* Adds a global hook for when the supply shuttle reaches centcom. The existing sell_crate hook is too limited, as it only detects what is in crates, and is fired many times, making it hard to produce a summary for events that might want stuff shipped on the shuttle.
* Adds hacking tool.
In normal mode a hacking tool acts and functions just like any multitool. Use a screwdriver to toggle between normal and hacking mode.
Hacking attempts will take 20 +(0 to 20) seconds (triangular distribution, averages at +10 seconds).
Once an airlock has been successfully hacked the user will have full access to the door operation interface normally restricted to silicons.
A hacking tool will remember the last 6 to 8 hacked airlocks. No time is needed to again hack remembered airlocks.
Once the limit has been reached the least recently accessed airlock is forgotten. Hacking a remembered airlock will update the last accessed time.
Also adds a basic observer/listener pattern implementation to, for example, make it easier to catch when objects have been destroyed and clear references.
* Corrects and adds more sanity checking.
* Adds hacktool to uplink devices
First pass on major conversion of xenomorphs to a human subspecies. Additional condensing of various redundant mob verbs.
Converted larva and diona to their own class, collapsed the rest of xenomorphs into a human species, other stuff.
Completely removed attack_alien(). Still have to reimplement some of the lost behavior for human/alien.
Reapplies lost attack_alien() functionality other than tackling/caressing.
Further alien/humanoid cleanup and xenospawn fix-ups. Also uncommented caste verbs.
Removed half-finished abilities system since species.dm handles it.
All xenomorphs functionality should be working now, other than the HUD, tackling and the xenomorph balance issues.
Added icons for xenomorph castes, moved broadcast languages into datums, removed alien_talk and robot_talk vars.
Merged with organ removal code.
Reapplied verbs to simple_animals/slimes. Updated species definitions to have appropriate organs.
Readded tackle as a human verb.
Borer changes regarding brain removal.
Working on moving the human HUD to the species datum a bit. Mixed results.
Moved Cortical Link to a language, added borer husks.
Tidied up the HUD stuff. Still need to make it rebuild properly when species is changed, but this will do for no
Compile fix, forgot the DME.
Fixed up ventcrawl, added new organ mechanics for dionaea.
Fixed up some overlooked sections causing mobs without brains to die immediately.
Fixed up plasma generation for queens, bugs with organs, force_organ issues with set_species().