Removes the mental interface error on defibs.
Nothing is more annoying for players, medical and patient alike, for an OOC issue to bleed into an in-character one.
A brief bout of afk frustration or loss of internet leading medical to try and revive you using many chems, then giving up an leaving you for dead... A Search and Rescue going out to rescue someone in such a state... Why punish players of medical for doing their job with a no-sale at the absolute last step?
Bonus points, monkey's are now revivable. Yay!
Adds Regenerating + Hatch thrown alerts, similar to stunned/weakened/buckled, and clicking will show the remaining time to revive, or allow you to hatch.
Defibrillators will now apply halloss to Xenochimera and set them feral on revive.
Medscanners will now display if a Xenochimera is regenerating or needs more protein, and if a 'chimera is dead, will warn that they require sedation.
Reconstitution cooldown reduced from 1 hour to 10 minutes.
Regeneration will no longer handle ferality in the middle of it, preventing edge-case *twitches while clearly regenerating.
Regeneration will now have an audible + visible cue that plays on a 2% chance.
Xenochimera have gained the Lick Wounds Verb.
This adds throw_alert() and /obj/screen/alert, a system that allows you
to do custom hud alerts for any variety of things from "You're too
cold!" to mecha status indicators for the pilot.
There's quite a few things that actually got replaced; the
fire/oxy/tox/co2 alerts are all now just alerts, as is nutrition. The
xenochimera feral indicator would probably be a good candidate for
conversion, but I didn't touch it in this PR. There's also a number of
new alerts, such as blindness, highness, legcuffed, buckled, handcuffed,
and probably some more I missed; read code/_onclick/hud/alert.dm and see
for yourself!
Additionally, a number of tweaks have been done to resisting code, to
make it so that there's an indicator when you're buckled or handcuffed,
and can just click the alert to start resisting. This includes a
refactor that combines the logic for lockers, holders, micros
escaping from shoes, and struggling in a gut all into one proc, called
container_resist(). This means that vore bellies actually no longer need
the resist override, but it's been left in place just in case someone
finds something else they want to use it for.
Also, the health and internals indicator got moved down one tile each.
Needed room for the alerts. If we add the oxygen tank action buttons
from /tg/ and remove the internals indicator, the health indicator can
go back where it was originally.
- Remove duplicate pick_random_edge_turf resulting from our simultaneous addition of it (in overmaps PR)
- Disable SSgame_master and SSevent_ticker subystems, we are still using the original events subsystem.
- Disable the game_master implementations as we are not using them.
- Comment out references to SSgame_master since we are not using it (yet?)