- Rearranges medical to some extent
- Added a pill vendor near each surface airlock with antitox and painkiller pills (remember to remove contaminated clothes (including boots, which may not show the symbol) before taking the pills otherwise it's kinda pointless). You should only need one pill.
- Fix solitary confinement cryopod computer location
- Added missing fire alarms in asteroid
- Add missing firelock to library door
- Made it so you can reach over med records laptops
- Dhae: Rebalanced maintenance spawns
proc name: copy to mob (/datum/category_item/player_setup_item/vore/resleeve/copy_to_mob)
And fixes Runtime in infocore.dm,175: code/modules/resleeving/infocore.dm:175:Assertion Failed: !deleted(M)
proc name: init from mob (/datum/transhuman/body_record/proc/init_from_mob)
A single netgun will always spawn somewhere on the map, but the location is random.
Either a bluespace harpoon or a translocator will spawn somewhere on the map, but never both, and location is also random.
Keep in mind they have a chance of spawning in maint where they can be easily grabbed... or spawned into one of those closed-off walled-in single rooms that are occasionally in the walls with stuff in them, so you might not see them every shift.
* Added a proc to the map datum which returns what zlevels a nanomap capable computer should display.
* Updated the atmos control, power monitoring, crew monitoring, and camera consoles to use it.
* Changed templates to not show the map button if no map levels are available.
* Overrode it for tether to let crew monitoring computers monitor the whole station.
* Teleporter would only search in the direction it was facing. As long as computers have no directional sprites this is fine, but otherwise it is a problem. Might as well do the sensible thing and search adjacent turfs.
* Lattices no longer block all downward movement out of their turf, they only block downward falling out of their turf.
* Objects are once again pullable on catwalks (not 100% sure why they were not, but had to do with the falling code calling Move())
* Falling on top of a mob will no longer do an infinate loop of swapping places vertically.