fixes some fun limb code
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@@ -2639,9 +2639,9 @@ GLOBAL_LIST_EMPTY(preferences_datums)
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//limb stuff, only done when initially spawning in
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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
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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)
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if(part.status == BODYPART_ROBOTIC && !part.render_like_organic)
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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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@@ -581,7 +581,7 @@
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C = owner
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no_update = FALSE
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if(HAS_TRAIT(C, TRAIT_HUSK) && is_organic_limb())
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if(HAS_TRAIT(C, TRAIT_HUSK) && (is_organic_limb() || render_like_organic))
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species_id = "husk" //overrides species_id
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dmg_overlay_type = "" //no damage overlay shown when husked
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should_draw_gender = FALSE
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@@ -529,7 +529,7 @@ GLOBAL_LIST_EMPTY(vending_products)
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if(5) // limb squish!
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for(var/i in C.bodyparts)
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var/obj/item/bodypart/squish_part = i
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if(squish_part.is_organic_limb())
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if(squish_part.is_organic_limb() || squish_part.render_like_organic)
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var/type_wound = pick(list(/datum/wound/blunt/critical, /datum/wound/blunt/severe, /datum/wound/blunt/moderate))
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squish_part.force_wound_upwards(type_wound)
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else
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