Layering: Fixes wires and pipes on lattice catwalk, glass floor [NO GBP] (#72703)
## About The Pull Request
- Fixes https://github.com/tgstation/tgstation/issues/72894
- Fixes layering for wiring and disposal pipes on lattice-based catwalk.
(Goes on top.) Wiring and pipes on floor-based catwalk. (Goes
underneath.)
- Glass floor shifted to show wires/pipe underneath it.
- Moves tram plaque to the game plane, layered underneath tossed
objects.
## Why It's Good For The Game
Wiring the solars looks weird with the wrong layering.
## Changelog
🆑 LT3
fix: Wires and pipes again rest on top of lattice catwalk
/🆑
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
Exempts horrible goose from tram hit counter (#72811)
Tram hitting the goose increments the hit counter, this fixes it so
mobs without clients don't increase the Tram's hit counter.
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
You can no longer climb ladders from anchored buckleables (#72808)
This PR prevents you from climbing ladders while buckled to something
that is anchored. You can still climb while buckled to non-anchored
things like wheelchairs or people.
Co-authored-by: Ryll Ryll <3589655+Ryll-Ryll@users.noreply.github.com>
Fixes strange geyser and geyser regen (#72221)
Called the random reagent code after it was initialized
Registered the reagent del/remove signal on the geyser, not the reagent
datum of the geyser
Closes#72037🆑
fix: Strange geysers have random reagents again
fix: Geysers regen reagents again
/🆑
Co-authored-by: Time-Green <timkoster1@hotmail.com>
* Moves extinguisher cabinet open/close to right click (#72735)
## About The Pull Request
Changes the open/close of extinguisher cabinets from AltClick() to
attack_hand_secondary() to make it more intuitive to use
## Why It's Good For The Game
If closing extinguisher cabinets is easier to do people will be more
encouraged to clean up after themselves and put the extinguishers back.
## Changelog
🆑
qol: Extinguisher cabiners are now opened and closed with right click
instead of alt+click.
/🆑
* Moves extinguisher cabinet open/close to right click
Co-authored-by: Thunder12345 <Thunder12345@users.noreply.github.com>
* Cutting the Burdened Cheese Part 1: Removes free burden points from removing unnecessary or cosmetic organs. (#71938)
Burdened organs now only count for the main organs only. Cyberimplants
don't count, alien organs don't count, etc. This is because someone
could get a bunch of extra organs, and then take the burdened sect and
remove them for free burden points.
Useless organs for species also do not count (stomachs given to species
that do not hunger, for instance)
Removes the error on burden points clamping on negative values. This can
happen when someone previously disabled takes burden sect.
Cheese is being used to bypass the unique gameplay goals burdened sect
provides. Will throw another pr when fikou finishes bat mutants ;)
🆑
fix: Removed some cheese strategies from burdened sect.
/🆑
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
* Modular!
* Aaaaaa
Co-authored-by: tralezab <40974010+tralezab@users.noreply.github.com>
Co-authored-by: Fikou <23585223+Fikou@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* [no gbp] removes all duplicate armor datums (#72354)
closes#72348
Title
My bad
Heres the script I used this time if you want to
```cs
var baseDir = Environment.CurrentDirectory;
var allFiles = Directory.EnumerateFiles($@"{baseDir}\code", "*.dm", SearchOption.AllDirectories).ToList();
var known = new Dictionary<string, List<KeyValuePair<string, int>>>();
foreach (var file in allFiles)
{
var fileLines = File.ReadAllLines(file);
for (var i = 0; i < fileLines.Length; i++)
{
var line = fileLines[i];
if (line.StartsWith("/datum/armor/"))
{
var armorName = line.Replace("/datum/armor/", "").Trim();
if (!known.ContainsKey(armorName))
known[armorName] = new List<KeyValuePair<string, int>>();
var knownList = known[armorName];
knownList.Add(new KeyValuePair<string, int>(file, i));
}
}
}
Console.WriteLine($"There are {known.Sum(d => d.Value.Count)} duplicate armor datums.");
var duplicates = new Dictionary<string, List<int>>();
foreach (var (_, entries) in known)
{
var actuals = entries.Skip(1).ToList();
foreach (var actual in actuals)
{
if (!duplicates.ContainsKey(actual.Key))
duplicates[actual.Key] = new List<int>();
duplicates[actual.Key].Add(actual.Value);
}
}
Console.WriteLine($"There are {duplicates.Count} files to update.");
foreach (var (file, idxes) in duplicates)
{
var fileContents = File.ReadAllLines(file).ToList();
foreach (var idx in idxes.OrderByDescending(i => i))
{
string line;
do
{
line = fileContents[idx];
fileContents.RemoveAt(idx);
}
while (!String.IsNullOrWhiteSpace(line));
}
File.WriteAllLines(file, fileContents);
}
```
* modular
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Completely Culls req_access_txt/req_one_access_txt (#72281)
Hey there,
Now that every instance of `req_access` and `req_one_access` is a list
of strings, there is absolutely no reason for
req_access_txt/req_access_one_txt to exist. In fact, any instance where
they were still used in the codebase was very convoluted and was very
broken! Don't worry, I fixed it all out, and life is good.
