Changelog Notes:
- Removes random SMES in maints mapped in for Research.
- Rearranges items in HOS Office and adds gear closet with weapon power cell. Also re-add NSFW gun that was commented out.
- Add AR-B glasses to CD Office and plain AR glasses to HOP.
- Add missing shortwave radios to the bridge.
- OR rooms rearranged.
- - Anasthetic wall pumps added.
- - Anasthetic wall closets removed.
- - Surgery tools, table, monitor, IV drips moved.
- - Add anesthetic floor-based closets as a reserve.
- - Minor increase in area size.
- Exploration rewards vendor moved to explorer areas on outpost. Deletes the one in Research wall. Also rearranges spawnpoints for explorers on the surface.
- Add medical access to field medic section at Main Outpost FA Station.
- Add Mining redemption vendor. Resolves#28
- Moves lights in several places to not be in the same spot as cameras.
- Fixes APCs at Xenoresearch being turned off as well as access into the sub-department. Also removes exploration vendor.
- Internal second button added in engine room for going in and out of the SMES room.
- Mech Bay shutter name fix. Was labelled Mining Storage.
- Fixes blindspots for cameras.
- Railings for hangar bays for safety reasons.
- Door access fixes.
- - Remove access restrictions on FA Stations.
- - Fix access for Red Armoury preventing HOS entry.
- - Fix access for surface teleporter room preventing RD entry.
- Gives Armoury what it had for Northern Star.
- Dorm additions and tweaks.
- - Space dorms on deck 1 added so everyone doesn't have to go straight to the surface for private fun.
- - Locks added to heads' bedrooms on deck 3.
- - Moves an antag thingy out of the way to the west side of deck 1.
- Increases main power SMES energy amount.
- Remove extra AI Status Display Monitor in QM Office.
* Combat Mechs Can Punch More Things
Removes the var to check for the 5 things it can attack, instead it can punch anything (but not everything will take damage).
Gives punching objects a check so you don't accidently smash something without meaning to.
Gives closets and canisters a proc to take_damage so they'll actually get smashed by the mechs.
* Take_Damage Boogaloo
* More take_damage Stuff
Adds click delay on attacking barriers.
Proper noises when attacking material doors and barricades.
More stuff can be broken by mech punch and simple mobs.
* Adds changelong
* usr to user