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Adds digitigrade robotic legs #2646

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merged 4 commits into from
Jun 14, 2024

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DeltaFire15
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@DeltaFire15 DeltaFire15 commented May 12, 2024

About The Pull Request

This PR adds digitigrade as an option to choose to modify robotic legs to at the augment manipulator machine.
Behavior is just as you would expect from something taking on both characteristics.

Sprites created by @Bokkiewokkie, code by me.

Additionally, took the time to get the three engineering hardsuits we preserved to work with digitigrade legs again, since we did have those sprites still in the digitigrade suit file. This took a bit of modification to icon procs (because NSV already overrides the icon file so I have to tell the digi file to override the override if it exists), but in theory it should work fine.

At request, the "prosthetic limb" quirk now also respects digitigrade bodytype when it handles limb replacement.

Why It's Good For The Game

There not being any digitigrade robotic legs has been a personal point of annoyance for a long, long time. Thanks to Bokkie, there is finally an equivalent for digitigrade legs if augmented, which helps with preserving character expression (and preserving the fact you don't get to wear magboots, if so desired).
But I guess you could just augment yourself with digitigrade legs if you wanted to for whatever reason.

Testing Photographs and Procedure

woe, lizards upon ye

image

image

Changelog

🆑 Bokkiewokkie, DeltaFire15
add: Robotic legs can now be modified to a digitigrade version in the augment manipulator. Rejoice, full-metal lizards.
imageadd: Robot Digitigrade leg sprites.
tweak: The CE, Engineering, and Atmos hardsuit once again do not squish digilegs (we had the sprites still around)
code: Some mild hooking into icon code to bypass our own crimes.
fix: Coincidentally, IPC limbs no longer commit crimes against icons after being thrown in the augment manipulator.
tweak: The prosthetic limb quirk now respects digitigrade bodytypes.
/:cl:

actual digi aug sprites
brings back the three digi hardsuit NSV preserved
mildly cursed hooks included!
@Pockets-byte
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would you know how to make an exception for the humanlike prosthetics in terms of hair, I looked briefly, but did not manage to find anything I could poke personally to mess with that beyond it being caused by robotic limbs(and finding the line that removes hair on loose heads)

@DeltaFire15
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DeltaFire15 commented May 12, 2024

would you know how to make an exception for the humanlike prosthetics in terms of hair, I looked briefly, but did not manage to find anything I could poke personally to mess with that beyond it being caused by robotic limbs(and finding the line that removes hair on loose heads)

It appears to be a bit different on bee than I'm used to, but seems to happen in /datum/species/handle_hair() within [...]\code\modules\mob\living\carbon\human\species.dm.
A few lines in you'll find a check for IS_ORGANIC_LIMB() used on the head, which prevents progressing further into the proc if said head isn't organic.

The very basics of changing it would probably be adding a flag or variable to limbs (or just heads) that bypasses this check if it is set right, buuut given this is icon stuff there's a lot of things that might behave weird or look odd.

@Pockets-byte
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would you know how to make an exception for the humanlike prosthetics in terms of hair, I looked briefly, but did not manage to find anything I could poke personally to mess with that beyond it being caused by robotic limbs(and finding the line that removes hair on loose heads)

It appears to be a bit different on bee than I'm used to, but seems to happen in /datum/species/handle_hair() within [...]\code\modules\mob\living\carbon\human\species.dm. A few lines in you'll find a check for IS_ORGANIC_LIMB() used on the head, which prevents progressing further into the proc if said head isn't organic.

The very basics of changing it would probably be adding a flag or variable to limbs (or just heads) that bypasses this check if it is set right, buuut given this is icon stuff there's a lot of things that might behave weird or look odd.

I'll look into it, but my limited coding skills may not be up to it

Bokkiewokkie
Bokkiewokkie previously approved these changes Jun 14, 2024
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Cool sprites :P
But yeah the code is fine too, even if it is a bit cursed (then again which digi code is not)

@Bokkiewokkie Bokkiewokkie merged commit d067eee into BeeStation:master Jun 14, 2024
9 checks passed
@DeltaFire15 DeltaFire15 deleted the robot-digi-leggies branch June 15, 2024 14:56
Pockets-byte pushed a commit to Pockets-byte/NSV13 that referenced this pull request Jul 18, 2024
Pockets-byte pushed a commit to Pockets-byte/NSV13 that referenced this pull request Jul 18, 2024
Pockets-byte added a commit to Pockets-byte/NSV13 that referenced this pull request Jul 18, 2024
commit 945041d
Author: ss13-beebot <[email protected]>
Date:   Tue Jul 16 00:15:00 2024 +0000

