This really needs to be cleaned up over the coming week, and the pet
class implemented. UNTIL THEN: the fox is a subclass of corgi. Yes. Code
courtesy of Paradise, as it stands.
Stungloves are no longer the powerhouse they once were. They are a
one-shot weapon, and have a chance for terrific failure, that can also
damage the user.
Adding a missing tag to /obj/item/organ/brain
missing tag organ_type was preventing replacement surgery for the affected organ from functioning properly.
-Example organ: Heart object
/obj/item/organ/heart
name = "heart"
icon_state = "heart-on"
prosthetic_name = "circulatory pump"
prosthetic_icon = "heart-prosthetic"
organ_tag = "heart"
fresh = 6 // Juicy.
dead_icon = "heart-off"
organ_type = /datum/organ/internal/heart
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).
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.
Changes all next_click modifications (except telekinesis) to use a
renamed function "AllowedToClickAgainAfter".
Creates a function called "AllowedToMoveAgain" which is used to test if
you're allowed to click.
Adding additional click delay timings to setup.dm.
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.
get_authentication_rank, get_assignment, and get_authentication_name cleaned up and standardized to use GetID().
All three now also display information based on what the PDA has when the PDA is visible, rather than the card inside. (Subject to change)
BUGFIX - NEEDS TESTING - DO NOT MERGE