Resleeving console now lists people in alphabetical order, and removes bodies when the person cryos (as long as they were really in that body, you can't cryo someone's printed body w/o resleeving and have it remove them)
Welders and wires repair 15 of brute and burn respectively, this only repairs 5 of both. So you can do it a lot faster with a welder/wires, but you can carry a nanopaste with you to fix that time you hit yourself with a box or something. Quick fieldwork w/o goggles and such.
Fixes#1105
Now you can start with them in loadout. They are no longer SUNglasses though, so they won't protect you from flashes.
There are several models, the loadout ones are the civilian ones.
- Civilian: Displays job ID icon based on the person's ID, and shows a health bar only if they are injured.
- Medical: Same as civlian, but displays advanced status (virus, borer, etc) along with backup implant status, and allows medical records access.
- Security: Same as civilian, but displays warrant and arrest status, and will automatically darken (electrochromic) in response to flashes, making the wearer immune, plus security records access.
- Engineering: Same as civilian, but will automatically darken to protect one's eyes during welding.
- Research: Same as civilian, but has a trendy goggle form factor for SCIENCE reasons.
- Omni: Has the combined features of all of the above. The only pair available spawns in the CD's office. (CC officers also)
Making a list just... 'be 10 long' is bad. Like update_icons layers and various other things, if you add more, it will compile fine and then you get runtimes later, which is a little annoying. Having places you just have to 'know' to update elsewhere in the code is meh.
* Added expand area capability, it will add connected space area turfs to the current area.
* Made the allowed area types vars so they can be more easily configured if needed.
* Added verb to highlight nearby areas. Lets you actually see (in game) where area boundries are!
* Added a preview mode so you can see what new area the blueprints will make before it makes it.
* Both usable only while holding the blueprints, they go away when you drop them.
Yessss. Yesssssssssss.
Base 1% chance to break a leg or foot.
+1% for taurs
+2% for any missing part
Can't flip if you don't have one full leg/foot or two legs w/o feet (aka you need at least 2 parts from lleg+rleg+lfoot+rfoot)
Also fixes *flip to not print an error message (emotes must have messages that they display) and redoes how vials start with reagents to make it easier to code them. Also swapping genders as a promethean won't randomize your hair anymore. That was silly, and relevant to Dragor's thing.