Both internal and external organs are a mess, which is making
maintaining and updating them nasty, so I'm cleaning them up, this is
the first stage
mechanical and assisted internal organs are now an object type rather
than a var in the organ which makes it much cleaner and easier to adjust
removed duplicate list of internal organs as there's no reason to have
the same objects in 2 separate lists
made New() a lot cleaner and more robust
External organs will be next
now uses a couple of new procs, allowing for per-suit tweaking of time.
You now cannot equip eva helms without first attaching them to the suit
(target head use helmet on suit)
Moved code in processing so that ORGAN_DESTROYED limbs won't process wounds and chemicals. They still need to process once to actually fall off (too lazy to change that)
Made dropping limbs remove all wounds and germs. Instead, one big wound is spawned on parent organ. Damage depends on the organ.
Removed missing limbs bleeding on their own, since that's what that wound is for now.
They still would ache until surgically mended anyway.
Fixed possible issue with amputation not fixing the rotten limb.
Conflicts:
code/modules/organs/organ_external.dm
Fixes issue with getting target in remote talk, remote view and empath
Fixes Empath not recharging
Fixes inability to cancel remote view
Fixes Grays not starting with remote talk
-Fixed the compile error.
-Magistrate's office, linked with IAA's office.
-Clown's office.
-Mime's office.
-Central Command ERT quarters.
-Central DS Spawn Area.
-White gloves for the fancy NT rep.
-Fancy pen for the Fancy NT rep.
-Added cameras in surgery and recovery wards
-Fixed maintenance area missing
-Central Command can no longer be blown open
-Fixed Robotics maintenance pipes, cables, waste pipes missing.
-Added chair and swiper in NT rep.
-Added chair and swiper in blueshield.
-Added swiper in the bridge.
-Added chair and additional security at NT rec.
-More water tanks in maintenance for firefighting
-Light in the PDA server room near the AI.
-Fixed security's mulebot flaps
Equip_or_collect fixed to not delete the item being equipped.
Equip or Collect would use equip_or_del, and if failed, would try to
insert the item in a bag. However, equip_or_del deletes the item, so it
cannot be put in the bag afterwards.