Cleans up a disgusting if else pyramid.
Fixes an issue where the upper limit on nutrition did nothing at all.
I'm very upset at whoever added the feature to eat simple_animals.
They can still be used in any recipe human meat/meat will do for
Eating fly/slime meat isn't a good idea
Recipes for mutant meats could come later
File this under "stuff I wanted to do a year ago but couldn't because mutantraces were so trash but now its not so why the fuck not"
Helps Wardens keep track of prisoners and hopefully reduces re-arrests of released prisoners
It's all in a new proc, broadcast_hud_message() which handles securitron arrest declarations as well.
Lube will now make you spin while you're slipping.
Water will make you slip on the spot and won't move you forward.
Fixed the bug of wrong mob directions when buckling them while they are lying down.
Cyborg and AI canUseTopic() procs will now include a BE_CLOSE variable, just in the case of having to be near the atom.
Added a BE_CLOSE and NO_DEXTERY define, they are both 1.
Third argument for canUseTopic(), dextery check, if a monkey or alien or whatever can perform the action.
-Breaking the Captain's Display Case will now trigger an alarm, bolting all airlocks in the room as well as notifying the AI (after a 3 second delay)
Nowadays, I'm seeing far too many Captains breaking their display case with little repercussion. Keeping the gun in the case used to have value when the AI was able to watch over it (hear people breaking it), but since the AI was moved there's no value in keeping it in there besides to avoid being accused of powergaming.
This change is meant to add incentive for Captains to keep it in the case (Extra Security), humiliates them from taking it (bells and whistles will draw everyone's attention), and makes the steal objective a little more unique from the other ones.
Traitors would need to create their own escape route first, or be extremely predictable jump down the disposal outlet. An alternative to bolting the airlocks (should it be seen as being too extreme) would be to simply drop firedoors instead.
When observing, that observer would be given their original new_player's mind, but that mind would still have the new_player as its current. This caused the new_player to fail to GC and resulted in the observer's mind's current becoming null.
Fix: Just delete the new_player mind when the player observes. If an admin turns them into a human or whatever, a new mind will be created automatically then.