Adds a Dominian mercenary loadout, finishing off the main Human factions that can be represented via mercs.
Also, adds two Dominian dresses to the loadout (the Dominian clothing selection) and fixes the description of the Himeo cap.
The weirdest part of this PR is the 80 melee resists on the Dominian RIG. The other stats have been lowered to compensate for this (given it's meant to be a melee-centered suit) but let me know if the stats aren't to your liking, and I'll be willing to change them.
The Dominian mercenary kit gets 4 voidsuits, the RIG, 4 energy cutlasses and 4 resprited energy shields. The resprite just turns them red.
The solo mercenary kit gives you 1 voidsuit, a shield, a cutlass, and that's it.
The RIG is below, armed and unarmed.
It was a mistake to use real life chemicals on the grounds of "realism", especially when the chemical doesn't actually act realistically to how it does in real life. With the removal of the Inaprovaline medication as well, we can return the name to Norepinephrine, which was originally called Inaprovaline anyway.
rscadd: "The cookie snack now contains cookies, like the mint and gum packs. They've also been added to the rations box selection."
rscadd: "Gum packs, mint packs and the cookie snack from the vending machines visibly open when clicked on."
rscadd: "Gum packs, mint packs and the cookie snack can be crumpled up when empty. If you really wanted to, you still can crumple it with things inside, so long as you're in harm intent."
rscadd: "Odd boxes, such as candle boxes, donut boxes, crayon boxes and egg boxes can be folded and unfolded from cardboard sheets."
rscadd: "Donut boxes, egg cartons and cigarette packets visibly open when clicked on. Alt-click to close."
rscadd: "Mints actually have a proper taste description now."
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
Crematoriums can now face in any direction.
Crematoriums and morgues now properly do not deploy their tray if something is in the way.
Crematoriums now properly update their icons while they work.
Mapping change is to make the crematorium button in the Chapel have a west cremate_dir, as an example and a minor reduction in range looping.
Added an optional acting captain uniform briefcase to the captain's locker. It includes a jacket, a cap, an armband, and a captain radio.
Currently, the only way to show that you're acting captain is to change your ID or to steal the captain's clothes. I thought that was pretty silly, especially for something that's somewhat standard procedure during a chaotic antag round. So I sprited some gear that allows command members to say "Hey, you see this sprite? You should be listening to this guy."
Added sharpened bear traps, a mechanical trap that ignores armour in the clamp action, to the Stealthy and Inconspicuous Weapons uplink.
Added closet teleporters to the Stealth and Camouflage Items uplink, a device that start linked and can be attached to closets to set-up a teleport network. Step inside and close the door to teleport.
Pushing a wall to try and find a secret entrance now takes a few seconds of touching and feeling.
It was incorrectly using closet examine code and it incorrectly kept displaying it as empty.
This should resolve that issue.
Also tides up code here and there and some cleanup.
PR'd again, in an attempt to stop travis cloning itself.
Also makes a proc out of the examine to make things cleaner I guess
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.
You can now put flags on windows without bashing them.
Compartmental circuit kits no longer display pickup error messages when you put it back in the big box.
Adds some new turf sprites to replace ones in common use across the station, ports the reinforced floor from bay.
Adds new vent, scrubber, sprites for many wall-mounted objects and holopad sprites that fit in better with the changed floors.
Remaps a ton of areas visually to make better use of these changed sprites.
Implements a Piping Rapid Fabrication Device, otherwise known as the RFD-P.
They get added to atmos tech lockers. Can't really think of a better place to slap it in. Doesn't come with extra ammo.
Plasma cutters can now have their power cells removed with screwdrivers, and replaced by using the power cells on them.
Plasma cutters now do 20 damage, up from 15.
More things can now be disassembled with the plasma cutter. Non-reinforced walls, non-reinforced tables, grills, machine frames.