* 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).
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:
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.