There was an issue, when APC with removed cell in area was powered at power_restore() proc, making area allways powered despite APC was not working.
Removed part of code which unpowers area directly, bypassing the APC process code. This makes grid_check event less laggy and smooth. Downside is lights not being shut down immediatly.
AI SMES still not being affected after this fix.
Conflicts:
code/game/gamemodes/events/power_failure.dm
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
Allows tray scanner range and pulse duration to be controlled by vars.
Added three upgraded tray scanners, with increased range, increased
pulse duration, and both of these features.
mixers and filters no longer have density = 1, so mobs can walk over
them.
new item: pipe freezer, can temporarily freeze pipes to allow
unwrenching when over the threshold internal pressure
note: has a temporary skin of hand labeler, needs a new sprite really.
-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