Robot modules weren't handling qdel'd stacks properly, so now they
simply don't get qdel'd. They shouldn't get deleted often enough for
this to hurt performance.
Also, the module slot of a stack will now be deselected when it's used
up, and it will show up immediately when respawned while recharging.
Light tiles (item) can now have their color changed by attacking them with a
multitool. These colors have special sprites and glow a color similar to
their sprite.
Adds in the new Botany Belt, a belt designed for handling all sorts of
botany-related tools.
Adds the Botany Belt, Security Belt, Medical Belt, Janitor Belt, and
Bandolier to the Biogenerator's list of products.
Re-arranges the biogenerator's product listing to have a new "Belts"
section, dedicated to (you guessed it) belts.
- Moves the Utility (tool) into the Belts section, previously was in the
Leather section
- The new belt listings are also in this section.
All belts in the biogenerator have the same base cost of 300 points.
Increasing the efficiency of the machine will lower the costs
appropriately.
Adjusts some code related to the security belt so they won't magically
have a seclite in them when created via biogenerator.
- The belts in the sec lockers will still have their light
- The ERT belt no longer needs to clear contents during its New() proc
to remove the seclite.
This commit overhauls mass drivers.
Every component of mass drivers are now buildable.
This means:
- Mass Drivers
- Mass Driver Control Computers
- Mass Driver Buttons
Mass driver control computers now support multiple mass drivers.
You can link mass-drivers to buttons via multitool.
Buttons have a range of 7 for their mass driver link.
Computers have infinite range.
Splints will now work again, on arms/hands/legs/feet, and health
analyzers will warn about unsplinted limbs. Having a broken left arm
will no longer cause you to drop what's in your right hand.