Changed IEDs into firebombs to curtail the amount of station damage done whilst keeping IEDs useful and still keeping fuel tank bombs a useful saboteur's tool.
Their fuse time is a bit more variable too, including a 1 in 10 chance of them going off practically straight away (note: this is counter-able by the user wearing a fire-suit, git gud and l2p)
* Fix icon not updating when turning off baton/stunprod with a total cell charge below the hitcost.
* Baton/stunprod no longer accepts cell with capacity below the hitcost(charge used per stun).
* Removes being able to give one last hit (that doesn't even deduct any charge) when the cell charge gets below the hitcost.
* Adds warning message when baton/stunprod turns off from being out of charge.
* the power is correctly handled each tick instead of 1 tick on 2, because of bad reinitalization,
* apcs now draw power as others machines and fixed the amount of power send to them
Partially fixes#3761.
Conflicts:
_maps/map_files/tgstation.2.1.2.dmm (The map was deleted)
code/game/objects/items/weapons/kitchen.dm (Someone fixed up tray attack code a little, whereas I moved trays to a subclass of bags and made the attack code very simple by comparison. Went with my solution.)
Monkeys can still be revs, so they should be able to be loyalty implanted. This would also fall in line with the other implants, which have no race restriction.
Fixes#637
Fixed grenade casing not being renamed to grenade when complete and made
all assembly messages refer to the assembly as "grenade assembly".
- The grenade assembly is called "grenade casing" before anything is
done (like it always was)
- The grenade assembly is called "unsecured grenade" when a activation
mechanism is added (like before
f645037dd5)
- The grenade assembly is called "grenade" when finished (like before
f645037dd5)
- Renamed large chem grenade to "large grenade casing"
- Made using a wrench on a unsecured grenade remove the payload on the
first use, and the activation mechanism on the second use (because we
don't want to always remove both at the same time)
- Made cable_coil drop on the floor if it was used as activation
mechanism
Fixes https://github.com/tgstation/-tg-station/issues/2378
Adds a file called robot_items.dmi. Did some minor tweaks to the borg
goggle/hudglasses sprites to make them look slightly mechanical, and
added a sprite for the electric arm, which is animated, replacing the
old warning triangle sign.