* More esword fixes
- Fixes Holodeck eswords being completely broken, Holodeck eswords are not recolorable
- Fixes Toy sword onmob sprite not properly updating
- Fixes eswords not properly updating onmob color (this is an incredibly hacky fix)
- Readds the esword sub types, they are not recolorable
* Removes unintended code
* More unintended code removal
* Fixes spy bug sprite
* Fixes PMC-S Name
* Fixes syringes not working through voidsuits.
* Lets you choose what type of graffiti or rune to draw when vandalizing the floor with crayons or markers. No more drawing and erasing a dozen times to get the exact graffiti you want.
* Puts in Mechoid's suggestion
Since the refactor https://github.com/PolarisSS13/Polaris/pull/6196 seems to have changed how desk lamps can light a room up, time to fix what happened for said desk lamps.
Changelog notes:
- Tweaks desk lamps for more light output.
Changes the Colony Director's headset so that the Science, Medical, Supply, Service, and Explorer channels are enabled instead of disabled by default.
Changes the Head of Personnel's headset so that the Security and Explorer channels are enabled instead of disabled by default.
Title, changes old dead lookalike to a cuter one that's a brown mouse on rest. Just a personal prefernce for this, really. Ported from https://github.com/CHOMPstation/CHOMPstation/pull/824
Old icon_state renamed to mouseplushie-old.
- job_access_type on ids is used literally nowhere. Removed.
- spawnId is only called on people who already have ids, and does nothing because of it. Removed.
- idtype is defined both for jobs and outfits, and for jobs it's only used in spawnid and to not give ais and cyborgs headsets. Replaced with new has_headset variable
- equip_backpack and equip_survival on jobs are also useless, since outfits handle that. Removed.
- spawnId put access on ids, but equip_id doesn't. Made equip_id for job outfits put access on ids.
- With equip_id putting access on ids we don't need all the different subtypes of id. Removed a lot of them.
* Add Sounds to stuff! (Port from VOREStation)
* Port of https://github.com/VOREStation/VOREStation/pull/6119
* Adds to_chat as described
* Change << to , , not entirely sure what it does but it's the same as others
The main cause is the 'exploitable' check from `code/game/jobs/job_controller.dm` because the proc `amend_exploitable` from `code/modules/mob/mob.dm` spawns a duplicate of the implant at the mob's feet.
Tertiary issues were...
- The `implant_loadout` proc in `code/game/objects/items/weapons/implants/implant.dm` not inserting the implant in the correct location (was passing an organ instead of a zone define like BP_HEAD, which has a string value of "head".)
- There were unnecessary post-spawn behaviours for dud and neural fluff implants.
What now happens:
- The exploitable check now occurs in the `spawn_item` proc from `code/modules/client/preference_setup/loadout/loadout.dm`.
- The loadout implants are now inserted into the correct locations within a mob.
- There won't be implants created on the floor anymore.
Mostly just updates it to baystation standard when relevant. Fixes a few bugs with adhoc_fallback in the process.
I still want to fix the bug where adhoc_fallback fails to work in regions without telecoms.
* Starts work on the Medical Expansion.
* Further Work
* Save Everything!
* Large volume of things.
* Log of Change
* I'm an idiot.
* Kidney assisted sprites. They didn't exist, for some reason.
* Fixfix
* Fixfix
* Update encased.dm
* Update glass.dm
* Update Chemistry-Reagents.dm
I am once more an idiot.
* Split augs.
* Fixfix