I also dmdoc the surviving access variables, because those were missing.
I went on the side of caution and made a more verbose documentation with
an example just to have people really grasp this (it took me a while to
actually get it)
I believe that we changed _everything_ over to the
req_access/req_one_access system earlier this year in VV, but the
problem is that _new mappers don't understand the difference between the
two systems_. In fact, the "txt" system is completely redundant since
all it does is transition stuff to the "base" system. So, let's just
completely cull the one that's all but deprecated and ensure this
confusion no longer arises. The whole purpose of "txt" seemed to be to
convert the access, but it's all pointless now that we can just read the
list directly.
I'm also 99% certain that the "access check" on vending machines broke
(and didn't seem to have correct logic in the first place? I
legitimately couldn't find a case where it could fail in testing, so I
changed that up), and that's fixed up now. Let me know if I was clueless
there. I know it's short-circuiting now as opposed to "all must be
true", but it just didn't work.
* Completely Culls req_access_txt/req_one_access_txt
* oh the misery
* makes them use the thing that actually works
* test to see if engineering access is breaking it
* Revert "test to see if engineering access is breaking it"
This reverts commit 3cc2c554ff18f435a51601782e64c76193298db7.
* Fix access checks when req_access is null (#72458)
## About The Pull Request
Fixes#72450 - This seems to be an oversight in some of the access
refactors we've been through recently. When there was an assumption in
`check_access_list()` that `req_access` would always be a list, and that
if it was not something terrible had gone wrong and the door should
default to public access.
With the cleanup of the _txt access vars and the introduction of mapping
access helpers, this assumption is no longer true. `req_access` will be
null when multiple helpers are painted onto the same door, so we need to
handle that properly. Thanks to @MrMelbert for spitting out the attached
fix in mapping general and letting me PR it after testing.
This really needs a suite of unit tests around it. San has helpfully
volunteered to work on that for three hours before getting frustrated.
## Why It's Good For The Game
No more public access to engineering lobby, lathe, etc.
## Changelog
🆑 Vire, MrMelbert
fix: The engineering lobby and lathe are no longer public access
fix: Doors will no longer be treated as public access when they have
multiple accesses set on them
/🆑
Co-authored-by: san7890 <the@san7890.com>
Co-authored-by: Paxilmaniac <paxilmaniac@gmail.com>
Co-authored-by: Vire <66576896+Maurukas@users.noreply.github.com>
Co-authored-by: Tastyfish <crazychris32@gmail.com>
Add lints for idiomatic balloon alert usage (#72280)
Adds lints for `balloon_alert(span_xxx(...))` (which is always wrong),
and balloon alert where the first letter is a capital (which is usually
wrong). Fixes everything that failed them. As a reminder, abbreviations
like "AI" and "GPS" shouldn't be capitalized in a balloon alert.
In cases where this is intentional for flavor (there was one case), you
can `UNLINT` like so:
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Zephyr <12817816+ZephyrTFA@users.noreply.github.com>
* Headpikes now use proper grammar when referencing their spear type (#72626)
## About The Pull Request
When creating a name for the headpike structure, the spear name is now
used, rather than just a reference to the spear itself. This led to
funky grammar and ruined immersion etc etc.
