First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().
Also removes the now unnecessary get_cure_threshold() proc, caps the
rate at which an organ can receive germs from wounds, and makes germs
spread from external to internal organs happen one organ at a time
instead of all at once.
Also the toxin damage taken during INFECTION_LEVEL_ONE is greatly
reduced.
Fixes robotic internal organs getting infections.
Fixes the organ_failure random event. Forgot to set the affected organ
as needing processing.
Tested work to implement eyes ad internal organs and the charpref selectable robotic organ replacements for heart and eyes, both for assisted and fully mechanical variants!
Added eyes as an internal organ, removed the eye-stat var on mobs and changed it to properly direct it to eye damage. Altered all reference.
Updated the sleeper to allow for ejection of the beakers and occupants in panel.
Updated the body scanner to check for prosthetics/mechanized organs, and inform the individual of the blind disability.
Laid the groundwork for mechanical and assisted internal organs.
Groundwork for chemical: Peridaxon, a chemical that allows for the slow regeneration from organ damage.
* adding a 'restore_all_organs' function to living creatures
* adding a 'restore_blood_loss' function to humans
* fixing changeling stasis power to heal organ and blood damage
* fixing adming rejuvinate verb to fix organ and blood damage