* 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.
* Code referred to icon_state "panel_open" but was missing from the dmi. I had a copy of it from elsewhere, so added it in.
* It wasn't calling update_icon() on New() so newly constructed jukeboxes started off looking unpowered. Fixed.
* 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.
Make mind records get removed when you cryo.
Added resleeving manual.
Commit virgo-7 because mapmerge constantly says it has changes. BeyondCompare says there aren't any. Probably some formatting change but it'll probably do it for everyone until I do it.
Move where backup implants are (put them in resleeving room)
Only Posibrains are indigestible. MMIs are. Squishy brainmeat!
Unrelated icon change to station announcements by admins.
Okay, the administration shuttle isn't new, I just made it more comprehensive.
-Made it easier to create multi-destination shuttles for player-use when not antags. The existing ones were pretty geared towards the Mercenary game mode. Now it's pretty easy to make a shuttle that goes a bunch of places.
-Redesigned admin shuttle (pac-man shaped one at CC) to be multi-destination shuttle more capable of supporting RP. Can be used on 'hard' away missions by putting in the appropriate area in the away mission (`/area/shuttle/administration/away_mission`). Or, hell, include it on every new away mission and say that it's the E-Z mode version of that mission.
-Added new AwayMission shuttle to Dock 1. By default it can only go between the station and the old abandoned construction site, but if it detects that there's a map loaded with the appropriate area (`/area/shuttle/awaymission/away`), then it will be available for travel to that destination as well, listed as "Unknown Location". The shape of the area should be 13 wide x 5 tall. The shuttle opens to the right, in the center of the 5.
-Redid several parts of Centcom. Nothing too huge. Mostly made some hallways less barren, allowed access to the trams area on the right by default for shift-end people to use the trams, tweaked a couple of hallways to make sense (going through the bridge to get to a security checkpoint?) and added a couple more potted plants for good measure. Mostly added windows because several hallways were just... like... I feel like I'm underground.
-Changes on z1: Added away shuttle to dock.
-Changes on z2: Lots, see above.
-Changes on z4: Add area for Away Mission shuttle.
* 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