hoo boy
replaces all mentions of bodypart_robotic with is_robotic_limb() where possible, adds BODYPART_HYBRID, adds helpers for organic / robotic limbs (is_robotic_limb() / is_organic_limb(), with a arg to override it accepting hybrid limbs) Also makes the the surgery to heal robotic limbs work if the torso isn't a robot, but rather if there are robotic bodyparts, makes the IPC brain repair.. only accept IPC brains (obviously), makes the damage threshholds for robo-limbs vars instead of a fix 25 with hybrid ones predefined at 25 / 15 (trigger / mindamage), adds an error message to fixing them if already at theshhold, etc. Now just for replacing BODYPART_ORGANIC with is_organic_limb aswell where applicable.. also actual values for the other robo limbs. Fun!
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@@ -39,7 +39,7 @@
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if(!limb)
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replace_limb(zone)
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return
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if((limb.get_damage() >= (limb.max_damage / 2)) || (limb.status == BODYPART_ROBOTIC))
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if((limb.get_damage() >= (limb.max_damage / 2)) || limb.is_robotic_limb(FALSE))
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replace_limb(zone, limb)
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return
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@@ -58,7 +58,7 @@
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return
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var/obj/item/bodypart/chest/chest = owner.get_bodypart(BODY_ZONE_CHEST)
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if((chest.get_damage() >= (chest.max_damage / 4)) || (chest.status == BODYPART_ROBOTIC))
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if((chest.get_damage() >= (chest.max_damage / 4)) || chest.is_robotic_limb(FALSE))
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replace_chest(chest)
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return
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@@ -158,7 +158,7 @@
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addtimer(CALLBACK(src, .proc/keep_replacing_blood), 30)
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/obj/item/organ/heart/gland/heal/proc/replace_chest(obj/item/bodypart/chest/chest)
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if(chest.status == BODYPART_ROBOTIC)
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if(chest.is_robotic_limb(FALSE))
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owner.visible_message("<span class='warning'>[owner]'s [chest.name] rapidly expels its mechanical components, replacing them with flesh!</span>", "<span class='userdanger'>Your [chest.name] rapidly expels its mechanical components, replacing them with flesh!</span>")
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playsound(owner, 'sound/magic/clockwork/anima_fragment_attack.ogg', 50, TRUE)
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var/list/dirs = GLOB.alldirs.Copy()
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