## About The Pull Request

Added recovered crew to the ghost role spawner menu. Clicking spawn will
make you orbit the recovered crew body.
https://github.com/user-attachments/assets/326856c4-e306-43fd-b7d6-a8d5554a0e81
Orbiting the body will make it twitch a little to indicate to
coroners/MD's/roboticists that you're ready to be revived.
## Why It's Good For The Game
Getting people to actually play the recovered crew is kinda hard on most
rounds :( . First on my list is to make the process more convenient for
everyone.
By adding it to the ghostrole spawner menu, ghosts can quickly see if
bodies are available if they wish to play as one. Making them twitch
when orbited makes it so the people reviving them don't have to revive
them every few minutes in the case someone wishes to join as them (they
still might, it does get more attention).
I think the twitching effect is the best natural indicator that someone
wishes to join without being too OOC. I can imagine doctors being a
little confused at first, but it should click pretty quickly.
I am not too concerned about it being used as a ghost communication
medium. The spectroscopic sniffers are a more convenient tool for this,
and I don't think I've seen someone do it with them.
## Changelog
🆑
add: Recovered Crew have been added to the ghostrole spawner menu
add: Orbiting Recovered Crew corpses will make them twitch to indicate a
soul is available
/🆑
Giving them straight up superpowers or more aggressive antag rolls is
still something I'm considering. We'll see if/when I decide to do it
---------
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
* Spawners menu now displays the amount of uses left appropriately (#81496)
## About The Pull Request
Prior to this PR, if an individual spawner allowed more than one uses,
it would still display as one use in the menu. Not only that, but
infinite spawners would also show as having just one use. Both of these
behaviors have been fixed, resulting in a much more accurate depiction
of how many uses are left on each spawner.

(The first spawner isn't normally infinite, I just used VV to edit its
`infinite_uses` to `1` for the sake of proving that the display worked).
## Why It's Good For The Game
Being able to know that a spawner is infinite is a good thing for
players, just like being able to know how many uses are left if an
individual spawner can be used by more than one player.
## Changelog
🆑 GoldenAlpharex
fix: The Spawners menu now accurately displays the amount of uses left
in each spawner option, taking into account individual spawners that
either allow more than one use, or an infinite amount of uses.
/🆑
* Spawners menu now displays the amount of uses left appropriately
---------
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes the Spawners Menu not letting you jump or spawn in as ghost roles. (#61770)
* Feex
* Better feex
* Fixes the Spawners Menu not letting you jump or spawn in as ghost roles.
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
* [TM Candidate] Overhauls orbit and POI code to fix part of issue #61508 where players could observe /mob/living/new_player on the lobby.
* E
* Missed merge
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>
Co-authored-by: Gandalf <jzo123@hotmail.com>
* Enforce preserving parent proc return values across ui_act call stacks (#53964)
All ui_act procs should call parent by default. All procs should preserve the value of the parent proc when it's TRUTHY and pass it down the call stack. No UI should be interactible when its flags or state indicate it should not be, except when explicity overriden by child procs intentionally disregarding parent return values to achieve a specific goal.
* Enforce preserving parent proc return values across ui_act call stacks
Co-authored-by: Timberpoes <silent_insomnia_pp@hotmail.co.uk>