting.plaintext_zone, affecting)
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if(I.force)
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var/attack_direction = get_dir(user, src)
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apply_damage(I.force, I.damtype, affecting, wound_bonus = I.wound_bonus, bare_wound_bonus = I.bare_wound_bonus, sharpness = I.get_sharpness(), attack_direction = attack_direction)
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@@ -1260,7 +1260,7 @@ GLOBAL_LIST_EMPTY(features_by_species)
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if(!affecting) //Something went wrong. Maybe the limb is missing?
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affecting = H.bodyparts[1]
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hit_area = affecting.name
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hit_area = affecting.plaintext_zone
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var/def_zone = affecting.body_zone
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var/armor_block = H.run_armor_check(affecting, MELEE, span_notice("Your armor has protected your [hit_area]!"), span_warning("Your armor has softened a hit to your [hit_area]!"),I.armour_penetration, weak_against_armour = I.weak_against_armour)
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@@ -58,7 +58,7 @@
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limb.skin_tone ||= skintone
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limb.limb_id = SPECIES_HUMAN
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limb.should_draw_greyscale = TRUE
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limb.name = "human [parse_zone(limb.body_zone)]"
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limb.name = "human [limb.plaintext_zone]"
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limb.update_limb()
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limb.brute_reduction = 5
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limb.burn_reduction = 4
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