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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@@ -2641,7 +2641,7 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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if(initial_spawn)
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//delete any existing prosthetic limbs to make sure no remnant prosthetics are left over - But DO NOT delete those that are species-related
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for(var/obj/item/bodypart/part in character.bodyparts)
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if(part.status == BODYPART_ROBOTIC && !part.render_like_organic)
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if(part.is_robotic_limb(FALSE))
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qdel(part)
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character.regenerate_limbs() //regenerate limbs so now you only have normal limbs
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for(var/modified_limb in modified_limbs)
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