This fixes the wardrobe base type creating items, which was fine when
wardrobes didn't call their parent's New proc, but was causing literally
every wardrobe to contain some junk now that they do.
The base wardrobe type's items have been moved to a new "generic"
wardrobe, which is now used in the derelicts and an unused away mission,
replacing mapped instances of the base type.
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 does the following:
- Adds a corporate wardrobe to security, equipped with 3
corporate jumpsuits and 3 corporate caps.
- Changes the shower curtain on the engineering outpost from a regular
curtain to an engineering curtain, because we have those now
Restructures the ninja files into a more spaced-out version, compliments
of /TG/. The energy katana is also their handiwork.
Add an emag act to crates and lockers instead of handling everything in
attackby.