* Railings are an ON_BORDER object that looks like a railing; you can throw and reach across it, but it stops you from falling into holes or whatever.
* Mobs can climb over them (or throw other mobs over them!)
* They are construtable/deconstructable.
* Smoothly auto-joining sprites to look like a railing.
* Changes from Eris: Converted << to to_chat(), Desnowflaked some code, Fixed being able to climb over when windows are in the way.
* Catwalks are an upgrade to lattice; instead of just a framework of wires its a mostly solid grid walkway.
* They are semi-transparent so you can see wires/pipes below them a bit.
* Smoothly auto-joining sprites to look proper.
* Constructed by upgrading lattice; like lattice it will stop you falling if build over an open space.
* Changes from Eris: Converted << to to_chat(), fix redraw on Destroy(), Fix color macros in text.
Makes the spawner object itself block air and prevent active edges before the game starts, so you can actually use these in maps now without creating tons of active edge warnings and making ZAS zones merge everywhere. Should save a loooot of time for mappers picking those window directions.
* They previously just updated your coordinates, skipping all those things which forceMove() was invented for and causing all the same problems that mob.loc = X caused.
You can imagine them as 8-second-resist office chairs that the mob is buckled to now. You can pull them around in the net, too, since it's baaaasically like an office chair now. They can't pull themselves around like office chairs while in the net, though. Because that'd be hax. You can click them (or resist) to start tearing them up (same from the outside).
Also keep in mind the mob inside can still wreck anyone adjacent (or shoot you). That's how it was before, too. So you can't really run up and drag them to prevent escape without them punching you (shouldn't you be roleplaying all this anyway?). Switching hands interrupts the resist so no reloading, getting other weapons, using PDA etc while resisting.
Also got rid of this SUPER SNOWFLAKE VARIABLE on all mobs used literally only by energy nets.
You can imagine them as 8-second-resist office chairs that the mob is buckled to now. You can pull them around in the net, too, since it's baaaasically like an office chair now. They can't pull themselves around like office chairs while in the net, though. Because that'd be hax. You can click them (or resist) to start tearing them up (same from the outside).
Also keep in mind the mob inside can still wreck anyone adjacent (or shoot you). That's how it was before, too. So you can't really run up and drag them to prevent escape without them punching you (shouldn't you be roleplaying all this anyway?). Switching hands interrupts the resist so no reloading, getting other weapons, using PDA etc while resisting.
Also got rid of this SUPER SNOWFLAKE VARIABLE on all mobs used literally only by energy nets.
Several circuit boards/modules did not have sprites despite hands sprites existing.
Green and pink lunch/tool boxes appeared in the wrong place in the right hand.
Fixed defib sprite for new code, and added jumper cable sprite.