Part 1 in the "why my impact wrench no wrench bolt" saga
tl;dr for end users: combitools / impact wrenches now work on everything their non-powered versions do (except mechs and RIGs, tune in next time on dragon ball Z for that)
essentially all this PR does is murder every istype() check possible that could use a helper function instead, most notably many pen checks with ispen(). it also repaths combitools and powerdrills to /obj/item/weapon so they aren't instantly taken out of contention by half of the known attackby() prompts
I already squashed a couple runtimes here and there from the pen changes and it's possible I missed another because pencode is another scourge upon our lives
How to build machine blueprints!
Use steel sheets like normal, then rotate the frame how you like it using the directional arrow. From here use a Multitool to finalize it and then wire it up like you would before.
This PR will lead us towards the Promised Day, for in its wake there shall be much celebration and ecstasy as this world becomes a world suitable for developer hegemony. The first strike is thusly;
All << is converted into to_chat().
* Base work for the unathi robot subspecies.
* Adds metabolism species, kidney vars, and the robot unathi organs.
* Moves some action buttons to organs, pretty much a bay port right now. Todo: the unathi and alien stuff should also go here.
* First autakh implant power.
* Fixes the organs action button this time.
* Finishes more implants, and interactions with flashs and vaurca.
* Prepare for great changes.
* Drops the real bomb, boss.
* He who fights with monsters.
* Far more work into augments and limb removing powers.
* Limb verbs should be good now.
* A LOT of work into the assited organ, allowing it to bleed and etc, as well adding a new chem that will stop bleeding in their case.
* Probably the last work on implants.
* Some extra touches.
* Some tweaks to the species.
* More fixes and adds kyre's sprites.
* More runtime fixes.
* Fixes the species name too.
* Fixes travis.
* Updates this file too to work with the new tools procs.
* Adds changelog
* Fixed changelog.
* Unathi hair and lore description.
* Some tweaks to this too.
* Locks away them for now, they will be released after we got all the events and etc done.
* Changes this chemical.
* Fixes an airlock runtime.
* Adds the non scan flag to the autakh, mostly due to some bizzare interactions with changelings and cloning.
* Organs removal changes; can't take out the organ if it is too damage.
* Restricts them back again.
* Robotic organs now have the proper icons and names.
* Adds sprites for their organs and some extra tweaks.
* Fixes this missing icon.
* emp should also now hurt assited organs.
* Tweaks more organ related things.
* Fixes the head not being properly set as well.
* Fixes their flags.
* fixes the flag for real this time.
* Poze's review.
* Changes the au'takh organ buttons to don't be animated.
* Helps with adminbus or something.
* Fowl's requested changes.
* Fixes a typo.
* Robotic limb's brute and burn mods are now controlled by the limb model.
* Fowl's changes once more.
* Stops some spam.
* More grammar.
* No eal.
* Skull's review.
Added Chainsaws. They can be held with two hands, and powered on. Sprites ripped from /tg/station. Mechanics ripped from chainsword + two handed weapon code. Sounds ripped from various websites,
-Changes almost all of door opening/closing animations to be smooth. Also adjusts some door sprites so they actually can be opened smoothly.
-Fixes minor problems with some door sprites. Usually only few pixels.
-Adds "o_door_open" opened state with panel open to common glass door, lift door and vault door, since these have visible panel even while opened. EDIT: They will now show up correctly when needed. Added a var used to mark doors with panels visible while open.
-Adds opening/closing animations "door_closing_stat" and "door_opening_stat" with lights off to doors that did not have it. EDIT: Should now correctly show up when the door is forced manually.
-Removes many unused duplicate dmi files and icon states in door file.
-Adds new dmi file in doors folder containing misc door overlays. Not used anywhere, purely for reference and spriting.
-Changes the multi-tile airlock to have 4 directions instead of 2. Also makes it correctly update hatches for those directions when moved or built from scratch.
-Adds vault assembly. It can be built like any other door, but it costs 10 sheets instead of 4 and takes double the time to make, since it has double explosion resistance and lot more health.
-Adds elevator door assembly along with icon states into the code. It is currently unused, because I have yet to figure out how to make building lift-doors work, and that will not be included in this PR.
Fixes#1932 by adding an 'inuse' variable to airlock electronics and setting/checking whether it's in use when constructing doors.
Converted airlock_electronics.dm to absolute paths from relative paths.
Makes reinforced glass a subtype of glass, cleans up window creation copypasta.
Cleaned up window initialization leaking outside of the window constructor.
Removes unnecessary init_dir var from windows.
Continues the wiring upgrade. Now cameras, airlocks, robots, and air alarms also use the new wire datum system.
Global wiring code is now removed but there are sneaky objects which didn't rely on them such as mulebots and autolathes.
Fixes a few issues from the previous upgrade.