- distance is INFINITE, 0, or a positive integer based on get_dist() between
the examiner and examinee's turfs when they are on the same Z. When the
examiner is dead or a ghost, distance is always 0.
- also updates /examine( implementations to use it!
- adds w_class_to_name proc for reusing "It is a X item." examine behavior.
* Ports various downstream clothes
* Two dresses by schnayy + more fixes
* Standardize loadout selection lists, var tracked cloaks, stray jacket pixels
refactors atom/var/flags to atom_flags and area_flags
moves NOBLOODY, NOBLUDGEON, and PHORONGUARD to item_flags instead of atom_flags
corrects various misapplied flags
Most items in the codebase have a slowdown multiplier of one, when slowdown is handled species-side in multiples of 0.5. This makes the effect of species slowdown almost non-existant when item slowdown is involved, and makes species that have item slowdown reduction (such as Unathi) unnaturally fast.
Do note that I also went through and removed odd slowdown numbers as well, as, due to the way slowdown is tied to tickrate, it should be done in intervals of 0.5.
I tried to view things on a case by case scenario but there will probably be changes that will need to be double checked.
Some items will be handled differently, I will list the exceptions below.
Boots of Speed: Kept at -1, it is boots of speed after all.
Chemistry Bag: Increased to 3. This should not really be toted around outside of chemistry.
Hybrid Tools: They already have a lot of other disadvantages, and are kind of hard to get, and 0.1 is a weird number for slowdown.
Site Manager's armor: Already 1.5
Unathi Breacher modules: These things are overpowered and Unathi already have a racial trait to virtually remove slowdown.
Voidsuits: Already done in intervals of 0.5, no change.
RHR Accellerator: This thing probably has appropriate slowdown values for what it is.
Utility suits: Already done in intervals of 0.5
Clothing/suits/armor: Already done in intervals of 0.5
The body zone selector now indicates which body part you are about to select when hovered over, and the hover inventory indicator basically shows where you are trying to put an item, and then shows an item ghost in red or green, giving visual feedback as to if that item will go in the slot or not.
Gifs of this in action:

Body Selection parts.

Inventory Icon Overlays!
Credit goes to @ShadowLarkens for original port to Paradise and assistance with port.
* Adds: flamenco dress, bustle dress, cowboy duster, sheriff badge, tiny cowboy hat. To be added: 2 pairs of cowboy boots, stick horse.
* Adds 2 cowboy boots and a stick horse. yeehaw.
* Attempting to squash conflict that was caused by one of my OWN prs. For shame.
* attempting to fix conflict ft. anewbe
Ports and tweaks the Explorer gear from /tg/. Recolored to remove the mining purple, instead its now a nice blue because winter, I suppose.
Adds a new survival knife that is bootknife ready.
Replaces xenoarch GPS with budget /tg/ GPS that is more useful, as it can track other GPSes.
-The most meaning the colorable uniforms, suits, gloves, shoes, headgear, earwear, and accessories.
-Only affects mob icons for now, the inventory/floor icons still in old blend.
-Sort of a framework for possible additional options to come.
-Also messed around with some other stuff such as adding on-ear icons to the rest of the flower pins and bows, and made the base icons for the beanies lighter than the middle gray they were.