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
This commit is contained in:
Ryll Ryll
2022-05-04 13:16:51 +12:00
committed by GitHub
parent b8d2a405bf
commit fe770f419e
14 changed files with 118 additions and 105 deletions
@@ -82,7 +82,7 @@
if(!affecting) //missing limb? we select the first bodypart (you can never have zero, because of chest)
affecting = bodyparts[1]
SEND_SIGNAL(I, COMSIG_ITEM_ATTACK_ZONE, src, user, affecting)
send_item_attack_message(I, user, parse_zone(affecting.body_zone), affecting)
send_item_attack_message(I, user, affecting.plaintext_zone, affecting)
if(I.force)
var/attack_direction = get_dir(user, src)
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)
@@ -1260,7 +1260,7 @@ GLOBAL_LIST_EMPTY(features_by_species)
if(!affecting) //Something went wrong. Maybe the limb is missing?
affecting = H.bodyparts[1]
hit_area = affecting.name
hit_area = affecting.plaintext_zone
var/def_zone = affecting.body_zone
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)
@@ -58,7 +58,7 @@
limb.skin_tone ||= skintone
limb.limb_id = SPECIES_HUMAN
limb.should_draw_greyscale = TRUE
limb.name = "human [parse_zone(limb.body_zone)]"
limb.name = "human [limb.plaintext_zone]"
limb.update_limb()
limb.brute_reduction = 5
limb.burn_reduction = 4