Adds dismemberment to Tajarans and Monkeys. Added some sanity checks to prevent people from punching you when they are missing hands. Fixed more wound stuff. Some examine fixes.
In certain cases, zones would be emptied completely of turfs, thereby causing division by zero errors in FEA due to operations involving group_multiplier.
-Cutting/restoring cameras now leaves a print
-building certain overly-abused griff items leaves prints
-grenade launcher no longer shoots your face if you try to backpack it
Chameleon projector movement speed is now based on temperature
Added add_hiddenprint(mob) proc
it's like add_fingerprint but only adds to fingerprintshidden isn't that neat? r2898
runtime to prevent mobs from ever being weakened and stunned by
tasers/batons/electrified doors.
Xenos are immune to stunning and weakening. This basically means you cannot run
up to a xeno and shoot them with a taser and game over. This makes them a lot
more dangerous. To compensate, I've added in a xeno-exclusive variable
controlling movement delay addition. When a xeno is stunned, its movement speed
goes down. The speed is recovered in the life() proc.
Modifications to critter.dmi (manhacks). Added a new lighting icon, floor
lights. Possible implementation later. r2886
Remember if your scrolling though the list and something is unchecked it should
almost certainly be checked.
Simple animals moved over to the actual mob code area and out of the defines. r2868
Also added a bunch of files I forgot.
* + You now take severe brute damage in environments over 750kPA. A new HUD icon warns you when it's above 500kPA. Space suits block this.
* > Welding fuel tanks explode when shot.
* > Riot shields prevent you from being pushed.
* > People cannot be shoved when being pulled and handcuffed.
* > The internals button on the hud now works for tanks in almost any area, such as your pocket.
* > No more popups when you insert your ID into your PDA. There's a link in the PDA menu to update info.
* - Removed photo system from ID's as it doesn't work.
- Heavy objects now take longer to swing and deal more damage.
- A hit to the head is more likely to knock you out.
- A hit to the torso with a heavy object is more likely to knock you down.
Made bruise packs and ointment only work above 50 health.
Added advanced treatment for future use.
Made MD's and CMO spawn with health analyzers.
Reduced medical equipment in non-medbay areas.
Made Health Scanner HUDs displays more granular.