    Automatic changelog compile [ci skip]

commit 9cb02c5
Author: ss13-beebot <[email protected]>
Date:   Sat Jul 13 22:04:04 2024 +0000

    Automatic changelog compile [ci skip]

commit 939793d
Author: ss13-beebot <[email protected]>
Date:   Sat Jul 13 16:38:11 2024 -0500

    Automatic changelog generation for PR BeeStation#2692 [ci skip]

commit ae25ec5
Author: riquewright <[email protected]>
Date:   Sat Jul 13 18:37:35 2024 -0300

    Fixes small typo in the NC reminder (BeeStation#2692)

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Author: ss13-beebot <[email protected]>
Date:   Sat Jul 13 16:37:02 2024 -0500

    Automatic changelog generation for PR BeeStation#2689 [ci skip]

commit 8a2a79d
Author: riquewright <[email protected]>
Date:   Sat Jul 13 18:36:22 2024 -0300

    Re-adds the basic plasma cutter back into its respective node. (BeeStation#2689)

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Date:   Fri Jul 12 20:12:43 2024 +0200

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    Automatic changelog generation for PR BeeStation#2676 [ci skip]

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    Automatic changelog generation for PR BeeStation#2681 [ci skip]

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commit 9ea99c5
Author: ᛈᛟᚲᚲᛖᛏᛋ <[email protected]>
Date:   Fri Jul 12 10:54:19 2024 -0600

    adds a playable solgov fighter, and a fighter lasercannon  (BeeStation#2671)

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Date:   Fri Jul 12 11:52:43 2024 -0500

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Author: ᛈᛟᚲᚲᛖᛏᛋ <[email protected]>
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Date:   Fri Jun 14 22:21:05 2024 +0200

    Adds the ability to (de)construct pool ladders (BeeStation#2660)

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commit 37579a6
Author: Bokkiewokkie <[email protected]>
Date:   Fri Jun 14 22:18:48 2024 +0200

    Fixes some Engineering design issues and Hangar airlocks on Gladius (BeeStation#2658)

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Author: ss13-beebot <[email protected]>
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commit cf293ae
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Author: DeltaFire <[email protected]>
Date:   Fri Jun 14 20:22:52 2024 +0200

    Adds digitigrade robotic legs (BeeStation#2646)

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Author: ss13-beebot <[email protected]>
Date:   Fri Jun 14 16:04:03 2024 +0000

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Pockets-byte pushed a commit to Pockets-byte/NSV13 that referenced this pull request Jul 18, 2024
help

Co-Authored-By: Bokkiewokkie <[email protected]>
Co-Authored-By: dependabot[bot] <49699333+dependabot[bot]@users.noreply.github.com>

test

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    Sort projectiles fx.dm better (BeeStation#2675)

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    adds a playable solgov fighter, and a fighter lasercannon  (BeeStation#2671)

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Date:   Fri Jul 5 00:14:35 2024 +0000

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    Removes integrity failure value from all overmap entities (BeeStation#2663)

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    Atlas Armor Alterations (BeeStation#2661)

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Author: Bokkiewokkie <[email protected]>
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    Properly registers small craft in overmap ships and fixes sscrit explosions (BeeStation#2653)

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Date:   Fri Jun 14 22:21:05 2024 +0200

    Adds the ability to (de)construct pool ladders (BeeStation#2660)

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    Fixes some Engineering design issues and Hangar airlocks on Gladius (BeeStation#2658)

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Author: DeltaFire <[email protected]>
Date:   Fri Jun 14 20:22:52 2024 +0200

    Adds digitigrade robotic legs (BeeStation#2646)

commit afe5367
Author: ss13-beebot <[email protected]>
Date:   Fri Jun 14 16:04:03 2024 +0000

    Automatic changelog compile [ci skip]

Revert "Squashed commit of the following:"

This reverts commit 57ff137.

Revert "test"

This reverts commit 0ee8584.

Revert "I don't know what I'm doing"

This reverts commit 197c80d.
IndusRobot pushed a commit to IndusRobot/NSV13 that referenced this pull request Dec 16, 2024
IndusRobot pushed a commit to IndusRobot/NSV13 that referenced this pull request Dec 16, 2024
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3 participants