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* Easy's Super Omega "unarmed strike based species var moved to limbs" refractor, unarmed strike striking with specific body parts rather than it just being flavor, and brain based attacking limb selection extra chunky edition. And also bodypart traits. * Removed all the conflicts, and started converting all the arms and legs to the proper typepaths * Actually makes the game compile :) * Makes the maps compile too! * Early mirror of #71143 because it's more relevant to us Co-authored-by: itseasytosee <55666666+itseasytosee@users.noreply.github.com> Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
13 lines
848 B
Plaintext
13 lines
848 B
Plaintext
/datum/unit_test/limbsanity
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/datum/unit_test/limbsanity/Run()
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for(var/path in subtypesof(/obj/item/bodypart) - list(/obj/item/bodypart/arm, /obj/item/bodypart/leg)) /// removes the abstract items.
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var/obj/item/bodypart/part = new path(null)
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if(part.is_dimorphic)
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if(!icon_exists(UNLINT(part.should_draw_greyscale ? part.icon_greyscale : part.icon_static), "[part.limb_id]_[part.body_zone]_m"))
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Fail("[path] does not have a valid icon for male variants")
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if(!icon_exists(UNLINT(part.should_draw_greyscale ? part.icon_greyscale : part.icon_static), "[part.limb_id]_[part.body_zone]_f"))
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Fail("[path] does not have a valid icon for female variants")
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else if(!icon_exists(UNLINT(part.should_draw_greyscale ? part.icon_greyscale : part.icon_static), "[part.limb_id]_[part.body_zone]"))
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Fail("[path] does not have a valid icon")
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