## About The Pull Request
It was discovered that if a forked tongue is in an inventory slot, be it
your hands or pocket it gave you lizard speech. This is likely an
oversight that was missed for a long while. It seems likely it is
unintended behavior. This PR just adds a check to in the speechmod to
check if the items is a organ or not.
<details>
<summary>Screenshots</summary>
<img width="734" height="757" alt="image"
src="https://github.com/user-attachments/assets/f42d7993-0fad-4716-a18e-2db168253c98"
/>
<img width="470" height="631" alt="image"
src="https://github.com/user-attachments/assets/c0a4fe07-0e09-4aba-94e5-a62d5c1312ab"
/>
</details>
## Why It's Good For The Game
Less bugs and no silly behavior with a tongue not being inside of your
body.
## About The Pull Request
This PR aims to clean or bring up to date portions of code about dna,
the dna console and mutations. This includes taking care of or removing
some of the awful choices like the pratically useless
`datum/mutation/human` pathing, or the class variable, in favor of using
sources to avoid potential issues with extraneous sources of a mutation.
The files changed are over a hundred just because I removed the
`datum/mutation/human` path, but the actual bulk of the code is mainly
shared between the datum/dna.dm, _mutations.dm and dna_console.dm.
## Why It's Good For The Game
Mutation shitcode is hurting my future plans for infusions a little.
Also it's a much needed refactor. Drafted 'till I'm sure it works
without issues.
## Changelog
🆑
refactor: Refactored mutation code backend. Report any issue.
/🆑
## About The Pull Request
Infiltrator suit now hides wings, antennae and obfuscates your voice
Hidden moth wings are no longer capable of flight
## Why It's Good For The Game
Further helps the infiltrator suit hide your identity by hiding
wings/antenna and makes it where you no longer have species-specific
"say" verbs or lisps.
## Changelog
🆑
qol: Infiltrator mod hides your voice
fix: Infiltrator suit now hides moth wings/antenna
fix: hidden moth wings are no longer capable of flight
/🆑
## About The Pull Request
In #77887 I have introduced a food buff system with placeholder buffs to
not bloat that PR with balance-related things to allow people to add
their own effects and discuss the particular effects in separate PRs.
The goal is to have:
- Some default buffs for all food. Currently there's only Haste that
scales with food complexity.
- Some interesting buffs tied to food categories or specific dishes
This PR is a first part of this change.
- Adding an indicator to Cooking UI that food does something special
- Added **Spaghetti Carbonara** dish that gives Italian speech.

- Added **Jupiter Cup Cake** that gives shock immunity instead of it
being randomly given by high-complexity dishes.

- Made **Omelette Du Fromage** give French speech.
- Made **Mime Tart** give Mute trait
- Made **Clown Cake** give Waddle Walk trait
- Made **Stuffed Legion** give Ashstorm Immune trait
## Why It's Good For The Game
Foodening PR was incomplete, this PR is a step towards the completion.
## TODO
- [X] Pick a certain dish to give the French speech
- [X] Pick a certain pasta to give the Italian speech
- [X] Pick a certain dish for the shock immunity buff
- [x] Add an indicator to the cooking UI that a dish has a special
effect
- [x] Add more food effects per suggestions
## Changelog
🆑
qol: Dishes with a special food effect are marked in the Cooking UI
add: New Spaghetti Carbonara dish that makes people Italian temporarily
add: Omelette Du Fromage makes people French temporarily
add: Shock Immunity is no longer a random level 4-5 food buff, but a
buff given by a new Jupiter-Cup-Cake
add: Mime Tart gives Mute trait
add: Clown Cake gives Waddle Walk trait
add: Stuffed Legion gives Ashstorm Immune trait
/🆑
## About The Pull Request
This change allows tongue based speech modifications to be ignored if
the user is speaking in a native language or using hand signs, putting
it back to where it was functionally before moving to speechmod
components.
## Why It's Good For The Game
This is correcting some of the speaking code to how it was working prior
to speechmods, meaning lizard people won't be elongating there s's in
draconic. Fly people are the other species with a tongue based speech
modifier and receive the same fix. This also corrects tongue based
speech mods getting applied to sign language. Speech modifiers are still
applied if the user is talking in a non-native language, same as it was
pre speechmod.
Before:

After:

## Changelog
🆑
fix: fixing speech modifiers being applied to a tongue's native
languages.
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Added a ``/datum/component/speechmod`` component which can be used to
perform basic speech modifications. It use either simple replacements or
regex, add a string at the end of any message (at a chance if required)
and convert speech to uppercase. However, a good chunk of speechmods are
far too niche and specific to be put into a speechmod component and thus
have been left alone.
## Why It's Good For The Game
Cuts down on copypasted code, makes making new speechmods easier.
## Changelog
🆑
refactor: Refactored a lot of speech modifiers to use a component
instead of copied over code.
/🆑