Fixes#4071
Warden, officers, and pod pilot spawn with the taser in their bag.
Head of Security spawns with egun in the bag.
Brig physician spawns with pen light in their bag.
Also made other species pod pilots spawn with the taser in their bomber
jacket, since it now can hold it, and is more consistent with the rest
of the officers
🆑 pinatacolada
fix: Plasmamen security now spawn with their suit slot items in their
bags
tweak: Pod pilots spawn with taser in the suit slot
/🆑
Adds a brain damage threshold to the can_revive_by_healing proc to prevent braindead IPCs from continually dying and reviving.
Signed-off-by: HugoLuman <qaggeler@uci.edu>
Simply put, this removes the egg reagent from the following
chef-produced food items:
- Bread
- Apple Tart
- Sugar Cookie
- Fish Fingers
- Nougat
Balance-wise, this really does very little (except make it so bread
doesn't make you fart), and should generally impact just about nothing
short of feeding people grilled cheese sandwiches to cause them to fart
on a bible.
At the same time, this introduces a couple spawn(1) into the New() code
for food items that are meant to clear certain reagents when made (like
removing sugar from some candies or egg from bread), to make it so they
actually remove the reagent.
- Since this was getting called before the reagents of the ingredients
are passed into the food through the cooking process, you'd end up with
sugar in your rainbow cotton candy when it wasn't meant to be there.
- Added 4 new HUD styles
- Humans recreate their hud if they change their UI pref mid-game
- Refactored how objects are added to the client screen
- HUD's are now handled by subtype and mob/proc/create_mob_hud()
- HUD visibility is no longer chained directly to the F12 button, it's a proc on HUD datums now
- Mobs only create/destroy their HUD when necessary, not every Login()
- Destroyed aim-mode, it didn't work and I couldn't make it work.
- Renamed all of the screen1_x.dmi files to screen_x.dmi
- Removed screen1.dmi, screen_gen.dmi now handles generic icons.
Hair and Head Accessories will now no longer animate as fast as they
possibly can and, instead, will follow the timings the spriter defined
in the .dmi file.