Alright the previous attempt didn't quite work as intended, sorry for that.
Anyway I was checking out what sorta things happen to use the legacy support regenerate_icons human proc and found out some of them had connections to circumstances I've heard of causing trouble. Found out all the update calls included in it came with a 0 to prevent each call from doing update_icons on its own before the intended calls at the bottom of the bunch, except for one, UpdateDamageIcon, which also did have the same (var/update_icons=1) skip expectation as the others, causing premature dupe updates in regenerate_icons.
Succumb now works on sufficiently-injured mobs that are unable to take oxyloss damage, like prometheans, FBPs, and dionaea. You're also now given a notification if you try to succumb when you're not injured enough for it.
-Makes leg icon cache code little more robust in the hunt of the dreaded bugson dismemberment crash.
-The old leg layer direction caching code was pretty slippery to grasp and basically the only thing left separating it from the other well behaving limbs at this point.
-The cache blending runs each limb on its own so there is no practical need to (con)fuse the left and right legs together like that.
-Not entirely sure how exactly the old code did the stuff(itjustworks.ogg), but the new one goes straight to the point, picking the side of the processing limb, grabbing its overlay appropriate direction icons onto one temp, blending the overlay set onto base before grabbing the underlay appropriate dir by itself into a separate(free of the overlay temp shenanigans) and underlay blending it onto the base.
* POLARIS: Attack animations
* POLARIS: Overlay flick system
You can't do this in Byond, unfortunately, so here's some code from /tg/
* Make attack anims a preference
* adds packed snow brick material
* makes snow walls spawnable for mapping
* adds snowmen
craft them with snow. duh.
* snow spider triggers arachnophobia
also changelog.
Now it just adjusts the Proj's damage instead of doing brute damage directly, so it can be affected by armor and whatever complex things living/bullet_act checks.