<commit_before>/datum/species/plasmaman
	name = "\improper Plasmaman"
	plural_form = "Plasmamen"
	id = SPECIES_PLASMAMAN
	say_mod = "rattles"
	sexes = 0
	meat = /obj/item/stack/sheet/mineral/plasma
	species_traits = list(NOBLOOD,NOTRANSSTING, HAS_BONE)
	// plasmemes get hard to wound since they only need a severe bone wound to dismember, but unlike skellies, they can't pop their bones back into place
	inherent_traits = list(
		TRAIT_ADVANCEDTOOLUSER,
		TRAIT_CAN_STRIP,
		TRAIT_RESISTCOLD,
		TRAIT_RADIMMUNE,
		TRAIT_GENELESS,
		TRAIT_NOHUNGER,
		TRAIT_HARDLY_WOUNDED,
	)

	inherent_biotypes = MOB_HUMANOID|MOB_MINERAL
	mutantlungs = /obj/item/organ/lungs/plasmaman
	mutanttongue = /obj/item/organ/tongue/bone/plasmaman
	mutantliver = /obj/item/organ/liver/plasmaman
	mutantstomach = /obj/item/organ/stomach/bone/plasmaman
	burnmod = 1.5
	heatmod = 1.5
	brutemod = 1.5
	payday_modifier = 0.75
	breathid = "plas"
	damage_overlay_type = ""//let's not show bloody wounds or burns over bones.
	disliked_food = FRUIT | CLOTH
	liked_food = VEGETABLES
	changesource_flags = MIRROR_BADMIN | WABBAJACK | MIRROR_PRIDE | MIRROR_MAGIC
	species_cookie = /obj/item/reagent_containers/food/condiment/milk
	outfit_important_for_life = /datum/outfit/plasmaman
	species_language_holder = /datum/language_holder/skeleton

	bodypart_overrides = list(
		BODY_ZONE_L_ARM = /obj/item/bodypart/l_arm/plasmaman,
		BODY_ZONE_R_ARM = /obj/item/bodypart/r_arm/plasmaman,
		BODY_ZONE_HEAD = /obj/item/bodypart/head/plasmaman,
		BODY_ZONE_L_LEG = /obj/item/bodypart/l_leg/plasmaman,
		BODY_ZONE_R_LEG = /obj/item/bodypart/r_leg/plasmaman,
		BODY_ZONE_CHEST = /obj/item/bodypart/chest/plasmaman,
	)

	// Body temperature for Plasmen is much lower human as they can handle colder environments
	bodytemp_normal = (BODYTEMP_NORMAL - 40)
	// The minimum amount they stabilize per tick is reduced making hot areas harder to deal with
	bodytemp_autorecovery_min = 2
	// They are hurt at hot temps faster as it is harder to hold their form
	bodytemp_heat_damage_limit = (BODYTEMP_HEAT_DAMAGE_LIMIT - 20) // about 40C
	// This effects how fast body temp stabilizes, also if cold resit is lost on the mob
	bodytemp_cold_damage_limit = (BODYTEMP_COLD_DAMAGE_LIMIT - 50) // about -50c

	ass_image = 'icons/ass/assplasma.png'

	/// If the bones themselves are burning clothes won't help you much
	var/internal_fire = FALSE

/datum/species/plasmaman/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
	. = ..()
	C.set_safe_hunger_level()

/datum/species/plasmaman/spec_life(mob/living/carbon/human/H, delta_time, times_fired)
	var/atmos_sealed = TRUE
	if(!HAS_TRAIT(H, TRAIT_NOFIRE))
		atmos_sealed = FALSE
	else if(!isclothing(H.wear_suit) || !(H.wear_suit.clothing_flags & STOPSPRESSUREDAMAGE))
		atmos_sealed = FALSE
	else if(!HAS_TRAIT(H, TRAIT_NOSELFIGNITION_HEAD_ONLY) && (!isclothing(H.head) || !(H.head.clothing_flags & STOPSPRESSUREDAMAGE)))
		atmos_sealed = FALSE

	var/flammable_limb = FALSE
	for(var/obj/item/bodypart/found_bodypart as anything in H.bodyparts)//If any plasma based limb is found the plasmaman will attempt to autoignite
		if(IS_ORGANIC_LIMB(found_bodypart) && (found_bodypart.limb_id == SPECIES_PLASMAMAN || HAS_TRAIT(found_bodypart, TRAIT_PLASMABURNT))) //Allows for "donated" limbs and augmented limbs to prevent autoignition
			flammable_limb = TRUE
			break

	if(!flammable_limb && !H.on_fire) //Allows their suit to attempt to autoextinguish if augged and on fire
		return

