This will remove the headset sound effect for mobs, so that way if during an event, a stealthy mob has a mob_headset, it won't make any radio noise whenever a transmission occurs and so that other players won't hear it.
Tested for simple mobs and confirmed simple mobs will not make static noise while carbons will still hear it.
* Yes, all of them.
* Also did a few corrections to redundant New() and broken Destroy() along the way
* Renamed the turf_initializer.initialize() proc to InitializeTurf to avoid confusion.
* Subsumed /area/proc/initialize into /atom/proc/initialize() - Made /area's LateInitialize to get same behavior as before.
- DJ Station APC turned off at default
- DJ Station one general intercom replaced with a syndicate intercom
- DJ Station headset no longer guaranteed to spawn, one in four chance to spawn in one of the rooms
- DJ Station Exterior tiles (around the generator) marked as outdoor tiles
- Advanced roller beds moved to SAR lockers
- Blood cabinet and IV stand in SAR room, two o- blood bags and two empty blood bags at round start
- Mining outpost now locked to IDs with maintenance access and research access
- Observation windows in xenobio are now electrified
- Extra sinks and a high capacity water tank added to xenobio
- Red flags in the caves to designate the 'border' between the regular caves and the more dangerous ones
- Xenoresearch first aid station door name fixed
Mostly because the old radio-enabled MMIs were almost never used. Changes all MMIs and their subtypes (posi and drone brains) to have a radio inside of them, which can only be used when the brain is outside of a body. This radio can be used to talk over the common channel, in case you get left on a table somewhere by an absent-minded roboticist. However, the radio can also be disabled, in case an antag has you and doesn't want to to scream for help.
Since this makes the old radio-enabled MMIs obsolete, they're no longer printable(although it's still defined in the code so I don't have to touch the map file). Also fixes a telecomms runtime with brains talking over the radio.
Adds toolspeed var, which is a multiplier on how 'fast' the tool works. 0.5 means it goes twice as fast.
Adds usesound var, which determines what sound is used when a tool is being used.
Changes a lot of code to use those two vars instead.
Adds 'ayyy' tools, which are ported from /tg/'s abductor gamemode. They're currently admin only but I might make them obtainable by xenoarch later.
Adds powertools, also from /tg/. CE starts with them in a new toolbelt that spawns in their locker, ported from (you guessed it) /tg/.
Changes welder sprites to look nicer, ported yet again from /tg/. Modified the blue welder slightly so it can be the electric welder sprite.
Adds various sounds from /tg/, for tools and welders.