Added some if statements so that NanoUI for the booze/soda dispensers isn't /exactly/ like the chemdispenser, mentions glass instead of beaker, and "drinks" instead of chemical.
Also removed my debug messages
Typo fix: Added taquilla back in, it's ID wasn't correct in the reagent list for booze dispenser.
added watermellon juice to the soda machine.
Todo: Fix NanoUI for these to now mention beakers, and have enough space to list watermellon juice
implant adding via the traitor panel will also update it's location to be in the players head for autopsy as well as is_loyalty_implanted() reasons.
Thanks Chinsky / alex-gh for the heads up on this.
Added a proc is_loyalty_implanted() that returns 1 if so, and 0 if not.
Added the ability to remove and add loyalty implants from the traitor panel.
Changed the checks on antags to not care if they are section heads, but to instead check for a loyalty implant.
Fixed a minor bug where traitorborgs made through traitor panel was not adding law 0
Adding a loyalty implant to an antagonist through traitor panel will also remove them from being an antag.
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.
Also fixed a bug where if the supermatter is ordered off the supply shuttle it wouldn't produce power (process was deleted while in crate)
supplypacks.dm is just a spelling fix.
Removed the odd locker room area.
Properly edited dorm areas to individual areas UNDER the sleep area so as to properly reap the benefits of being a dorm.
Added a camera to security dorms.
SMES wiring adjustment.
Fixed(?) disposal issues.
Hopeful fix of supply packs, commented out the shard until it's fully functional.
Please report any continuing wonkiness I can't reproduce!
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".