Mostly remove the OOC magic-implying wording about 'life energy' (since setting is w/o magic) so it can be whatever in your private RPs (someone was asking about using it to represent stealing bodyheat which is cool).
`absorbing_prey` was never unset if they were found to be indigestible, so fixed that
Two stages also sent two messages at the same time
Removed the needless casting of src to C since it's defined on human already
Maybe in the future consider using cloneloss instead of brainloss? Alkysine is one of the easiest drugs to make, and if I jack myself up with it I'd maybe be immune to having my nutrition/heat/whatever stolen which seems ~unusual~
Why do we have a robot that literally does the entire job. Basically people leave it and it becomes a lag generator forever. Removes farmbot harvesting and removal of dead plants, plus adds an idle timer for 150 process cycles without a target causing it to turn itself off. So basically it will tend the plants and keep them alive, but you need to come harvest them sometimes.
Welding in a RIG/spacesuit is currently broken. This PR fixes it. It was broken for two reasons.
First, the proc to get flash protection assumed the RIG was a clothing item, and as such thought it had variables it doesn't. So it would runtime.
Second, spacesuit helmets lost their flash protection for some reason. This has been reversed.
Ghosts now have a verb "Join Into Soulcatcher" that lists all players, and they can pick one to ask them if they can join into their SC. If they don't have one, it notifies the ghost (this is less expensive than trying to crunch who has a soulcatcher and shortening the list. You can just deal with it okay??). You cannot get backed up if you joined this way, like there's no way to move from being a ghost to being in someone's head to being in a mob. You'd need to ghost and respawn normally. (This is intentional... no sneaky no-manifest people getting in).
And various other SC QOL things:
- Adds NMe and NSay verbs when you get a soulcatcher installed so you can use them in the text parser at the bottom of the window or click them in the verb list like a crazy person. The older emotes also still work.
- Prevents 'loop of madness' where both pred and prey have soulcatchers and it floods your log as it tries to decide who catches who
- Removes minds if the client is disconnected for a long time, or if the player ghosts out of the NIF
This improves the issue of player mobs using excessive CPU every Life() tick.
* Testing determined the worst performance was actually the manipulation of the "healths" HUD doll's overlays.
* Switching to using a mutable_appearance helps quite a bit for little effort.