You can now wrap an item that is in your hand, and wrapping an item puts the created package in you hand.
Also, opening a package puts the item in your hand instead of being dropped on the ground.
* 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.
Fixes not being able to resist out of an unlocked unwelded locker. Now both moving and the resist button work (except for the cardboard box).
You can no longer spam breakingout message ouf of a closet by moving while inside.
Wrapping and unwrapping a locker no longer unwelds it magically.
I refactored closet/crate/item package wrapping.
You can packagewrap belts and other storage items in which the package wrap item doesn't fit.(it does currently have the unintended side effect of giving you the "doesn't fit in X" message when wrapping there storage items though).
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.