Nubody (2/3) - ShitMed removal (#5844)

* Reapply "Nubody Merge" (#5807)

This reverts commit d62f7cef10.

* Revert "Nubody Merge (#5670)"

This reverts commit b465cfb3fd.

* Revert "IPC fibers (#4968)"

This reverts commit c2b42211f0.

* Revert "IPC Polymorph fix (#4545)"

This reverts commit fa03d8c655.

* Revert "fix IPC not having humanoid emotes (#4445)"

This reverts commit 216fdf999f.

* Revert "ipc heat/cold (#4306)"

This reverts commit fafd5cf816.

* Revert "ipc cables (#4283)"

This reverts commit 54958039a1.

* Revert "feat: ipcs now have dynamic power draw based off movement speed (#3917)"

This reverts commit 71e8b7e64b.

* Revert "fix ipcs not being able to disarm (#3374)"

This reverts commit 764c4dcf54.

* Revert "make steel heal caustic for ipcs (#3206)"

This reverts commit 450ac82550.

* Revert "add missing ipc survival boxes (#3065)"

This reverts commit 888c9cdb00.

* Revert "make borgs use ipc repairing (#3064)"

This reverts commit f77a49dd0b.

* Revert "Update hud.yml to add ipcs to diagnostic hud (#3019)"

This reverts commit 7220643531.

* Revert "Tweak IPCs (#2979)"

This reverts commit 98b47476de.

* Revert "fix nukies ipc test fail (#2957)"

This reverts commit 4a1acbf863.

* Revert "fix ipc nukies not getting comms (#2884)"

This reverts commit 8a2254770e.

* Revert "fix ipc encryption key mispredict (#2879)"

This reverts commit f08726efc1.

* Revert "Merge pull request #2800 from Spielern/port-ipc"

This reverts commit 822fa4312c, reversing
changes made to fe4c23c702.

* Remove and Fix rest of IPC Hangons causing crashes

* Integration test Errors

* Expand migration file with removed IPC stuff

* IPC Leg was found and migrated to naught

* Revert "Merge pull request #2542 from deltanedas/shitmed-ops"

This reverts commit 83a8002922, reversing
changes made to baa89b0052.

* Revert "Set up surgical augments infrastructure & add tool panel augments (#3059)"

This reverts commit a40f0be6fd.

* Revert "Psionic Prosthetics (#4689)"

This reverts commit 2679bb238a.

* Revert "Add surgical cleanliness and sanitation (#2847)"

This reverts commit 64565ba4f7.

* Remove unremoved mentions

* Revert "Add autoclave to easily sanitize large amounts of items and faster (#2933)"

This reverts commit d0da90fa2e.

* Shit Med Removed

* Remove _ShitMed Folders and fix Errors in Console

* Add OrganAnimalBrain into the mirgraiton file

* Heads no Input Mover

* Monke

* Full migration file I guess

* oops

* shiv state fix

* Restore accidental deleted recipe

* Forgot one flt mention

* Fix more issues

* Comment out Damage Visual for motorkind for now

* Motorkind...

* Commenting stuff out for now

* thought there'd be more of this to gut

---------

Co-authored-by: Janet Blackquill <uhhadd@gmail.com>
This commit is contained in:
Coryn
2026-05-21 20:27:04 -04:00
committed by GitHub
co-authored by Janet Blackquill
parent 3e33391980
commit cb62b27fcf
1045 changed files with 1099 additions and 20557 deletions
-69
View File
@@ -1,76 +1,7 @@
using Content.Shared.Body.Systems;
// Shitmed Change Start
using Content.Shared._Shitmed.Body.Part;
using Content.Shared.Humanoid;
using Content.Shared.Humanoid.Markings;
using Robust.Client.GameObjects;
using Robust.Shared.Utility;
using Content.Shared.Body.Components;
// Shitmed Change End
namespace Content.Client.Body.Systems;
public sealed class BodySystem : SharedBodySystem
{
// Shitmed Change Start
[Dependency] private readonly MarkingManager _markingManager = default!;
private void ApplyMarkingToPart(MarkingPrototype markingPrototype,
IReadOnlyList<Color>? colors,
bool visible,
SpriteComponent sprite)
{
for (var j = 0; j < markingPrototype.Sprites.Count; j++)
{
var markingSprite = markingPrototype.Sprites[j];
if (markingSprite is not SpriteSpecifier.Rsi rsi)
continue;
var layerId = $"{markingPrototype.ID}-{rsi.RsiState}";
if (!sprite.LayerMapTryGet(layerId, out _))
{
var layer = sprite.AddLayer(markingSprite, j + 1);
sprite.LayerMapSet(layerId, layer);
sprite.LayerSetSprite(layerId, rsi);
}
sprite.LayerSetVisible(layerId, visible);
if (!visible)
continue;
// Okay so if the marking prototype is modified but we load old marking data this may no longer be valid
// and we need to check the index is correct. So if that happens just default to white?
if (colors != null && j < colors.Count)
sprite.LayerSetColor(layerId, colors[j]);
else
sprite.LayerSetColor(layerId, Color.White);
}
}
protected override void ApplyPartMarkings(EntityUid target, BodyPartAppearanceComponent component)
{
if (!TryComp(target, out SpriteComponent? sprite))
return;
if (component.Color != null)
sprite.Color = component.Color.Value;
foreach (var (visualLayer, markingList) in component.Markings)
foreach (var marking in markingList)
{
if (!_markingManager.TryGetMarking(marking, out var markingPrototype))
continue;
ApplyMarkingToPart(markingPrototype, marking.MarkingColors, marking.Visible, sprite);
}
}
protected override void RemoveBodyMarkings(EntityUid target, BodyPartAppearanceComponent partAppearance, HumanoidAppearanceComponent bodyAppearance)
{
return;
}
// Shitmed Change End
}