* A Variety Of Updates
* Lovey Sprites!
* Adds implementation for listening status effects.
* Fixes implementation, uses defines instead of magic strings.
* Completely reworks status effect listeners
* Fixes Love Potions
* Fixes Approximately All The Things.jpg
* High Gravity - First Draft
* Replaces has_gravity defines for areas.
* Default gravity ztrait
* Adds some gravity effect and skips damage at gravity = 2
* Paralysis icon
* Antigravity grenades for some abuse
* Makes the damage treshold a define and makes alert description more accurate.
* Bluh
* Added multicamera mode for AIs
* Minor multicamera fixes
* Cameras near an AI multicamera eye now light up red
* Disabled AI multicamera mode without admin intervention
* Fixed AIs being able to use multicamera mode when they should not
* Added an action button to change your entire chameleon outfit at once
* Made chameleon stamps actual chameleon items
Added stamps to bonus chameleon items on outfits that should have them
Made clothing work with hooded suits
* Chasms no longer drop those buckled to undroppable objects
* Moves a check down for efficiency/not needing to check things twice
* Change logic order so this hack works
The component is initialized with any combination of three flags, EMP_PROTECT_SELF protects against effects that target the object itself, EMP_PROTECT_WIRES protects against wires being messed with similar to the NO_EMP_WIRES_1 flag which this PR removes, EMP_PROTECT_CONTENTS protects against things that are inside the object like organs, internal "non-virtual" power cells and the like
This enables (but doesn't introduce) new mechanics such as adding EMP shielding at runtime to any atom, or taking it away.
add: Amount of goliath plates is now shown in examine for explorer suits and mining hardsuits.
I was peeved by being unable to tell whether the armour is upgraded or not except by trying to stick more plates on it.
I think a more correct way would be to add a plate amount var to these items similarly to APLU plating and then have description mention their amount and, for added transparency, that it's possible to improve it if there's 0 plates.
Please point the errors/wrongs in it, since "current armour value minus constant divided by value each plate adds" is rather clunky code.