- Fixes sprite issues with departmental intercoms.
- Tweaks to the random objects dm
- Copies Bay's flora and warning sign list, as well as ports some of their signs.
- Addition of a couple new floor decals.
- New table preset, wooden reinforced.
* 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.
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.
So if a mob is being held, like a Teshari, or anything else ~~like being eaten cough~~ then they are handled correctly by cryopods. Otherwise if someone scoops a Teshari, and cryos, they are simply deleted, their records stay in the round, their job slot is occupied indefinitely, etc.
* Allows constructing new rooms out of the asteroid! Previously blueprint couldn't because it wasn't technically "/area/space"
* Also moved the list of what area types count as space or protected to variables so its not a list embedded in the middle of a proc...
* That if statement wasn't heping anyone as it was.
* Strangely however, even an `if(using_map)` doesn't help, as using_map is in some crazy BYOND limbo state at that point in world init. but checking istype() succeeds in figuring out its not real.
Trays have no attack cooldown because they have this crazy-long snowflake code for attacks.
Beds (and children like chairs) don't track target for grab-buckle do_after, letting them run away and get teleported back to the chair and buckled regardless of their efforts.
* If a custom item can't be equipped to a character's inventory it is dropped on the ground. For late join characters, equip_custom_item() was called before the mob was placed at their starting locations; their coordinates were still 1,1,1. Which is the edge of a map so they get bounced to another z level.
* Fix: Equip custom items AFTER job_master.LateSpawn places the mob at the starting location, so it flows in same order as roundstart join characters.