Makes initiate() always return true if you do not finish the doafter, preventing certain issues (you walking away and therefore slapping them / starting to forcefeed a organ, etc)
All tools now have the surgical tool flag (save for wires since those have force 0 anyways and are only used very rarely in surgery), but yeah, since we got far more species using robot surgeries (0 -> 3), might be good to not have them accidentally beaten up.
Also fixes organs being eaten after inserting them, yay!
Every ten seconds or so, while being above the low threshhold for corruption, you roll a prob(corruption) roll. If it goes through, you get affected by one of various effects depending on how corrupt your system is, from just getting a message and healing a bit of corruption, over getting halluscinations / getting muted for a bit, to getting forcefully sleeped after a 6-10 second warning
* perfect
* further changes
* no squeaking please
* no more squeaking damnit
* no more squeaking damnit
* slower
* they get broken armor
* broken armor application
* Apply suggestions from code review
* add a comma
* make crossed work properly
* Update squeak.dm
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
Heavily work in progress system that causes malfunctions every now and then with varying levels of corruption; Higher corruption means worse effects and more frequent rolls.
Adds a framework for systems corruption instead of toxins damage for use in synthetic species. No ways to deal / heal it yet, nor effects, or actual uses. Soon.
Previously, if a wound was removed while there wasa surgery related to it going on, it'd just qdel() the surgery, which is.. kinda weird, since it, y'know, takes the closing step away from you, and all wound surgeries have checks for no wound being present anyways.
Since IPCs and synths can get wounds, they should prooobably also have access to the surgeries to fix them. instead of having to use the super-slow ways.