- Fix missing scrubber in engineering.
- Shutter added to Kitchen door.
- Pressure Regulators at atmospheric cutoffs start unregulated at roundstart.
- Set Modular Computers layer to 2.9 to bring them inline with regular computer layering.
- Pump to distro set to 301 kpa to help offset issues with cutoff valves.
- One phase pistol to each explorer locker.
- One holster to each explorer locker.
Analyzers can now analyze more things:
-Turfs (also stops runtimes from people trying to analyze turfs)
-Meters (gives results for whatever the meter's attached to)
-All atmos components except valves (gives results for the input, except on mixers. Gives results for the output on mixers)
Gas mixers now show what direction each input is in the menu where you adjust the concentrations of the input nodes.
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.
* Fixes knocked out borgs never dying.
Fixes the borg life code making it so that applying any unconscious stat (1) on borgs would always permanently force their stat into 2(dead), which from that point onward will just skip the death proc when it eventually would become relevant.
* Update life.dm
Seems like ai_holder datums take their own sweet time deleting themselves after losing their parent mobs, causing a ton of null holder runtimes during that time window. Now they should be able to sense that their holder mob is gone and avoid that.
Previously only strictly human, robot, and ai types would get any additional verbs that weren't strictly /mob or /mob/living procs or verbs.
This means that unless your mob was strictly the base type of human or robot or AI, it would be impossible to add any procs or verbs that are made for anything that is not strictly /mob or /mob/living. Strictly meaning that any and all subtypes would be excluded.
Now humans and human subtypes can get carbon and human verbs, robots and robot subtypes can get silicon and robot verbs, AI and AI subtypes can get silicon and AI verbs, and now also simplemobs and simplemob subtypes can get simplemob verbs.
* 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.
Fixes the potentially server killing runtime spam caused by humanmobs walking on "outdoors" tiles on zlevels outside the range of the planetary weather system.