Their direction changes will work even better if mob movement code finally removes all the spawn() calls. I'm not planning of adding any special code for that here.
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.)
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around! Works on nonhumans.
Placing icons on the tray still makes them show up on the tray. Using the tray on a table now places the items onto the table, or places the tray itself if it's empty. Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things! Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around. The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.
Fixes#236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up). Didn't address #1919, the layer issue.
Fixes the "bajillion lines changed" with the maps.
-Added them around the station, replacing the ones that were just on racks (e.g. Engineering hardsuits, Captain's, etc)
-Removed their object verb. You can now just click drag yourself to climb in
-They now use the new fancy window colors
-Updated Minisat Maint a little bit to give the wall a bit more width around the SMES units. Shouldn't be so much of a vulnerability any more
Fixes issue #119
Transferred all the different colours of under clothes and shoes to obj/item/clothing/under/colour/XXX and obj/item/clothing/shoes/sneakers/XXX
Added two extra options to the spawn menu of the game panel, clothing and food.
The Topic() proc of machinery will use this.
The first non-machinery item to use this will be the violin and piano.
There are plans to make admin observers use this, to make AIs don't be able to use Topic() when they lose power (doing that currently will break gameplay) and make all items use the canUseTopic() proc if needed.
I just wanted to pull the fix for the piano and violin quick, the rest is a todo.