## Why It's Good For The Game
Closes#72583.
## Changelog
🆑
spellcheck: Head-spears are now named properly when using alternate
spear types.
/🆑
* Headpikes now use proper grammar when referencing their spear type
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Side mounted tram controls (#72193)
Continuation of https://github.com/tgstation/tgstation/pull/72047 this
part was left out until it could be done using directional map helpers.
- Side mounts the tram controls freeing up the middle space for
shenanigans or whatever, and you can hit the controls faster from either
side of the tram.
- Emergency exit feature, doors can be forced open when the tram has
lost power.
- Accessible spots for wheelchairs (Ian's injured, you know!)

- Looks like a tram direction sign instead of an awkward center placed
computer. Build an ice cream or illicit drugs shop or something in the
middle. Frees up space.
- You don't get stuck on an unpowered tram if you don't have a crowbar.
🆑 LT3
imageadd: Tram controls are now side mounted, freeing up space. Even
better, you now have two of them!
imageadd: Added a new accessible space on the tram for wheelchairs
fix: Removed duplicate tram plate/platforms
code: Tram has its own floor subtype for the walls and windows
add: Emergency exit feature added for people who are silly enough to not
carry a crowbar
/🆑
* floors.dmi
* [ready] unit tests all worn icons (#72370)
Fixes#71692🆑 ShizCalev
code: Added a unit test for ALL worn icons.
fix: Fixed a bunch of broken worn icons!
/🆑
* [ready] unit tests all worn icons
* Should have fixed most of the failures now
* Here, hopefully that should fix what was left
* Okay maybe it just hadn't been fixed yet
* I can be a bit dumb sometimes
* Okay, now it's going to work, I promise
* I'm so tired of this
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Converts drowsy and eye blur to status effects, striking yet another two carbon level status vars
* merge conflicts
* adjust_eye_blur and set_eye_blur_if_lower
* adjust drowsiness overdoses
Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Crafting/Cooking menu update
* Yeeted away all of the merge conflicts, time to fix the code
* Okay, now it compiles, and after testing, it seems to work just fine
* Actually, early addition of an upstream fix, so those that don't have hunger can still open the cooking menu
* Fixes the units tests by removing the extra comma in the Stuffed Muli Pod recipe
Co-authored-by: Andrew <mt.forspam@gmail.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Tram collision counter hazard lights (#72406)
## About The Pull Request
To the best of Nanotrasen's ability, valuable crew members are still
getting hit by the tram. To further encourage safe practices, a new
indicator with hazard lights has been installed outside medbay. It will
flash when tram collisions are occurring during times of lax safety for
extra visibility.

## Why It's Good For The Game
Go for the high score.
## Changelog
🆑 LT3
imageadd: Hazard lights added to the tram collision counter
/🆑
* Tram collision counter hazard lights
Co-authored-by: lessthanthree <83487515+lessthnthree@users.noreply.github.com>
* Fixes being able to instantly create dense grilles (#72449)
🆑
fix: Fixes being able to instantly create dense grilles
/🆑
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Fixes being able to instantly create dense grilles
Co-authored-by: Iamgoofball <iamgoofball@gmail.com>
Co-authored-by: tattle <66640614+dragomagol@ users.noreply.github.com>
* Smoothing groups optimization, save 265ms with configs, more on production & w/ space ruins (#71989)
This one is fun.
On every /turf/Initialize and /atom/Initialize, we try to set
`smoothing_groups` and `canSmoothWith` to a cached list of bitfields. At
the type level, these are specified as lists of IDs, which are then
`Join`ed in Initialize, and retrieved from the cache (or built from
there).
The problem is that the cache only misses about 60 times, but the cache
hits more than a hundred thousand times. This means we eat the cost of
`Join` (which is very very slow, because strings + BYOND), as well as
the preliminary `length` checks, for every single atom.
Furthermore, as you might remember, if you have any list variable set on
a type, it'll create a hidden `(init)` proc to create the list. On
turfs, that costs us about 60ms.
