* If you mouse-drag certain items onto a hand which is already holding something, the item goes into limbo.
* The reason this happens is that the standard code handling drags is directly calling usr.u_equip, despite the comment on that proc clearly saying never to do that. So it just throws it to limbo and the next line attempting to put it in hand does nothing becuase the hand is occupied. Better way is to call unEquip, so the item will drop on the ground if it fails.
* Fixes https://github.com/VOREStation/VOREStation/issues/394
Hand-held flashes now do 30 halloss per flash, if the person lacks flash protection.
Hand-held flashes now can be used 10 times per minute instead of five, due to needing ~4 flashes to down someone.
Flash rounds do 20 halloss if the mob hit lacks flash protection.
This might be an unnecessary fix, I might just have the worst luck.
But I couldn't get a defib to res in 10 tries before this,
got it on the second after.
Features:
- Ctrl-click can deflate inflatables now.
- Using inflatables on adjacent tiles deploys them to that tile. Currently this doesn't care about objects in the way, ie computers or welding tanks, but it does respect glass and imo it works fine this way.
Bugfix:
- Bumping an inflatable door no longer freezes it closed for a few moments.
- Taken from Bay and edited a bit, maintenance now has a chance to have some randomized items in crates and on racks. Nothing extremely exciting or game changing should spawn yet, sadly. Probably still needs some adjustments and really needs some additions but works at this stage for live testing to see how badly RNG wants to spawn sin pockets and botany gloves.
- Minor map adjustments to both z-levels 1 and 2. Including things such as a mirror placed on the technomancer ship. Light adjustments on the main z-level. Removing redundant lightswitches, adding lightswitches, removing redundant newscasters. Fixing other old mapping errors.
- Largest chunk of change, rework of the armory. Image Link Two sets of all of the armor except for the riot armor has been removed from the armory. A 'tactical equipment' storage room has been readded (warden access) with the combat armor, lethal ammo, and two of both the energy weapons and ballistic guns moved to it. Four energy weapon power cells have also been added to said equipment room as well as one magazine of lethal 45 ammo (it was 5 magazines before, this makes it a even and less OCD annoying 6, like the rubber magazines).
- Practice ammo moved from the armory to the firing range on a conveniently empty table.
- Defib units now available in medical, and one in both first aid checkpoints.