Adds deconstruct structure helper
Moves chair sprites from objects.dmi to chairs.dmi
Fixes check shields passing proper flags on unarmed attacks
Makes stools and chairs able to be picked up
- can_be_revived(), used so we don't revive a mob who would immediately die again (lack of brain organ for carbons).
- fully_heal(), called by revive when we want to completely heal a mob before trying to ressuscitate it.
I gave some arguments to revive() so the proc can be used by more than just the admin healing code (ai revived by the AI fixer console, drone revived by another drone clicking it, strange reagent ressuscitating you, borg revived by restart circuitboard, changeling using his revive ability, etc)
This fixes borg revival not updating its vision correctly and not updating the diagnostic HUD. Same fix for changeling revival.
Brain mobs that are beaten to death can still be inserted inside a brainless human corpse but defibbing the corpse cannot work (the brain is too damaged). On the other hand cloning that corpse will still work.
Deffibing a brainless corpse no longer gives "further attempts may be successful".
Fixes brain mob's container var not being nullified on Destroy().
Fixes borg made from staff of change not having a brain organ in their MMI.
Removes some duplicated procs in mob.dm (probably due to incorrectly fix merge conflicts)
You can now attack brains with a weapon even when not inside a MMI (previously only when in MMI).
Fixes brain vision not being given mech sight when put inside a mech.
Removing a brain from its MMI not place the brain in your hand instead of on the ground.
Fixes built cyborgs containing two mmis.
Damaged brain from attack can't be placed inside a cyborg.
Robotized humans (called Robotize()) , such as roundstart cyborgs, now have an MMI with the human's name (instead of having a brain with a borg name, which was inconsistent with built cyborgs).
Syndiborgs bought by nukeops now have a brain with the same last name as the ops team.
Fixes Borg created with staff of change not containing a brain organ.
Fixes brain being killable when inside cyborgs. Fixes borg dropping a dead mmi brain unable to talk. Brains are now immune to environment damage and radiation.
Fixes brain being able to suicide multiple times (if put in and out of an MMI)
Removes the clunky unintuitive ID number system from tracking implants and replaces it to show the mob's name, as chemical implants already did, and the teleporter already did re: trackers
This is on both the Prisoner Management Console and the hand tracker thingamabob.
Also:
Added a line break on chemical implants on the prisoner management computer so the read out doesn't look like arse. (see here https://www.dropbox.com/s/nawkd06ztqkmkqe/Screenshot%202015-03-28%2015.16.06.png?dl=0)
Fixed the wrong path for weapons auth implants' descriptions
Mobs without clients can't see into storage! They have no screen!
The following runtime has occured 92 time(s).
runtime error: Cannot read null.screen
proc name: show to (/obj/item/weapon/storage/proc/show_to)
source file: storage.dm,104
usr: Leo Pfeifer (/mob/living/carbon/human)
src: the backpack (/obj/item/weapon/storage/backpack)