Adjusts the edge w_class requirement to require a weapon that is larger
than or equal to the limb's w_class. Also makes the surgical saw and
surgical drill w_class = 3, and the scalpel w_class = 1.
Added ghost trap system used by plants and posibrains to get players. Added attack_ghost() to hydro trays and posibrains for the aforementioned.
Changelog.
Minor typo.
Topic fixes.
Minor fix.
Attempted to limit regular surgery to non-robotic limbs and added surgical steps for robotic limbs.
Readded checks for smoking reagent transfer.
Fixes, oversights, tweaks with IPC.
Added some reagent bypassing for NO_BLOOD and some checks to various affect_touch() calls for NO_SCAN/IPC.
Added prosthetic-scanning functionality to cyborg analyzer.
Added prosthetic analysis to the robot analyzer.
Allowed people with internal cells to charge in robot chargers (IPCs).
Moved some organ code around, added icons and limbs for IPC, added IPC limb manufacturer.
Reimplementing checks in place of IS_SYNTHETIC.
Rebalancing EMP a bit for IPC.
Added some info about not quite attached limbs to examination/scanner.
Added rejection info to advanced scanner
Span classes (gotta start somewhere I guess)
Also zombie goast file pls go
Limbs now store their own dna/species info. This allows transplanted limbs show up as they are, instead of conforming to mob. Vox-cat-monkey hybrids, rainbow skrells, go wild.
Also changed rejection to cause infection instead of straight up organ damage - wouldn't want your newly acquired catpaws fracture out of blue.
As a bonus, attacks are tracked per limb, so for example having kitty claws will give you the corresponding attack
Now you can attach your useless chunks of meat back!
Needs second step to make meat limb usable, use hemostat/cable/mousetrap.
Changes how organs 'die'. Instead of damage they now acquire germs, 2-6 points per tick, twice faster after hitting acute infection stage. Once they reach necrosis stage, they die. All in all it takes ~7 minutes for organ to go bad without a freezer.
As a bonus, you can now attach robogroins and roboheads (no brain included)
Fixes stumps being un-cuttable, which prevented all kinds of fun stuff with replacements.
Removed ORGAN_DESTROYED check from processing, take_damage should be taking care of that now.
Grab + click with help intent to inspect the bodypart. You'll learn what injuries there are without stripping the guy. After delay, you also learn if there's a fracture here.
Also surgical incisions are now visible on examine because goddamnit.