Fixes a disconnected vent in xenoarch, fixes the anomaly scanner in the pit scanning a window, adds a bookcase to make up for the empty space created. Fixed a protection check to recognise nitrile gloves now that we use them instead of latex.
-fixes heads and groin never being cut off at all
-removed the brute and burn armor check, the damage that is take in consideration here is already reduced by the armor in the basic attack procs
-removed the maim mallus from the head and groin
-gives more hp to hands and feet to make sure they can survive the armor bonus loss
Added a tweakable multiplier for situations where the supermatter is in no atmosphere (primarily, when someone opens the core vent). Right now, it delaminates in around ten seconds or less from its first announcement (especially if emitter is on) with no chance for engineering to respond. It should take much longer to do so now than before.
In testing, the speed was 4-8% per announcement on a reasonable number of shots (by aurora standards). It will still delaminate, including in space tiles (via core eject, etc, and still assuming it's been shot) but the rate will be less... instant. Turning the emitter on will still naturally increase the rate of damage as it fires.
Also decreased the damage cap some for in-atmosphere damage, also for being able to have time to respond to delaminations (said cap still scales with emitter shots)
-changes how the tajara species handles citizenship in game: you now have to pick one of the three factions, this also enables consular officers for them
-adds a new var to the species: default_citizenship, which citizenship should be the default one for that species, so you can have species that can't get biesel citizenship as their main one
-adds a bunch of loadout options to the tajaran section
-restricts tajara from being necropolis contractors
Adds new sprites for sterile mask and breath masks.
Adds new colorable cloth mask for civillians and dust mask mostly for industrial jobs.
Masks have been move to their own tab in loadout - namely because they have an entire seperate file for them, but apparently haven't been coded in their own tab. Also, they should equip properly on spawn now.
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
This changes a number in the artifact effect code that removes the potential for an artifact to have the low level energy emissions or concentrated energy effect, both of which do nothing.
tweak: "Security's base nonlethal equipment - tasers and rubbers - is now a bit better."
bugfix: "Fixed teargas doing practically nothing."
bugfix: "Fixed a lot of stuff not applying pain damage. Ow."
bugfix: "Fixed undefined values on the CMC."
bugfix: "Fixed dionae not regenerating damage."