* 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.
* More accurately, it automates updating your character setup. None of this code does anything you could not already do manually on the Character Setup screen, it simply does it automatically for you.
* Specifically a few things are saved either at round end or when you cryo:
* Your late-join spawn location is determined by which cryo/elevator/etc you used to leave last time. Departing thru the elevators will set your spawn location to elevators etc.
* Your weight is saved (also any extra or deficient nutrition is resolved into weight gain/loss)
* Your limbs settings are updated based on your status at end of round (whether limbs are normal, missing, robotic, etc)
* Your markings are saved so they will be the same as when they were at end of round.
* ALL of these changes are optional, toggled on the VORE tab of character setup.
* Replaced hard coded numbers for weight gain with constant defines.
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.
I'm pretty sure this is an oversight, rather than a balance thing. Nanopaste is too big to fit in boxes or anywhere else, but seems to be identical to all other 10-stack items like medical stacks in other regards. It should probably be the same size as the other 10-stack items.
Even the icon seems to suggest this, since right now it is just as big as an entire box, though the icon seems to be more like toothpaste-tube and looks awkward sitting in the huge backdrop inventory space.