The AI can now remotely control mechs in its network. It has one mapped in near its core.
Messages received by your old body will now reach your VR body (does not affect Skrell Srom).
Exosuit pilots can now interact with elevator panels without having to get out.
Robotics and RnD can now create remote controlled mechs. The control centre is in the protolathe, while the exosuit upgrade is in the circuit imprinter.
Mechs can no longer be dismantled if it has a pilot in it.
Dismantling a mech now takes a while.
Walking over someone lying on the floor with mechs will now hurt them. Damage is based on the legs.
Also, removed some baylore references to the mech parts, and made so that mechs can push mobs around.
sounadd: "Added sounds to mech's punch. They are different for each mech arms type and volume depends on damage of arms."
tweak: "Ripley's arms damage was increased to 40 damage."
The armour and armor again strikes:
Apparently original Mech port PR has overridden borg's armor definition and was using it. This fixes it by making mech's armor a child of borg's armor instead.
renames borg's armour to armor references.
Mech's melee damage has been increased. It depends on manipulator type. Light: 15, Regular: 20, Combat 30, Heavy: 50. Fixes#7665
Adds missed check in mech's destroy proc
Spent lots of time and lots of changes to fix issues:
bugfix: "Mechs no longer runtime during destroy call."
bugfix: "Turrets and NPCS no longer target empty mechs."
bugfix: "Mechs no longer runtime during armor check. Mechs now use their armor and values for it. Before it would ignore them entirely and deal 100% damage."
Added ismech() define and also QDEL_NULL_LIST() define from TG. Matt's suggestion
renamed any armour references in mech code to armor to keep it consistent