Adds a configure radio verb for Cyborgs, to allow plauers to more easily
see that (when EMPed), they can access their station bounced radio and
toggle different components.
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).
Borg vision module's wouldn't work if they were placed in the second or
third module slots. This fixes that, and a runtime error caused by
opening the inventory prior to selecting a module.
This modifies where sprites, sensors, and camera networks are stored.
Rather than being in a function, they are now part of the robot modules.
This makes it way easier to extend and modify this junk. Seriously.
Object Oriented Programming!
This also limits sensor modifications to the correct modules, and makes
them a basic part of that module. Picking a security module gives you
sec-hud, picking a crisis or surgeon module gives you med-hud.
Nobody else gets any huds. Removes the sensor control UI button.
Ooohkay, so I added a bit more to this while fixing the issue with the
backpack module select screen not refreshing when you stored items.
I did a pass over the hotkeys! Hurray!
All right. Lets do this:
Key X
Previously, this hotkey wouldn't start cycling if your first inventory
slot wasn't filled. So if you had slots 2 and 3 full, but 1 empty,
clicking X would do nothing. Now it works how you'd expect. It cycles if
you have something selected, and if you have nothing selected, it
selects the first item.
Key C
This deselects everything, leaving you able to interact with computers
and distant AI objects. Previously, to do this you had to click on an
empty area of your selected module. It was very awkward.
Key V
This stores your currently selected item.
Key Q
Previously this would just tell you that you weren't allowed to drop
items as a robot. Now it toggles your inventory open or closed.
Key 1,2,3
Previously hitting 1 would activate Help intent, and 4 would activate
Harm intent. Robots have only two intent types, making the toggle key F
more useful. These now select the respective modules.
I also revised how clicking on items in the backpack works. Now,
clicking on an item in the module storage, with a tool selected, will
hot-swap the item into your current module.
Taken together, these changes reduce an enormous amount of unnecessary
clicking.
Needs fixing:
See how quickly the powernet drains at default load, I thought atmos
went to quickly so I upped the power cell by one level,
Shuttle Tags,
Graphical glitches involving some wires,
There is still some things missing with NanoUI but they are not game
breaking in any way I have seen so far.
Other than that we should be good to go.
Known errors:
* A set of errors tied to updating the fire overlays.
* A single error related to a dischephency between new and old slime
code
* A set of errors related to the recharging of stun batons
* A single error due to old machinery code coming from your grav
generator file
* A single error error from your space cooler code, due to old
atmopsherics code
* A playerpanel warning
* An error tied to extinguishing and old atmos code.
Alcohol and thermite now flammable. Laser pointers added! Flash now
comes in delicious incendiary flavor. Robot fire overlay bug fixed-ish.
Being lit on fire turns off a borg's lights but the fire still shows.
I'll take it. Shield gens actually useable by the people they were
meant for.