Caused by req_breakout() always making us quit early if we're already breaking out.
Breakout sound/animation now play after the checks.
Fixes the secure locker break_open() override, which wouldn't update the welded flag and thus keep you imprisoned.
Fixes a couple of bad macros.
- Fixed wrong plating around the research break area.
- Navi beacons added to the central hallway, Beepsky sold separately.
- Newer smaller bar added, second spawn for bartender added. Button to lock the doors to and from the bar added to the security checkpoint.
- Garden Camera added for seeing the center of the park.
- Mule drop off point in medical added.
- Scrubbers and vents added to the CE's Office.
- Disposals on the research outpost linked to the outlet.
- Minor layout change in the warden's office.
- 2x more sunglasses added to maintenance.
- 2x more Welding goggles added to engineering, seriously I'm not adding anymore.
- Added a extra mop and bucket to the janitor's closet.
- Space heaters now available in hard storage for engineering.
- Fixed black tiles on Tcomms.
- All existing deck of cards on the main z-level should properly be a deck of cards and not null.
Adds distinct sprites for drying racks, taken from /tg/.
Remaps hydroponics a bit and adds a crate with beekeeping necessities.
Fixes a typo in the smoker.
http://imgur.com/eaDmbPEhttp://imgur.com/wywJ9j3
Fixes a bug where welders are infinite use. With this, the Welder will not turn on unless it has at least 1u of welder fuel. Previously, it worked on 'not zero', which allowed it to weld endlessly with fractions of 1u inside (as it was not Zero, but could not deduct 1 from it when used).
This will need review, but may repair the succumb feature for all races, regardless of health levels. I'm still learning this, and my syntax may be wrong.