* Simple animals won't resist out of being buckled while idle. This lets them be buckled on shuttles etc. They still will resist out when they lock onto a target etc.
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.
* Simple animals won't resist out of being buckled while idle. This lets them be buckled on shuttles etc. They still will resist out when they lock onto a target etc.
They can resist out of closets, buckles, and when calling for help, if the helpers can see the issue, they don't just follow the caller, they attack the issue. This means that retaliate class mobs properly assist in fights for the mob who is retaliating.
They can resist out of closets, buckles, and when calling for help, if the helpers can see the issue, they don't just follow the caller, they attack the issue. This means that retaliate class mobs properly assist in fights for the mob who is retaliating.
* 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.
Because nobody wants to be randomly spaced for using a tool given to you. Also rebalances translocataor slightly. 5% failure chance, but only to send you to another beacon, not to space you, unless of course you throw one of the beacons into space, so don't do that. Also requires recharges now and has a weapon device cell. Three uses per charge.
Initialize is great for cells sitting on a counter or something when the map loads. But not really for cells in guns that R&D prints and stuff. Kinda needs to be in New().
Dual mode stun-beam and net launcher, craftable in R&D. Would be legal for security to have on green since it's non-lethal. The stun beam has 10 shots like the taser, and the net launcher has 2 (uses the same energy). So basically 5 stun+1 net, or 2 nets, or 10 stuns.
Uses a new overlay system for updating it's icon rather than the "have one state for every possible combination" to prevent a huge mess of iconstates. Maybe Joan could look at this and use it sometime.
Initialize is great for cells sitting on a counter or something when the map loads. But not really for cells in guns that R&D prints and stuff. Kinda needs to be in New().
Item_state wasn't being set before, causing the on-mob sprites not to work (How the hell did this slip past me)
Also, removed a duplicate path for merc/taur