Say-code updated to return true on success.
This allows for quitting early when stating laws without having to duplicating the checks made in the say-code.
AI's communication can however be disabled by using intellicard option. Communication will be disabled until it is restored via intellicard again,
even if the AI is moved back into physical core. ICly it's software lock which prevents the AI from using communication circuits which are standard in all
AI cores/intellicards/etc. This does not stop AI from using intercom, however.
Forum link: http://baystation12.net/forums/viewtopic.php?f=5&t=6536&start=1260
Also makes setting a thrown atom's throwing var the responsibility of
the handler, so that impact handling code can decide if the thrown atom
should keep on going.
implantation works again. Since they'll only be accessible via an admin
specifically spawning it, except for in cases where it is configured
to be allowed, it'll be fine.
This now allows admins to incorporate loyalty implants still if they so
wish for whatever reason, but it is normally inaccessible.
Signed-off-by: Decius <deciusreln97@gmail.com>
Created a proc for being implanted with loyalty implant which
checks for the configuration for whether or not it will work. If it is
enabled, it continues on-- if it is disabled, it returns from the proc.
Also made secure closets not automatically spawn them unless the config
is set to allow it.
Admin 'loyalty implanting' via the panel is now compliant to the
configuration file. If preferred, I am willing to make an override variable
to the proc that will allow admins to do it anyway.
Supply pack for it commented out due to inability to make it conform.
Easy enough to re-add back for anyone downstream if they wish it. Same
applies to the design.
Signed-off-by: Decius <deciusreln97@gmail.com>