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Kapu Limbs Port (WIP) #9
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Very rough initial review on some of the simpler stuff, taking it down from '100 errors, 8 warnings' to '16 errors, 1 warning'.
(As a disclaimer, the code still isn't compiling yet so I can't actually test anything that I suggested, and some things may be incorrect. Either way though this gets rid of a lot of the errors.)
Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com>
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A couple of things I forgot to add to the last review.
Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com>
Co-authored-by: SabreML <57483089+SabreML@users.noreply.github.com>
tgstation/tgstation#65523 |
#define NOAUGMENTS 21 | ||
///will be assigned a universal vampire themed last name shared by their department. this is preferenced! | ||
#define BLOOD_CLANS 22 | ||
//PARIAH MODULAR EDIT START |
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PSA
This isn't modular. Modular would be putting it in its own folder. // PARIAH EDIT START
would make much more sense here.
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Ah, I see I see. Thanks for the tip, I'm not that good at this stuff as you can tell lmao
Since upstream is doing exactly this but better, the best choice is just to take this one behind the shed I feel |
I have the slug rounds ready. |
About The Pull Request
Original PR: BeeStation/BeeStation-Hornet#5611
Ports over Kapulimbs from Beestation in order to support the new xeno species we plan to add in the future, its much easier to use and a lot simpler in terms of optimization when it comes to handling multiple species.
Why It's Good For The Game
Multiple xeno species is going to need a better framework in order to work properly, and possibly less of a headache in the future.
Changelog
🆑
add: Kapu limbs xeno species support
/:cl: