- 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.
* 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...
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.
Links many map-specific details such as the station name, z-level information, and allowed jobs from global vars to map datum vars, which should help us maintain multiple maps at once in the future, which will be needed for the future Southern Cross.
Note that a config change will be needed to change GENERATE_ASTEROID to GENERATE_MAP, otherwise no changes should be required to continue normal map usage.
To change to a different map, it's suggested to tick the file that ticks all the other needed files, which for the Northern Star is called northern_star.dm.
* Every constructable machine with a circuit board needs to create its required parts in its constructor. These parts must be the same parts specified in the machine's circuit board, otherwise you get the wrong parts when you deconstruct. This creates an opportunity for error which we can eliminate by reading the circuit board's part list and just adding those to the machine directly! Plus its less tedious.
* Implemented it on the jukebox.
* Makes the paper shredder constructable and deconstructable.
* Switches to some new sprites which are animated!
* Machine now requires power, icons respond to power on/off etc.
* If you mouse-drag certain items onto a hand which is already holding something, the item goes into limbo.
* The reason this happens is that the standard code handling drags is directly calling usr.u_equip, despite the comment on that proc clearly saying never to do that. So it just throws it to limbo and the next line attempting to put it in hand does nothing becuase the hand is occupied. Better way is to call unEquip, so the item will drop on the ground if it fails.
* Fixes https://github.com/VOREStation/VOREStation/issues/394
Hand-held flashes now do 30 halloss per flash, if the person lacks flash protection.
Hand-held flashes now can be used 10 times per minute instead of five, due to needing ~4 flashes to down someone.
Flash rounds do 20 halloss if the mob hit lacks flash protection.
This might be an unnecessary fix, I might just have the worst luck.
But I couldn't get a defib to res in 10 tries before this,
got it on the second after.