* Teleporter would only search in the direction it was facing. As long as computers have no directional sprites this is fine, but otherwise it is a problem. Might as well do the sensible thing and search adjacent turfs.
* Operating table and computer liked to literally spin around during initialization due to someone using `dir` as a loop counter without declaring it as a local variable.
Makes new clones receive a substantial malus on combat ability, which will last between 25 to 40 minutes.
This time can be reduced by upgrading the cloner. A fully upgraded cloner can reduce the time to 5 to 8 minutes.
Also makes new clones receive a 'cloned' modifier, which doesn't actually do anything besides act as a sort of counter for how many times they've been cloned that only admins can see at the moment.
Makes modifiers with the 'genetic' flag get copied to cloned mobs.
Adds admin utility/testing/badmin verb to give any modifier to any living mob.
Fixes runtime when screwdrivering the defib to remove the powercell.
Husked people can no longer be revived. This is because otherwise they could become alive again but remain husked.
Jams the three devices that I'm aware of that use subspace communications: Headsets, PDAs, and Communicators.
All three will be unable to communicate if in range of a jammer. The default range is 7 turfs, the battery that comes in the jammer is a weapon cell (just to make it a little harder to find replacements) and lasts 60 seconds. The range and power use are variables.
Speaking through a headset will produce 'soft' or 'loud' static depending on how far you are, allowing you to sort of dead-reckon your way to a placed jammer. You can just carry them, otherwise.
I've got no experience with adding tator items so I'll leave that sort of thing up to you guys.
* Its much easier to test out and decide what explosion scalar is nice if you can configure it.
* As an added bonus, by setting it to zero this lets you disable multi-z explosions altogether without turning off all of multi-z.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
* Instead of each individually controlling fire doors, setting or clearing alerts now simply calls firedoors_update() which considers both fire and atmos statuses before deciding to close or open the doors.
* Preserved existing "party" alert status for posterity.
* Removed obsolete setting of mouse_opacity, it is always zero on areas.
* Fixes https://github.com/VOREStation/VOREStation/issues/1464