Moved cell charger emag behaviour into the general system. Damn you, dylan.
Fixed#4849, helmet wasn't updating the right icons.
Fixes a runtime (caused by bees) with static_overlays.
Absolute pathed shotgun.dm, also fixed#4499, shotgun now keeps shells loaded.
Spells now contain a ref to their UI element.
The UI element is now shown in the stat panel, and can be clicked. There are no easy workarounds on this.
Mind Transfer changed to use add_spell(), which should fix spells not being transferred with UI.
* Laser scalpels now only come in two tiers, the first only requires iron and glass to be produced. Low tier laser scalpels will no longer randomly fail.
* Laser scalpels can now properly be used as a scalpel for any surgery steps that require one, and can be switched to a cautery mode to make them work as a cautery.
* The Incision Manager can now be used as a retractor for any surgery steps that require one, and no longer costs diamond to produce at the Protolathe.
* You can now properly cut biomass and kudzu with laser scalpels.
* Laser scalpels now properly change their icon for all surgery steps.
Fixes#4605Fixes#4628
I found out why these were being improperly pooled, thanks to skowron for producing a case to reproduce and view the variables of. On login or when reset_screen() was called for a mob that had an inventory open the inventory obj/screen's were being pooled and being reused elsewhere on other objects.
Hilarity ensues!
Fixes#4588, xeno larva will now never get permanently trapped inside the contents of an object if their impregnated mob is inside a sleeper, dna machine, adv scanner, other alien, et cetera et cetera.
I don't really get this if statement in policetape, but it should be fixed now maybe.
Added a proc for checking if two stacks can merge, used it on coloured cables. Fixes#4156.
Made the welding damage message list the item intensifying the damage. Fixes#4187.
Added Vox exclusion to RIG helmets, removed it from Wiz and Nukeops hardsuits. Fixes#4790, fixes#4756, fixes#4496.
Orebag now only gives borgs a message if it finds ore. Fixes#4150.
Throws something at #4267, hardcode is bad and everyone should feel bad.
- Setting up now takes 2 seconds instead of 3
- Exchanging a component takes .5 second instead of 1 (Two times faster)
- RMCE no longer takes a whole 3 seconds to return after replacing, but
.5 seconds as intended
Using the RMCE on multiple machines at a time caused problems, so you
can't anymore. Which makes all the sense in the world given that it is
explicitely stated you stick the RMCE into a machine's hatch while
maintaining
- Added a special busy check to prevent multi-tasking
- Updated a few strings to actually be correct
Fixes#4766
Changelog included
Because Shaft Miners are basically serving R&D, and Quartermasters don't
want to hear the Roboticist's constant bitching, we now have Mining
Headsets !
- Mining Headset included. Has access to the Cargo and Science channel
and has a special, distinct sprite (darker shade of brown with a small
antenna)
- Added a matching encryption key while using the sprite convention
- Updated Cargo's headset to glorious Cargonia orange instead of shitty
stock white
- Mining headset added to Mining lockers, on spawn on Shaft Miners and
on miner corspes
Fixes#4745
Changelog included
Equip-type spells now read from an assoc list of slot ids and types, as well as using OOP procs for item generation.
Clowncurse, frenchcurse, and horsemask have been migrated to this system.
This is framework that hopefully clockcult and other summon-item spells can use.