no longer goes "Layla Starr casually pulls out a /obj/item/clothing/mask/smokable/cigarette/rugged from the cigarette packet with their mouth."
Fixes#9294
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.
Fixes#9211
Currently CPR, checking wounds, etc. takes priority over putting out fire on a target. So you cannot pat out a fire until you've fixed their lungs or whatever. Also you cannot pat out fires on mobs that return false from is_asystole().
This changes the priority so patting out fires happens before everything else.
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.
Surprisingly, doesn't really change that much user-facing side.
For some stupid reason, cigar cases were using a rehash of cigarette packet code for no good reason. So I just made it a parent item, and it works just fine.
also added a tooltip to share the rather obscure feature of putting a cigarette in your mouth.
resprites the tajaran cigarette packets to more accurately match where they come from
Suit Cyclers have received new sprites, and any suits contained within will be on display as part of the sprite.
Using your ID, PDA, or Computer on a suit cycler will now attempt to unlock it.
The grab strength needed to put someone into a suit cycler has been increased to a neck grab.
You can no longer put helmets and suits in a suit cycler that's containing someone.
Ejecting a helmet or suit from a suit cycler will now attempt to place it in one of your empty hands.
Added an audible ping to suit cycler action completion.
Sprite port from NebulaSS13/Nebula#603
Implements a wrapper to the call()() function, meant to be used for calling dylibs.
This is useful for two reasons:
It allows us to debug the dylib calls (such as timing for the time being).
PR is still work in progress.
Increases nymph health to 50
Changes Dionae health to 240(currently from 300)
When a dionae splits their health is now divided amongst their nymphs. Nymphs will always have at least 20% of their health when split.
Lit cigarettes now count as flame sources.
Changed the isflamesource proc from a general proc to an obj/item proc. It is tidier and will be easier to add future flame sources this way.
Removed some hardcoded flame stuff (Such as igniting rags and paper), which depending on an item being a type instead of just being something that could produce a flame. They now check to see if an item counts as a flame source.
Found leftover clown BS while updating paper burning code and killed it off.
The lobby menu now fades in and out smoothly.
Removes the old background object which was left in by accident.
The buttons now get bigger when you mouse over them. Responsiveness!
Reconnecting as a borg will now display you with the correct module on your HUD.
Being reset by an admin as a borg will now show you the right 'nomod' module on your HUD.
Scientific grippers can now grip enough stuff to be able to build mechs.
Science borgs now get cable coils, an experimental welding tool, and wirecutters.
Science borgs now get a fancy new module sprite, sprited by myself, with love.
I finally figured out how to make tool inhands and inhand coloring work properly, so custom colors can apply to inhands! (yes, even the stuff from loadout.)
Code-wise, this guts the superfluous our_color variable.
This cuts it out from screwdrivers, wirecutters, cable, and everything else which uses this shit.
I'm pretty sure testing this has taken out a day out of my life.
Also I fixed up the cable examine to be less crappy. (so you can finally see cable descriptions.)
Don't mind the commits, I just built this on top the handcuff noose PR.
Added power efficient inductive chargers to cyborgs, maintenance-, construction- and mining drones, allowing them to charge power cells, and things that contain power cells.
Battlemonsters vendors now spawn with five free basic packs containing seven common cards, which can be used to show people how the game works without spending any money.
Spacebikes, speeders, and monowheels now have storage compartments accessible by dragging it onto your sprite.
Spacebikes and speeders now drive a bit faster on non-space tiles.
Off-station antagonists will no longer keep the player's character's flavour text.
Antagonists will now be assigned random names before they pick their name.