* Renames a few variables. Also reorders fallback order again.
Renames item_state to inhand_icon_state
Renames mob_overlay_icon to worn_icon
Renames mob_overlay_state to worn_icon_state
worn_icon_state/mob_overlay_state now never gets used for inhands.
* Fixes some comments
* Fixes map issue
* Restart lints
* Properly resolves conflicts
About The Pull Request
This makes space suits use a cell and warm the wearer, This was handled by the handle_environment proc in the past with an override to make the suits work. This corrects this issue, and removes the override.
All space suits will have a cell installed at round start, this cell will last 15 min on average usage.
The cell cover can be toggled by alt+clicking (press the button), or using a crowbar (just pry it open) on the suit.
With the cover open you can remove the cell by using the suit in hand, or ctrl+clicking the suit.
As well with the cover open you can use a screwdriver to set the thermal regulator's temperature. The normal range is 20 c to 45 c, do not use an emag on the suit to increase the temperature range.
Examining the suit will report the temperature setting and the cells charge, if the cover is open you will also be able to see the type of cell that is in the suit.
Suit storage units will now charge the cells in suits, they will also require power to operate properly now.
Why It's Good For The Game
Space suits should be managing the wearers temp in space not using some override.
Lizards now have a portable heater in the form of any space suit.
Now that suits need a cell it is not as easy to spend all session in a space suit.
New interactions with hardsuits and emp's give nice combat buff to an underused item.
Nuke ops can raid xeno for some nice yellow cells, or science for a big old bluespace cell.
* Buffs the gygax, give some more support items for mechs in general since there isn't a need for a dedicated ammo bag for the gygax
* Wrong cell
* Fixed some stuff.
* I fucked up the wrench inhand good and proper yikes I am a dumb cat
* gave some inhands for the inducers
* Hopefully this adds the overlays for the wrench.
* Someone helped me make a much better wrench sprite after several failed attempts on my part due two tones being hard to make definable shapes with!
* update_icon() improvements
Fixes some update_icon() calls to properly call parent and use update_overlays() and update_icon_state().
The rest of obj/item fuck it
* Suggested fixes, also passes the linter
* I always forget . = ..() is faster than return ..() FOR SOME FUCKING REASON
* Actually this is better
* Signilzes datum/action to update its icon when its connected item does.
About The Pull Request
Adds 'notice' span class to all visible_messages which had no span class, making all those black messages blue.
Why It's Good For The Game
This should help differentiate action-messages from talking-messages in the chat. More actions will be blue, thus black talking-messages should pop out more.
* 1/4 done? maybe?
* more
* stuff
* incremental stuff
* stuff
* stuff & things
* mostly done but not yet
* stuffing
* stuffing 2: electric boogaloo
* Git Commit and the Kingdom of the Crystal Skull
* make it actually compile
* found more stuff
* fixes
* fix AI laws appearing out of order
* fix windows
* should be the remaining stuff
* this time for real
* i guess it should compile too
* fix sechuds
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.
Plurality, capitalization, punctuation, and item icons have been
improved. Status displays now show the same text on examination that
they do visually. Inducers only show a success message when they
actually succeed.