* Updates the CustomiseSNPC verb to be less laggy
* Adds a resetSNPC verb to manually reset one.
* Adds a toggleSNPC verb to change between high and low profile mods
* Added a "High Profile" processing mode that can allow the SNPC to tick at custom rates, for special/story SNPCs
* All SNPCs now spawn as Assistants to prevent head spam.
* SNPCs can now be spawned as a doppelganger, and will take the name of a person with the same job as them.
* SNPCs now only hack doors their job doesn't have access to.
* SNPC augmentation values tweaked
* Runtime caused by limbs fixed
* Runtime caused by assigned the SNPC to be a chef fixed.
* Bartender SNPCs now receive a module which allows them to serve drinks to nearby patrons.
* Fixed Chef SNPCs having incorrect modules and home areas.
* Certain modules will now skip being processed if combat is taking precidence.
* Fixed an incorrect emote.
* Clown SNPCs will now drop less items (to prevent massive piles of soap or bananas)
* SNPCs using the healing module will now try to use stackable healing items, and if they are out, instead use their inbuilt tricordrazine hypospray.
* Janitor SNPCs no longer attempt to mop things, and instead use an inbuilt space-cleaner spray
* Chef SNPCs will no longer leave behind uncooked food when trying to process it.
* Chef SNPCs will now use the smartfridge as a source to make custom food.
* Chef SNPCs will no longer run amok, spraying food everywhere.
* Chef SNPCs will attempt to serve up completed food to the Chef's window
* If a Chef SNPC cannot find any viable food source, they will synthesize clones of regular food, which have a lower nutriment count than the real ones.
* SNPCs will no longer explode into items when entering combat, and will no longer throw guns instead of shooting them.
Cabin was given new carpets, and some fixes.
The snowy map generator now spawns bunnies.
New type of bunny that is not easter related.
Chickens now have support for no eggs.
Replace super weird "locate(/obj/item/weapon/grab, locate(/obj/item/weapon/grab, mob.grabbed_by.len))" by simple if(grabbed_by.len)"
Cleans up Process_Grab to be easier to read.
Simplifies MobBump() proc, especially the part about pushing a mob that is pulling or is pullsed/grabbed. We no longer check for mobs in a 1 tile radius every time we bump a mob.
Fixes runtime with clear_reagents_to_vomit_pool() due to a typo.
* Interest values and modifiers tweaked to create a smoother and more active AI
* maxStepsTick raised to 6, to smooth out movement
* doorScan has been integrated into the main AI, and performs before all other functions
* SNPCs have been given all-access, but must "hack" their way through doors, with a small chance to electrocute themselves
* Verb added to customise an SNPC and optionally send it to it's department
* Clown SNPCs will now slip people.
* Chef and Bartended SNPCs now process and cook basic foods.
* Botanist SNPCs will now grow, tend and harvest plants, and deliver them to a smartfridge.
* SNPCs are now the Synth race
* SNPCs now recognise a number of offensive actions, such as injecting, throwing, being shot and people attempting to steal from them
* SNPCs will now atetmpt to unbuckle themselves
* General Backpack and Item handling improved
* SNPCs now correctly recognise and take regular items
* Rebalanced the AI to favour their favourite items and department more
* callFunction now spawns off modules, running them simultaneously
* Botanist,Chefs and Bartenders now attempt to stay near their respective areas
* SNPCs now recognise recursive content (items in boxes in bags etc)
* SNPCs now have emotes attached to certain actions to faciliate their bluespace magic (so players do not get confused)
* Greytide SNPC getting stalled has been fixed
* SNPCs can now recognise and throw items that have are throwable, and will use them in combat.
* SNPCs can now recognise and use grenades, and will (according to their traits) prime and throw them, or suicide bomb a target
* SNPC ranges for combat rebalanced
* SNPCs now switch between disarm and harm in melee combat.
Fixes blind AI (lack of power) staying blind if transfered to a mech or a card.
Fixes magboots action button icon not updating when toggling the boots on.
Fixes Area teleport spells not having a cancel button when choosing the destination area.
Fixes spell action button not being removed when the spell is refunded.
Fixes revenant spell action button icons not being updated when the revenant is inhibited by a null rod.