+Missing head/mask slot because drones.dm is not currently being compiled
+Missing weapon/storage not allowing drones to MouseDrop
+Missing uplink buy() preventing non-humans to use it
+Missing syndrone sprites
Adds new drone things that weren't in the previous PR:
+Drone pings respect factions
+Moved drone ping message functionality into its own proc
+Alerts all drones about newly activated/reactivated drones
+Alerts all drones about dead drones
+Gives the syndrone the "syndicate" faction, overriding the default "neutral"
->Redirected gib() to dust()
->Redirected update_inv_l_hand() to update_inv_hands()
->Redirected update_inv_r_hand() to update_inv_hands()
->Redirected update_inv_wear_mask() to update_inv_head()
(
Nothing when Attack w/ item on dead animal
No varied attack verb for the above.
Item attack on alive SA/syndicate/melee: no sound
No Punchsound on alive and dead SA.
goat attack on SA/human/alien/monkey : no sound
attack_hand and Item attack on dying mouse: nothing
is_muzzled() fix in slime.dm and humanoid.dm and larva.dm and humanattac?kpaw.dm (put a muzzle on self, immune to monkey bites!)
monkey attack on animal: can't attack alive!
monkey (821) has attacked the grey baby slime (477)! (needs bite and sound)
monkey can't attack_paw alien/slime/animal with health below 0.
attack_animal on larva has no sound.
monkey bite on human: no sound
Larva on Humanoid/slime.
can't monkeybite a wounded alien.
larva needs to be attackable by humanoid/slime/hand/item/monkey/SA
Monkey cant bite dead/unconscious monkey
Larva bite has no sound. can't bite anyone but animals
)
- Both HUD procs broken in to several smaller procs.
- Added defines so the arguments to process_data_hud() are clear.
- Several other tweaks to data_huds.dm
- Made the sensor mode defines match the data hud ones.
- Gave borgies a HUD button for sensor modes instead a verb, to be in
line with the AI.
Makes the sensor augmentation check for silicon instead of one for both
the AI and Borgs, since they are not actually different procs.
Reverts an accidental removal of the borg camera function, thinking it
came from NT's code.
- The AI can now access both Security and Medical HUDs via a new button
on its UI. The Medical HUD is exactly equal to all others. The AI's
Security HUD cannot detect implants.
- Cyborg HUD modules have been removed in favor of an inbuilt command,
to make it less of a hassle to access them.
- HUD code has been given its own file such that it can be used by any
mob. In addition, HUD users are placed into a list instead of searching
for only humans and checking them for a HUD item. This is to make it
easier to expand.
- Security HUD messages can now be received by any mob using a SecHUD.
This allows you to click which ever intent you want in the four-color
intent system humans have.
Other/simple mobs' still use the old single intent button.
F/G macros still work as well.
continued from: #4473