This PR does a cool trick where we can completely eliminate the `Join`
*and* the lists at the cost of a little more work when building the
cache.
The trick is that we replace the current type definitions with this:
```patch
- smoothing_groups = list(SMOOTH_GROUP_TURF_OPEN, SMOOTH_GROUP_FLOOR_ASH)
- canSmoothWith = list(SMOOTH_GROUP_FLOOR_ASH, SMOOTH_GROUP_CLOSED_TURFS)
+ smoothing_groups = SMOOTH_GROUP_TURF_OPEN + SMOOTH_GROUP_FLOOR_ASH
+ canSmoothWith = SMOOTH_GROUP_FLOOR_ASH + SMOOTH_GROUP_CLOSED_TURFS
```
These defines, instead of being numbers, are now segments of a string,
delimited by commas.
For instance, if ASH used to be 13, and CLOSED_TURFS used to be 37, this
used to equal `list(13, 37)`. Now, it equals `"13,37,"`.
Then, when the cache misses, we take that string, and treat it as part
of a JSON list, and decode it from there. Meaning:
```java
// Starting value
"13,37,"
// We have a trailing comma, so add a dummy value
"13,37,0"
// Make it an array
"[13,37,0]"
// Decode
list(13, 37, 0)
// Chop off the dummy value
list(13, 37) // Done!
```
This on its own eliminates 265ms *without space ruins*, with the
combined savings of turf/Initialize, atom/Initialize, and the hidden
(init) procs that no longer exist.
Furthermore, there's some other fun stuff we gain from this approach
emergently.
We previously had a difference between `S_TURF` and `S_OBJ`. The idea is
that if you have any smoothing groups with `S_OBJ`, then you will gain
the `SMOOTH_OBJ` bitflag (though note to self, I need to check that the
cost of adding this is actually worth it). This is achieved by the fact
that `S_OBJ` simply takes the last turf, and adds onto that, meaning
that if the biggest value in the sorting groups is greater than that,
then we know we're going to be smoothing to objects.
This new method provides a limitation here. BYOND has no way of
converting a number to a string at compile time, meaning that we can't
evaluate `MAX_S_TURF + offset` into a string. Instead, in order to
preserve the nice UX, `S_OBJ` now instead opts to make the numbers
negative. This means that what used to be something like:
```dm
smoothing_groups = list(SMOOTH_GROUP_ALIEN_RESIN, SMOOTH_GROUP_ALIEN_WEEDS)
```
...which may have been represented as
```dm
smoothing_groups = list(15, MAX_S_TURF + 3)
```
...will now become, at compile time:
```dm
smoothing_groups = "15,-3,"
```
Except! Because we guarantee smoothing groups are sorted through unit
testing, this is actually going to look like:
```dm
smoothing_groups = "-3,15,"
```
Meaning that we can now check if we're smoothing with objects just by
checking if `smoothing_groups[1] == "-"`, as that's the only way that is
possible. Neat!
Furthermore, though much simpler, what used to be `if
(length(smoothing_groups))` (and canSmoothWith) on every single
atom/Initialize and turf/Initialize can now be `if (smoothing_groups)`,
since empty strings are falsy. `length` is about 15% slower than doing
nothing, so in procs as hot as this, this gives some nice gains just on
its own.
For developers, very little changes. Instead of using `list`, you now
use `+`. The order might change, as `S_OBJ` now needs to come first, but
unit tests will catch you if you mess up. Also, you will notice that all
`S_OBJ` have been increased by one. This is because we used to have
`S_TURF(0)` and `S_OBJ(0)`, but with this new trick, -0 == 0, and so
they conflicted and needed to be changed.
* Sorting how did I miss it
Co-authored-by: Mothblocks <35135081+Mothblocks@users.noreply.github.com>
Co-authored-by: Funce <funce.973@gmail.com>
* refreshes syndi-kits and syndicate surplus crates, introduces shared limited stock
* merge conflict
* Surplus balance, Consolidated our surplus crate and the new tg one to just use our stats
* use upstream surplus loot crates
* syndicrate
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
Co-authored-by: tastyfish <crazychris32@gmail.com>
* Alien closets deconstruct into alien alloy (#72452)
## About The Pull Request
The other day I found a rare alien locker in maint, hooray!
