As discussed:
* Is_bruised will result in 6 units of oxyloss. Not directly life
threathening, but it can creep up on you and hurt you severely.
* Is_broken will result in an additional 5 units of damage ontop of
that. Which will kill. However, considering most cases are bruises, it's
a decent balance: you really have to work to have a lung completely
broken.
Adds a proc which notifies all PDAs with a predefined list of cartridges
upon fax arrival.
Current cartridges affected:
* P.R.O.V.E. Cartridge
* Easy-Record DELUXE
* HumanResources9001
* R.O.B.U.S.T. DELUXE
* Power-On DELUXE
* Med-U DELUXE
* Signal Ace DELUXE
* Value-PAK Cartridge
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.
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).
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
Metropolitan - Taken out of the code until we have a sprite
Old Fashioned - Removed grenadine
Rusty Nail - Removed gin
John Collins - orangejuice > lemonjuice
Puossee Cafe - Renamed Pousse Cafe & Creme de Yvette not yet added to
the mix due to limits