	var/can_burn = FALSE<commit_msg>Fixing plasmamen setting on fire when they shouldn't (#67021)<commit_after>/datum/species/plasmaman
	name = "\impro<NAME>"
	plural_form = "Plasmamen"
	id = SPECIES_PLASMAMAN
	say_mod = "rattles"
	sexes = 0
	meat = /obj/item/stack/sheet/mineral/plasma
	species_traits = list(NOBLOOD,NOTRANSSTING, HAS_BONE)
	// plasmemes get hard to wound since they only need a severe bone wound to dismember, but unlike skellies, they can't pop their bones back into place
	inherent_traits = list(
		TRAIT_ADVANCEDTOOLUSER,
		TRAIT_CAN_STRIP,
		TRAIT_RESISTCOLD,
		TRAIT_RADIMMUNE,
		TRAIT_GENELESS,
		TRAIT_NOHUNGER,
		TRAIT_HARDLY_WOUNDED,
	)

	inherent_biotypes = MOB_HUMANOID|MOB_MINERAL
	mutantlungs = /obj/item/organ/lungs/plasmaman
	mutanttongue = /obj/item/organ/tongue/bone/plasmaman
	mutantliver = /obj/item/organ/liver/plasmaman
	mutantstomach = /obj/item/organ/stomach/bone/plasmaman
	burnmod = 1.5
	heatmod = 1.5
	brutemod = 1.5
	payday_modifier = 0.75
	breathid = "plas"
	damage_overlay_type = ""//let's not show bloody wounds or burns over bones.
	disliked_food = FRUIT | CLOTH
	liked_food = VEGETABLES
	changesource_flags = MIRROR_BADMIN | WABBAJACK | MIRROR_PRIDE | MIRROR_MAGIC
	species_cookie = /obj/item/reagent_containers/food/condiment/milk
	outfit_important_for_life = /datum/outfit/plasmaman
	species_language_holder = /datum/language_holder/skeleton

	bodypart_overrides = list(
		BODY_ZONE_L_ARM = /obj/item/bodypart/l_arm/plasmaman,
		BODY_ZONE_R_ARM = /obj/item/bodypart/r_arm/plasmaman,
		BODY_ZONE_HEAD = /obj/item/bodypart/head/plasmaman,
		BODY_ZONE_L_LEG = /obj/item/bodypart/l_leg/plasmaman,
		BODY_ZONE_R_LEG = /obj/item/bodypart/r_leg/plasmaman,
		BODY_ZONE_CHEST = /obj/item/bodypart/chest/plasmaman,
	)

	// Body temperature for Plasmen is much lower human as they can handle colder environments
	bodytemp_normal = (BODYTEMP_NORMAL - 40)
	// The minimum amount they stabilize per tick is reduced making hot areas harder to deal with
	bodytemp_autorecovery_min = 2
	// They are hurt at hot temps faster as it is harder to hold their form
	bodytemp_heat_damage_limit = (BODYTEMP_HEAT_DAMAGE_LIMIT - 20) // about 40C
	// This effects how fast body temp stabilizes, also if cold resit is lost on the mob
	bodytemp_cold_damage_limit = (BODYTEMP_COLD_DAMAGE_LIMIT - 50) // about -50c

	ass_image = 'icons/ass/assplasma.png'

	/// If the bones themselves are burning clothes won't help you much
	var/internal_fire = FALSE

/datum/species/plasmaman/on_species_gain(mob/living/carbon/C, datum/species/old_species, pref_load)
	. = ..()
	C.set_safe_hunger_level()

/datum/species/plasmaman/spec_life(mob/living/carbon/human/H, delta_time, times_fired)
	var/atmos_sealed = TRUE
	if(HAS_TRAIT(H, TRAIT_NOFIRE))
		atmos_sealed = FALSE
	else if(!isclothing(H.wear_suit) || !(H.wear_suit.clothing_flags & STOPSPRESSUREDAMAGE))
		atmos_sealed = FALSE
	else if(!HAS_TRAIT(H, TRAIT_NOSELFIGNITION_HEAD_ONLY) && (!isclothing(H.head) || !(H.head.clothing_flags & STOPSPRESSUREDAMAGE)))
		atmos_sealed = FALSE

	var/flammable_limb = FALSE
	for(var/obj/item/bodypart/found_bodypart as anything in H.bodyparts)//If any plasma based limb is found the plasmaman will attempt to autoignite
		if(IS_ORGANIC_LIMB(found_bodypart) && (found_bodypart.limb_id == SPECIES_PLASMAMAN || HAS_TRAIT(found_bodypart, TRAIT_PLASMABURNT))) //Allows for "donated" limbs and augmented limbs to prevent autoignition
			flammable_limb = TRUE
			break

	if(!flammable_limb && !H.on_fire) //Allows their suit to attempt to autoextinguish if augged and on fire
		return

	var/can_burn = FALSE
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