The short naming of central command has been really inconsistent across
the game's files. This has always annoyed the shit out of me.
CentComm and Centcomm and Centcom are now all CentCom, specifically with
that capitalization. Why one M instead of two M's? Because Comm with two
'M's = Communications. Hence, Telecomms, NOT Telecoms. Telecoms is
incorrect. CentCom was also chosen because CentCom with one M and this
casing is most found throughout the game's files.
Speaking of Telecomms, I corrected one instance in the game where it's
Telecom. Like I said, this is not correct. There was only one
inconsistency.
Likewise, Nanotrasen has been changed to NanoTrasen. Nanotrasen only
appears 20 times, where NanoTrasen appears 62. NanoTrasen is clearly the
preferred, correct naming.
This updates synthetic limbs to make more sense. It tweaks what you can 'see' when examining people. If someone has a robotic leg but is wearing pants, how would you know that? If someone has a burn on their arm, but their jumpsuit sleeves down, how would you know that? If someone has a replacement Vey-Med arm, how would you know it's robotic? It also treats examining FBPs more 'realistically'. If they are covered except for their head, it doesn't matter if their whole body is Bishop robotic. If their head is Vey-Med and that's all you can see, they just look human to you.
So FBP manufacturers can have a 'lifelike' var set. Vey-Med has this. This makes the limbs not show obviously non-organic damage (dents) until they are more damaged and start showing wires/metal. Attempts to treat these limbs with medical stuff results in a different message. Manufacturers can also set individual blood colors. Vey-Med blood is now white, ala Bishop from Aliens.
isSynthetic proc = Is the mob actually synthetic, as in, mechanically for breathing/tox purposes?
looksSynthetic proc = Does the mob display outward signs of being synthetic? Based on head and torso and what's revealed.
Other fixes:
You can no longer attach limbs to non-existent parents. You can't give somone a foot on a leg that doesn't exist.
You can't attach fleshy limbs to robotic ones. BODIES DO NOT WORK THAT WAY.
'Synthetic' var on humans points to manufacturer if you need to grab it quickly. isSynthetic returns this as well.
Robolimb count (and thus overheating speed) updates whenever your limbs change.
Lifelike FBPs do not show a 'system offline glyph'.
isSynthetic and looksSynthetic moved to human_helpers becasue they were defined on human in mob_helpers
Nanopaste correctly repairs limbs using the new procs (both burn and brute, making it an expensive welder+wire)
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``
Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.
More tweaks to IPC fixes.
Merge resolution/compile fixes.
Further work on properly integrating, updating and fixing prosthetic options.
Repathed internal organs to organ/internal.
More work on full synthetics, changelings, overheating.
Working on getting organs to qdel properly and spawn properly when robotized.
Finalized some overheating values, added remaining prosthetic icons.
Finalizing the testing version of the full prosthetic bodies branch.
Added suit cyclers to the autolathe and map.
Fixing runtime errors.
Fixing errors.
Changelog.
Replacing limb and organ strings with constants.
Prevented brainless species from becoming full cyborgs.
Fixed issues with brain/MMIs renaming themselves inappropriately.
Various fixes and oversights.
- Explosive grenades have gotten a major upgrade, (borrowed code from fragmentation grenades).
- Box for explosive grenades lowered to 5 grenades per box instead of 7.
- Evidence locker moved to forensics area from detective's office. Body bags, latex gloves, and evidence bags moved to said locker.
- Low yield EMP grenades created including sprites. Box for them created (neither added to the map).
- Can now spawn from the elevator.