jaunters no longer let you escape depot, sentry bot can now be deactivated (for alert increase, via ai console), sentry bot no longer alerts when it get stuck - but does log to debug log, calling red alert with comms console depowered no longer spawns backup, armory door sprites improved, syndi depot beacon never enabled during nukeops, loot table tweaks, removed DM spawner custom icons
Fixes:
* Depot mobs now generate attack animations when you attack them.
* Depot mobs can no longer be endlessly spammed with melee item attacks. This counters the 'spam attacks till you get lucky' strategy.
* Depot mobs can no longer be harmed by punching them. This counters the 'bypass eshield with punches' strategy.
* Depot mobs will now kill you if you're in crit. This counters endlessly-regenerating diona.
* Syndicate sentry bot will now path through other depot mobs. This fixes the bot getting stuck on them.
Balance tweaks:
* Armory airlocks are now harder to hack.
* Armory is now protected by an energy shield. Killing officers may randomly unlock the shield. This counters people rushing the armory every time. Depot mobs can walk through the shield.
* Depot mobs (except for the bot) now recogize if you've returned from death to attack them again, and increase the alert level further. This counters changelings.
This converts the machine and mob processes to the SMC. Additionally, it
adds the Atom subsystem, which handles all Initialize() calls in place
of the old gameticker. Due to incompatibility with our atmospherics
(FUCK OUR ATMOSPHERICS FOR FUCKING EVER JESUS CHRIST WHO THE FUCK MADE
THIS PIECE OF GODDAMN SHIT) atmospherics machines do not use
Initialize() as they should, instead opting for a custom atmos_init
proc that the air controller handles.