* This tail refactor turned into an organ refactor. Funny how that works.
* Firstly, fixing all the conflicts.
* Fixes all our maps (hopefully)
* Actually, this should fix pod people hair :)
* Almost everything is working, just two major things to fix
* Fixed a certain kind of external organ
* Cleaning up some more stuff
* Turned tail_cat into tail because why the fuck are they separate?
* Moved all the tails into tails.dmi because that was just dumb to have like 3 in a different file
* Adds relevant_layers to organs to help with rendering
* Makes stored_feature_id also check mutant_bodyparts
* Fixes the icon_state names of ALL the tails (pain)
* Fixes wagging, gotta refactor most mutant bodyparts later on
* I Love Added Failures
* Fixed some organs that slipped through my searches
* This could possibly fix the CI for this?
* It doesn't look like it did fix it
* This will make it pass, even if it's ugly as sin.
* Fixed Felinids having a weird ghost tail
* Fixes instances of snouts and tails not being properly colored
Co-authored-by: Kapu1178 <75460809+Kapu1178@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fix polymorph behavior for pAIs and mimics (#60502)
This fixes#58258. Basically anytime a pAI holoform gets shot with a staff of changing or polymorph item it would change their mob type. This allowed ghost roles infinite respawns since the pAI card is not destroyed when it gets polymorphed. An unlimited army can be created with no downsides since you can keep bringing people back to life with the pAI requests.
I also went and fixed another strange behavior with polymorph, where if you used a staff of animate on an object, you could turn around and then polymorph the object into a mob. The animate magic is supposed to wear off the object after a certain while so I made the mimic immune to polymorph effects.
* Fix polymorph behavior for pAIs and mimics
Co-authored-by: Tim <timothymtorres@gmail.com>