Code was using a switch with variables in it. This doesn't work.
Replaced it with an if..else sequence.
Thanks to the guys from Paradise for finding this.
Note: this only fixes literal heart problems, it won't do anything for relationship issues.
Similar to the handcuff resisting layer bug.
When removing an item from your inventory that has associated inventory slots, items that were dropped from the extra inventory slots would be dropped with incorrect layer variables (set to 20 so they were rendered over the UI).
Now when the extra items are dropped, it calls the drop_from_inventory() proc, which correctly changes their layer back.
Fixes#4324
Resisting out of handcuffs was leaving the handcuffs layer set to 20 (over top of the UI).
Changed it to use the drop_from_inventory() proc so it handles the drop event correctly.
Now only humans that are logged in, alive, and not already a revolutionary (no special_role) show up in the list.
Instead of EVERY mob type (simple_animals, borgs, etc.)
Stealth-Mode Admins won't have their keys show up in the title of private messages anymore (unless the person sending the message is mod+)
Admins PM's to players will show up as red again. You are welcome Virgie!
Since we can't edit the verbs variable directly this allows us to do so safely.
It builds a list of procs and verbs for the mob type and allows the admin to add it.
Want to add self_destruct to a cyborg? It will show up in Commands tab
Want to add RevConvert to a regular Rev? Feel free!
Want to remove whisper from some loud mouth? Go wild!
Adding procs that aren't usually available to players will create a commands tab, primarily this is for debugging since Advance ProcCall on mobs is awful.
I figured this would be useful when I noticed traitorpanel added RevHeads didn't get their RevConvert verbs and I could find no way of adding it otherwise.