Fixes bent disposal pipes appearing straight after map initialization, fixes disposal pipes not behaving properly when deconstructed.
Removed the update_icon proc on them as it didn't do anything anymore after prior changes.
As a continuation of #9389
As a bonus, any drugs that mentioned their IRL counterpart in their description now describe their predecessor as ancient, and the new ones as modern. The biggest difference here is just the Antihistamine which was given a full new name. They're similar enough that they'll be recognized (most of them) but different enough for us to call our own and not care what the real medicines are/do since these are our sci-fantasy versions just inspired by them.
update_icons(), UpdateIcon() and updateicon() are now changed to be update_icon().
Many interactions expect a target to have an update_icon(), so they should all be the same.
Also fixed some stuff that was using relative pathing, along the way.
Tweaked various simple animal messages to make it look better in the chat log.
Aggressive grabs no longer refer to 'by the hands'.
Getting a neck grab or higher on an aggressive animal restrains them from attacking.
Strangling an animal now properly does damage to them.
Leaving the lobby screen list empty now adds all icon states to the lobby screen list. Also, only one dmi plays at a time.
This means that adding a new title screen is now as simple as just adding it to the dmi. Or making a new dmi for a new category.
Added a new sound when you click things in the menu - more futuristic.
Currently, hearing related stuff is handled in at least three places throughout Life(), and whether a mob is deaf or not is complicated - Handled by an sdisabilities flag, has_hearing_aid() and ear_deaf.
This change consolidates everything into handle_hearing(); whether a mob is deaf or not can be determined just by the value of ear_deaf using isdeaf()
Fixes#9310Fixes#8490
rscadd: "Food that takes one bite to eat doesn't say 'you finish it' anymore. Sounded kind of weird to 'finish' something in one bite."
bugfix: "Fixes some grammar with swallowing pills."
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: "Added new cargo bounties."
rscadd: "Adjusted cargo bounties. Reward amounts are semi-randomized, as is the number of required items for some bounties. The types of bounties that appear are more randomized."
tweak: "Altered some bounty descriptions."
tweak: "Any food that has bites taken out of it will no longer count for the related bounty."
tweak: "More types of pies, muffins, and kabobs should now count for their respective bounties."
tweak: "Further adjusted cargo warehouse spawns."