## About The Pull Request
1. Adds stasis bodybags, unlocked with cryogenics tech
These bodybags are portable forms of stasis. However, they wear down
with use, only being able to keep someone in stasis for about 2, 3
minutes before falling apart.
Bodyparts and organs put in the bodybag are also frozen, allowing you to
maintain parts of gibbed people.
You can med scan through the walls of the stasis bag as well. Also you
can med scan through holographics bodybags.
2. Adds triage cards to the medical vendor
Triage cards are small pieces of paper you can write on and stick to
people. They're color coded according to severity, and are intended to
be used in mass casualty events for prioritizing patients.
3. You can pin paper to bodybags
You can pin a sheet of paper to bodybags that people can read, be it
autopsy or whatever.
4. Updates paper interaction code slightly
We have new procs for allowing interactions rather that snowflakes
5. Other forms of stasis apply tumor suppression
Oversight?
## Why It's Good For The Game
I made these a while back to just give medical doctors a few more tools
to play around with beyond the meta tools. Just to get more immersed
into the larp.
Otherwise, stasis bodybags gives Paramedics a tangible upgrade(if you
can call it that), offering a safer way to retrieve patients
## Changelog
🆑 Melbert
add: Adds stasis bodybags, unlocked with cryo tech. They put its
occupants (organ or mobs) in stasis, but wear down over time.
add: Adds triage cards to the medical vendor, a flavor item docs can use
during mass casualty events.
qol: You can pin papers to closed bodybags. Keep organized with your
autopsies.
qol: You can interact with papers in folders and on clipboards
qol: All forms of stasis stop brain tumors
/🆑
## About The Pull Request
This has the potential to create a lot of needless mob updates which is
not great. Now should only update a mob's clothing if it was actually
washed.
This PR
1) ensures that all wash() procs return a bitflag.
2) ensures that `wash()` proccalls which result in expensive operations
like icon updates only do so when it is necessary
## Why It's Good For The Game
Updating mob sprites is expensive, and doing it when nothing has been
changed is bad.
## Changelog
Nothing really player facing
## About The Pull Request
All usages of world.icon_size in code have been replaced with new
`ICONSIZE_X`, `ICONSIZE_Y` and `ICONSIZE_ALL` defines depending on
context
Replaces some "32" magic numbers with the defines
A few bits of code have been modified to split up x/y math as well
## Why It's Good For The Game
Magic number bad, code more readable, code more flexible and I'm told
there's an access cost to doing world.icon_size so minor performance
gains
## Changelog
🆑 tonty
code: made some code relating to the world's icon size more readable
/🆑
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
## About The Pull Request
Inspired by #82099
- Hand labels now has a small visual associated.
- Hand labels now function like stickers, meaning burning temperatures
will remove hand labels from objects.
- General refactor of hand labels. Hand labeler now uses the new
interaction functions. Labels are now objects.

## Why It's Good For The Game
I thought it'd be a nice small touch to show visually when things are
labelled, so you can tell at a glance rather than needing to examine (or
hover) it.
If people preferred or used the invisible labels for certain gimmicks, I
can add a translucent label option as well. Maybe one that requires
plastic to print.
## Changelog
🆑 Melbert
qol: Hand labels now have a visual effect associated, and are also
affected by heat / can be cleaned off like stickers.
refactor: Refactored hand labels. They're objects now!
/🆑
---------
Co-authored-by: san7890 <the@san7890.com>
Stealing from Goon is bad, but stickers are actually a good feature, and
loosing those will be a disappointment. This project aims to recreate
'em from scratch without using Jimmyl's and Goon's code. Also,
suspicious icons were resprited and renamed.