* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags` (#80033)
## About The Pull Request
Code to handle this flag only ever existed on the `/obj` sublevel, so
there's no need for it to be on the `/atom` level `flags_1`. There was
probably a point in time in which mobs or turfs conducted electricity
but there's zero code for it anymore so we truly just live in a society
now.
## Why It's Good For The Game
Frees up a slot on `flags_1` (which is really nice actually), proper
scoping of certain bitflag stuff, etc.
## Changelog
Not relevant to players.
I may have screwed something up, will be doing a few passes on this
myself to ensure all the search and replaces went alright but we should
be good™️
* Demotes the "electrical conductivity" flag from `flags_1` to `obj_flags`
* Modular
* Update misc.dm
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Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Giz <13398309+vinylspiders@users.noreply.github.com>
* Nukes radio.dmi, adds inhands for somewhat relevant items. (#79792)
## About The Pull Request
Third /icon/ cleansing splinter 1. Comments on commits say all it does
pretty much.

## Why It's Good For The Game
Inhand for walkietalkie was requested in the project, gets rid of some
usecases of old 'gangtool', headset splitoff requested by Fazzie.
Inhands reflecting the items they are supposed to represent is nice.
## Changelog
🆑
image: Following now have unique item sprites: syndicate war declaration
radio, curator and chief beacon's, chaplain beacon.
image: Following now have unique inhand sprites: radio, export scanner,
walkie-talkie, syndicate war declaration radio, curator and chief
beacon's, chaplain beacon.
/🆑
* Nukes radio.dmi, adds inhands for somewhat relevant items.
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Co-authored-by: YesterdaysPromise <122572637+YesterdaysPromise@users.noreply.github.com>
* Adds IS_TRAITOR macro (#74293)
## About The Pull Request
i was making another PR and found that we have cultist, heretic, and
nuke op IS macros but not one for traitors
this adds one and then replaces it where applicable, mostly in checks
where a traitor device does something different if you are not a traitor
## Why It's Good For The Game
better for people making traitor only devices to have this macro, as it
is more clear and also cleaner in general i think
## Changelog
🆑
code: adds IS_TRAITOR macro
/🆑
* Adds IS_TRAITOR macro
---------
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
* Improves AI Law Module Examining (#69475)
* Improves AI Law Module Examining
Hey there,
The old version of checking to see what AI laws were on a board were just ugly. They were in a proc completely separate from the actual Examine, and the to_chat utilization it used meant that ghosts couldn't see it (since they didn't count as mob/user i believe). So, let's use examine blocks, make the implementation cleaner in the examine (and actually make it ordered too!).
* Addresses Review + File Organization
Cleans up comments, compresses lines of code.
I also moved the handle_unique_ai() proc below all the examine/attack/display_laws procs to give it some sense of grouping.
* i accidentally deleted the whole line
* Update code/game/objects/items/AI_modules/_AI_modules.dm
real
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>
* Improves AI Law Module Examining
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@ users.noreply.github.com>