Revises the OOC notes panel a bit, and removes the OOC notes panel from character setup, in favor of just adding buttons to set the likes and dislikes there, rather than maintaining two different versions of the panel.
Additionally, adds a 'print to chat' button to the panel, and to examine for the OOC notes.
Changes the way the window is sent to the client so that it behaves more like character setup. This should mitigate edge cases where the panel appears off screen when SS13 is not being displayed on the primary monitor. It SHOULD also remember its position between sessions. Either way it should stay on your screen now.
Also, for the print to chat, character directory, and any OOC notes panel that isn't yours, the LIKES and DISLIKES sections will show up conditionally depending on if they are actually set up. If there's nothing there, then they won't show up.
This is presently an imperfect revision, as it only allows you to have one OOC notes panel open at a time. I would like you to be able to have more than one at a time, while also having the features to allow it to always appear on the screen, however, that will take some extra development time.
Apart from that, this is fully functional.
Changes mentions of nitrogen to phoron in SM manual.
Also updates relevant numbers (expected shots of 12-16)
Expands data enabled by new features: how many moles in a canister, how to check.
Expands data on SM behaviour by mentioning EPR, gives safe window.
This is implemented to act as drops by combat drone enemies in the "phoron tanker" POI. I am commiting separately as this is the generalized form to be re-used and distinct enough from mapping.
This variant should not be seen by players. Either view-variable edit examine_canalyzer/multitool/canalyzer_printed or edit in mapmaker or define it in code thru a subtype
If making it spawn from a mob, you'll need to make a subtype. When defining a subtype, New() can be used for dynamic naming like use of drone_name in examine stuff.
Adjusts some types to tidy up the mob list. Put some of the mobs that can vore under the vore tab, removed the clown mobs from /mobs_monsters because they were the only thing in there, so there wasn't really any point in hiding them a level deeper, and generally looked for subtypes that didn't have anything in them, and commented those out. Did you know that telesci is supposed to have a chance to spawn hostile mobs if you mess up? It's true! I may or may not have fixed it, I don't play telesci, but it uses a path that actually has mobs in it now.
* I assumed all obj/structure start as anchored
* I assumed wrong.
* I need to stop assuming things
* Anyway, bugfix for informal bugreport "throwing items at blankets causes them to get dislodged weirdly."