Included:
-The process lists use |= instead of += due to the increased stability of the former against double additions.
-Atmospherics machinery is moved under the pipenet processing.
-Modified the atmospherics processes to return 1 when theyve done something, and 0 if they aint done jack shit. Then called scheck() if they return 1, possibly reducing unnecessary scheck calls while still managing to smooth out the atmospherics processing.
-If a powernet happens to get rebuilt by either powernets or power machinery scheck() is also called
This should make it so that after screwdriving and crowbaring one of the other dispensers, it doesn't just make a chemical dispenser.
This will also be the first step in making it so that you can have methods of getting these machines in game with out admin assistance.
Moved gas_mixture gas numbers to a list which is connected to a global gas_datum list, like with reagents.
Modified some maths procs to be more sane, added adjust_gas and set_gas to help with processing.
Added a modular system for gas flags - gases can now be marked as fuel and oxidiser with a flag, logged with a flag, scanned with a flag, etc.
Changed scrubbers to use a list of scrubbing gases rather than a set of vars.
Made miners and xenoarch effects more sensible - they now produce gas by ID, not manually.
Made turfs' starting gases into a list, removed turf gas number vars.
Ventcrawling now correctly starts from any pipe, not just vents and scrubbers.
This has allowed me to fix moving between pipelines : the images are now correctly updated when you change pipes.
Added a small sanity to remove_ventcrawl().
Also edited another thing that Pomf never got around to.
Removes the Chief Engineer jumpsuits from the vending machine found in derelict research.
Also adds some new jumpsuits and hard hats. (Fun Fact, there was 4 fire suits but no hardhats that had fire resist on them so the fire suits were pointless.)
Also this is my first Pull so I hope I don't fuck anything up too hard.