Deconstructed it to get the alloy, and was instead met with iron. Booo.
## Why It's Good For The Game
Alien lockers should deconstruct into the mineral used to craft them.
## Changelog
🆑 Tattle
fix: alien closets now deconstruct into alien alloy
/🆑
Co-authored-by: tattle <article.disaster@ gmail.com>
* Alien closets deconstruct into alien alloy
Co-authored-by: tattle <66640614+dragomagol@users.noreply.github.com>
Co-authored-by: tattle <article.disaster@ gmail.com>
Fixes a bunch of sidemap/plane cube issues (#72178)
## About The Pull Request
[fixes solor trackers offsetting wrong, and panels not using plane
offsets](8f461ab8ec)
[fixes cyborg hats offsetting phyiscally over their
head](5fd5b4240e)
[fixes reflector parts z fighting with their neighbors. if we physically
offset them, they'll have nothing to fight
with](088dcfe91f)
[fixes burgers layering wrong. uses a combo of pixel z to do the visual
offsets, and pixel_y to modify
layering](ec39e2bcd3)
[fixes signs, needed to use pixel_w instead of x, I think we may be
living under iso rules? I'm not totally sure I need to investigate
more](560d152fd7)
[fixes paperbin
rendering](e6c57ec00e)
## Why It's Good For The Game
Closes#72094Closes#72035
Co-authored-by: LemonInTheDark <58055496+LemonInTheDark@users.noreply.github.com>
* Gatfruit will no longer drop from ice portals. (#72048)
## About The Pull Request
For some god-forsaken reason, somebody decided that ice portals should
be able to drop one of the most disruptive items in the game. This PR
amends this by removing it from the drop pool.
## Why It's Good For The Game
In 2013 gatfruit was introduced in the following PR #2000 . This was
almost a decade ago at this point, repeatedly through the PR the creator
states his belief that this item should only ever be obtainable through
admin intervention due to its ridiculous capabilities. At the time
everyone in the PR agreed it was a reasonable item to add **as it was
unobtainable without admin intervention**. Over the years, it has crept
its way to become more prevalent and openly obtainable, the most
offensive of these options is the ice moon portal. As is, there is a 1
in 28 chance of obtaining the seeds, this sounds pretty inoffensive
right? That's just 3.44% probability. Now, let us search the instances
of the portal that spawns this.

That is a big number, a lot of chances to get that seed packet and other
gamer looters. Now, let's take a look at the probability of being able
to get these seeds, assuming you wipe out all of the portals.

92.8% chance to be able to get these seeds each shift if you focus
entirely on gaming the portals. That's a pretty insane probability of
being able to obtain the gatfruit seeds.
While I dislike people who sprint to the seed vault, there is at least
the possibility of a pod person telling them to fuck off when they
demand their _free_ gamer seed. There is also the fact that the ruin
isn't a guaranteed spawn every shift.
## Changelog
🆑
balance: Gatfruit seeds will no longer drop from ice portals.
/🆑
* Gatfruit will no longer drop from ice portals.
Co-authored-by: carshalash <carshalash@gmail.com>
* Changes the missing food icon test to cover ALL /obj's
* Update implant.dm
* Hopefully fixes all the failing integration tests!
* Fixes more missing icons
* Even more icon fixes
* Hopefully that was all of them
* Okay now SURELY that's all of them
* I'm tired of this shit man
* Hopefully that's all, for real this time!
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
Co-authored-by: Zonespace <41448081+Zonespace27@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
* Fixes racks not crafting properly and deleting themselves (#72164)
## About The Pull Request
Rack parts now use get_turf instead of loc when being constructed from
your hands. Loc would be the user rather than a valid location, and the
rack parts would be consumed, meaning you lose your rack parts and get
no rack. Loc is used in a few other places in the racks/tables file, but
they all appear to be working fine other than this one instance.
## Why It's Good For The Game
We've gotta keep our stuff organized somehow, right?
