Renames the entire deal. Also gives a powercell to the maglocks, making them last about 16 minutes with a high capacity powercell. Cell can be replaced by unscrewing the front, and crowbarring it.
-Allows your code to be easily used by fixing the forensics icon
pathing.
-Ports a fix from Baystation's 12 Developer atlantiscze
(As well as testing done by Dennok on BS12 and Mango and Myself for
testing on Aurora Code)
* Gives carbon/humans the proc/isonlifesupport() to replace the constant checks done in other areas. Returns 1 if the target is on life support, 0 if is not.
* Adds support for removing brains from mobs, without them dying. The installation of a brain into a body is still impossible at this time (looking to fix that, somehow).
* Adds an internal log to the advanced operating table, which keeps track of just about everything important done to it. This log can be viewed and wiped from the operating computer.
* Adds a blood syphon option, which becomes available when the advanced operating table gets emagged.
Adds an advanced surgery table which enables you to keep a patient alive, even if they're lacking a heart. Also includes changes to the operating computer, making it run off of NanoUI, and makes both the advanced and normal surgery tables constructable with materials from RnD and the medical bay.
The advanced surgery table will require cryogenic freezing fluids to keep in operation, so either cryoxadone or clonexadone will work (though clonexadone will last you longer). You also have the capacity to add an air tank to the machinery and a bloodbag. The operation of both can be automated. The internals will be toggled as soon as you enable life support, and the blood bag will be connected if a patient is below 90% bloodlevel, if the respective systems are made to be automatic. Both can also be manually enabled and disabled.
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To construct a surgery table, you will require:
* Circuit Board (Operating Table) - Biotech 2, Data theory 1
* Cable Coil
* Capacitor
* Health Analyzer
To construct an advanced surgery table, you will require:
* Circuit Board (Life Support Enabled Operating Table) - Biotech 4, Data theory 3
* Cable Coil
* Capacitor
* Health Analyzer
* Beaker (internal chemical store size dependant on beaker used)
* Advanced Sensor Module
Simple add them to a machine frame, as you would with any other machinery item.
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A short list of to-dos remains:
* Sprites
* Investigate brain transplants/removal
* Emagged features
This changelist allows people to click and drag nearby people into
medical machinery. This does not affect the ability to grab and click.
This is an enhancement.
This also modifies the gripper to display the name of the object held,
and the icon for the object held as well (though it's showing as an
underlay rather than an overlay because of the way the backpack works).
Initial addition of the labelled prisoner jumpsuits and cell control
functionality for the introduction of the communal brig. One note to
review (namely, if id = null for cell spawning, that may cause a runtime
error).
Should make majority needed machinery useable while offline. Does not,
much to my own dismay, properly fix the APCs or atmos machinery shutting
down on itself (Bay code does it in another fashion, leading me to
believe that my solution is a little hamfisted. But it should work).
there are a lot of robots on station and this seems the most practical.
also, xray/vampeyes use see invisible observer nolighting, which don't
worry doesn't let you see ghosts or anything and is essentially the same
as see invisible minimum. it actually sees at a lower level than a
normal mob can see.
* Clears up some of the spelling mistakes in the description for station
directives
* Requests Consoles table fixed (missing text2num() proc. Because all
data pulled from SQL is very specifically text)