Detomax cartridge use will not create an admin message saying the name/key of the antag that tried to blow up the target, and if it was successful or not.
As per request, events have been rebalanced to be a bit more even and vastly less appendicitis. Event timers have been increased from 15-25 minutes to 20-40 minutes.
Issue: Mechs are created/spawned with a high-capaciter cell that is named "Power cell" and confuses some of the less bright roboticists and their beards.
Solution: Shave the roboticist, and also renamed the cell that spawns to properly reflect it's higher capacity.
Problem: Cult members can't use the rune to see ghosts, then beat ghosts over the head. it was being intercepted by _onclick and processed there and only displaying an angry red notice
that you hit that ghost. Ghost didn't become visible, it disappeared soon after moving off the rune.
Solution: Made an attackby for ghosts to check when they are being beat up by cultist with books, now they appear.
Minor feature change: Now if a visible ghost gets hit it will give a different message than the standard "Ghost is pulled through from the other side".
Also changed weird condition that amputated leg must not be splinted.
Removed checks for haslimbs, since movement while downed is not possible anyway.
Moved some special effects for broken limbs after check for such, so healthy ones wont bother.
Fixed a derp in populating the global list of sideffects.
Makes them process only every 15 ticks, to cut down on the calls.
Removes damage because it was supposed to be gone, no idea why I didn't delete the lines.
-If wound disappears, do not process it.
-Moved reagents checks so they are only done when wound is internal. They have no effects on non-internal wounds anyway.
-Calling update_body only when losing limbs, other times UpdateDamageIcon(] is right proc