Closes#72155
## Changelog
🆑 Rhials
fix: Racks now properly construct again
/🆑
* Fixes racks not crafting properly and deleting themselves
Co-authored-by: Rhials <Datguy33456@gmail.com>
* Locker shoving logging / grammar fixes (#72061)
Fixes#72060🆑 ShizCalev
spellcheck: Corrected some grammar issues with messages displayed when
shoving people into lockers.
admin: Fixed shoving people into a locker not being combat logged
properly.
/🆑
* Locker shoving logging / grammar fixes
Co-authored-by: ShizCalev <ShizCalev@users.noreply.github.com>
* Fixes runtime when plastiflaps move z/get deleted (#72059)
What it says on the tin.
* Fixes runtime when plastiflaps move z/get deleted
Co-authored-by: AnturK <AnturK@users.noreply.github.com>
* Shuffles bedsheet attack actions a wee bit (#71865)
## About The Pull Request
my friends been doing makeshift surgery and gets mad about having to do
harm intent to start surgery and then having to turn it off to do every
single other surgery step and i agree, thats silly
~~instead, now, the bedsheet attack does not check for harm and ALWAYS
COVERS with left mouse button and ALWAYS PREPARES SURGERY with right
mouse button~~
to be more consistent all surgery initiators now work on left mouse
click and covering with your bedsheet is the right mouse button

## Why It's Good For The Game
while obviously a lot of the time makeshift surgery IS about harming
someone else its inconsistent with how all other surgery tools function
and also isn't very clear at all. the screentip in addition to having
them be separate buttons means that bedsheets two functions are overall
much clearer and its surgery drape function will no longer lead to an
assistant accidentally knifing someone when theyre trying to save
someones life
## Changelog
🆑
qol: added makeshift surgery screentip
qol: you no longer have to go in and out of harm intent to do surgery
with a bedsheet
/🆑
* Shuffles bedsheet attack actions a wee bit
Co-authored-by: Sol N <116288367+flowercuco@users.noreply.github.com>
* Takes the Tram off of the game plane, to make everything on it look a lot less flat (#71858)
## About The Pull Request
That's about it. It being on the game plane sadly had the inherent issue
of "no more ambient occlusion for anything that goes in it", which made
it look jarring.
Sadly, because of this, I had to put regular iron floor tiles over the
pipes/wires/disposals pipes on those crossings, but that's just further
motivation for LT3 and I to work on some new glass plating and actual
glass tiles so we can make this work properly again.
## Why It's Good For The Game
Muh ambient occlusion.
Seriously, it just looks *SO* much better.
## Changelog
🆑 GoldenAlpharex
fix: Everything that goes on the tram should look a lot less flat now!
/🆑
* Takes the Tram off of the game plane, to make everything on it look a lot less flat
Co-authored-by: GoldenAlpharex <58045821+GoldenAlpharex@users.noreply.github.com>
Co-authored-by: Jolly-66 <70232195+Jolly-66@users.noreply.github.com>
Co-authored-by: GoldenAlpharex <jerego1234@hotmail.com>
* Fixes Unwrenched Signs Having An Error Sign (#72027)
## About The Pull Request
I think this code was first made with the assumption that every sign
would be in the same DMI? Anyways, let's just ensure that it now works
in modern code by also passing in a valid icon file as well to the
non-descript "item sign".
## Why It's Good For The Game
Fixes#71920.
## Changelog
🆑
fix: When you unwrench a flag, you should now no longer see the big
flashy red ERROR sign.
/🆑
* Fixes Unwrenched Signs Having An Error Sign
Co-authored-by: san7890 <the@san7890.com>
* Adds logging for stuffing people in crates/lockers/bodybags (#72015)
## About The Pull Request
Stuffing people inside of thigs was unlogged, now it is.
## Why It's Good For The Game
Useful for admins so they actually know who hid a corpse in a locker for
example.
## Changelog
🆑
admin: Stuffing people inside lockers is now logged.
/🆑
* Adds logging for stuffing people in crates/lockers/bodybags
Co-authored-by: NamelessFairy <40036527+NamelessFairy@users.noreply.github.com>