Previously, because noncritical robolimbs did not count for bruteloss or burnloss (per line 13 in human_damage.dm), nothing would ever cause robot limbs to call update_wounds() on the organs to clear wounds after repair. Furthermore, update_wounds ignored wounds on robotic limbs and edited early without even checking if it should remove them. This caused a problem.
This corrects this, and still exits early(er) in update_wounds() for robotic limbs, but makes sure there are no 0-damage wounds left and if there are, removes them.
As a 'backup', hitting a robolimb with a welder when there's nothing to fix will also call this proc, to catch any cases where someone has directly changed wounds or anything like that.
Also fixes spacing on robolimb damage examine text (get_wound_desc had spaces, but should not have in most cases), and added a message for having an open maintenance panel on a limb.
* Shhh don't mind this.
* More gateway changes, also adds fitness room
Also gives the ability for some FBPs to have tails (we can sprite the tails later, it defaults to off)
* Issue #30 - Added icons and code for vore animals.
Also tweaked to be more in line with current codebase.
* Fix to leading space in alien.dm
* Makes Labyrinth.dmm compile and load in map editor. (#90)
Could use some work still though.
Unlike cuts they do not merge, so many small-damage stabs will create many small stab wounds instead of one megahole.
Also cleans up checks in wound code a bit with power of OOP
Adds a verb used by humanoid mobs that have mechanical eyes, which allows them to pick a new color, and have it applied instantly.
Adds some helper functions, specifically hex2rgb(), to convert hexadecimal colors to a list of numbers for r, g, and b.
``/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.
For borgs, EMP no longer results in a stun. Instead, they are confused, and their HUD becomes static-y for a moment. Their module items are also forced back into the borg, effectively disarming them.
EMP now drains powercells from current charge instead of max_charge, so two blasts should not empty the cell, for borgs.
Fixed bug where EMP was being applied twice to human mobs, including FBPs, resulting in them literally dying in one hit.
Synthetic organs take much less damage from EMP.
Synthetic external organs also take less damage, but more than their organs.
Bonus: Runtime fix for spawning in as a borg.