Steadfast/Bionic Leg#2036
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Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
Signed-off-by: EctoplasmIsGood <109397347+EctoplasmIsGood@users.noreply.github.com>
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You know what, yes this is entirely understandable. Bionic Leg would probably only return when me or someone else codes a function for traits that lets them replace body parts with real bionics. That someone with an axe can then cut off your body and graft onto his friend.
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Why the fuck are ya idiots removing content instead of using shit thats already been coded for you two. This codebase had stuff to make limbs change based on trait selection: https://github.com/Monolith-Station/Monolith-Old/pulls?q=is%3Apr+trait #82 #84 #85 #86 #87 and #120. Credit to @starch70 for giving me the heads up. |
I just read through every single one of these PRs, and absolutely none of them are useful for what we'd need. Alright, answer me this question. Does there exist public functions in Shitmed for removing a specific body part, or adding a new body part? If there is, I can fix bionic leg right now. |
Yes, DropPart/RemovePart, AddPart from SharedBodySystem.Parts for general adding and removing. This is implemented in GenerateChildPartSystem to do something that uses what you need for instantiating a prototype, and attaching it to the entity (its how bionic legs generate feet). Since the code for traits is executed server side you get to skip the _net.IsServer's i had added for lazyness. In woundmed this will use the woundable systems to instantiate the proto instead but you dont need to concern yourself with that rn. |


Description
Moves steadfast back to a 4 point cost, disables bionic leg until cybernetics are properly handled as bodyparts
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