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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@@ -245,7 +245,7 @@
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if(starting)
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splatter_dir = get_dir(starting, target_loca)
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var/obj/item/bodypart/B = L.get_bodypart(def_zone)
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if(B && B.status == BODYPART_ROBOTIC) // So if you hit a robotic, it sparks instead of bloodspatters
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if(B && B.is_robotic_limb()) // So if you hit a robotic, it sparks instead of bloodspatters - Hybrid limbs don't bleed from this as of now too, subject to balance.. probably.
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do_sparks(2, FALSE, target.loc)
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if(prob(25))
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new /obj/effect/decal/cleanable/oil(target_loca)
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