* Runtime now keeps track of all cats in the world, at the start of the next round any cats that survived the previous one will spawn with runtime in the CMO's office. This mechanic hinges on Runtime, so if she dies no other cats will spawn next round.
* After 9 death Runtime will be mysteriously missing from the next station (but only for that round).
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.
* Splitted navbeacons global list in several z_level lists
* Fixes navbeacons and deliverybeacons global lists being erased when a navigation beacon was destroyed
The action buttons now update their icon instantly.
Fixes versions of pickup(),equipped() and dropped not calling the parent.
Fixes drone not being able to remove a defib from their storage.
You can now cycle the mime mask by clicking it in your hand.
The action buttons for hardsuit and hooded suits now only appears when you're wearing the suit.
Created two mob helper procs getBeltSlot() and getBackSlot().
Created /datum/species/proc/on_species_loss() to handle stuff when our race change, currently only used by jelly and slime race to remove their exotic blood from our reagents and to remove slime people's action buttons.
turns out that as it would happen, testing your code doesn't always account for things like this
that being said, this is tested and still strong, but not 1200 damage strong
Fixes resizing. It was broken because I had removed update_canmove() call in living/life(). Now every part of the code that modifies resize directly calls update_transform().
Fixes mob seeing two messages when acquiring (or losing) the dwarfism mutation.
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