Sometime last year sec officers lost one of the two pairs of cuffs they started with (I think its when the adv taser was added on spawn, cuffs used to be in the armor slot and were replaced by the taser but never placed anywhere else)
Seeing as cuffs are the only thing stopping sec officers beating the clown to death, I'm readding them.
I've also done a general clean up on sec lockers, removing the extra standard headset (why the f weren't these just replaced by the bowmans in the first place?), and stuffed the locker contents into the sec belts - because fuck the RSI inducing clickfest that is gearing up.
Reordered some of the contents of lockers, again for less repetitive clicks.
Gave the HoS a proper stun baton (I've notice most HoS's pinch a spare one from an officer's locker).
Swapped the detectives collapsible baton for a classic baton, seeing as they're as shit as collapsible batons now and fit the detective's film noir look better. Also gave him some pepperspray because its terrible enough for him to use.
:CL: Malkevin
tweak: Sec officers have two sets of cuffs again (one on spawn, one in locker)
tweak: Done some optimisation of sec spawn equipment lists and lockers to remove some of the repetitive clicking, sec belts are now preloaded with equipment.
tweak: HoS has a full baton instead of the collapsible one
tweak: Detective has a classic police baton and pepper spray instead of the collapsible baton (some made police batons shit, so don't get overly happy)
bugfix: pop scaled additional lockers spawned were the wrong type, changed them to the right type which has batons now.
/:CL:
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
Fixes revive() working on brainless carbons, making them die right away. It now only heals the body but doesn't actually make the mob alive again.
Fixes dead mob put into closet and then revived not seeing the closet vision overlay.
Fixes brain mob's emp_damage never decreasing when stat == DEAD.
Fixes posibrain's brainmob starting dead.
Fixes ai fixing not clearing the blind overlay properly.
Fireball projectile no longer explodes on the firer when there's a body on their tile. The fireball's range() code now only checks the two tiles on its front left and front right for mobs to hit.
Remove some update_vision_overlays() (now unused) that I forgot to remove.
Using a staff oh healing on a corpse with a damaged brain organ will revive the mob and heal the brain organ.