Added a check to the verb to prevent dead people and ghosts using the masks
Changed the obj sprite for the black mask's eyes from purple to green, to match the mob sprites
Checking a collector's last power output via analyzers has been moved to multitools, because that actually made sense (betcha didn't know this existed, I know I didn't)
Analyzers can now be used to check the gas level of the tank in a loaded radiation collector (yay no more crowbars)
You can also use them on pipes to check gas levels (yay no more pipe meters)
Codewise, the several inconsistant instances of the analyzer code have been moved to a single proc. The following have been converted to use this:
-Pipes (they didn't have this before. Also changed the attackby code to be less dumb...)
-Pipe tanks (you know those big ones in maint everyone forgets about)
-Portable Atmospherics (canisters, air pumps, scrubbers)
-Flamethrower
-Tanks
-And now collectors
Adjusts the click code to not use client/Click(). The code is largely unchanged, except that it allows the compiler default behaviour of calling atom/Click(), and then forwards the call to mob/ClickOn(). I had some reports that melee combat mixed with movement was behaving oddly, and I believe it may be due to the use of client/Click; the byond documentation says that redefining client/Click() causes additional overhead, and it isn't strictly necessary.
Alters the way double clicks are handled, in an attempt to better handle clickspam, as often occurs during pitched combat. This may also be responsible for the above, but I don't know.
Inserts proximity (aka flag) checks in all afterattack() procs. The old assumption was that unless an item used the USEDELAY flag, afterattack() was only called when adjacent, but this is no longer true. This led to beakers, soap, crayons, etc, all being usable at all ranges.
Removes the NODELAY flag, which was unused. Removes all existing uses of the USEDELAY flag so that it can be readded to things that need extra delay.
Removes the hand_* procs, previously used by restrained actions. Instead, the mob helper mob/RestrainedClickOn() has abosrbed basically all the functionality they were used for, which is really only monkeys with jungle fever.
Adds a special case of the Adjacency() proc for doors. This fixes#136, airlocks being unreachable due to border fire doors. However, this only takes us back to the unpleasant position where you have to open-hand the door, switch to a crowbar, and pry open the firedoor; it still needs a better fix.
Integrates gloves into click code. Gloves now have a proc/Touch(atom, proximity) which is called before humans do an attack_hand(). It can also occur when you click on something at range, so be sure to check the proximity flag.
Adds code to make ninja gloves work properly with this and pulls it out of the various attack_hand() procs.
Other suggested uses: secret society rings, magic/cult gloves, weaponized gloves (chemical, electric, needles, etc), powered exosuit hands (for picking up crates), I dunno, there are options
This adds two atom procs, attack_tk() and attack_self_tk(). attack_tk is used as per attack_hand; attack_self_tk exists on all atoms (not just items) but is similar to the item proc, but without the assumption that it is in the user's hand.
Removes the functionality where entering throw mode would create a tk grab, as it is redundant.
As a default, attack_tk does the following:
* Creates a telekinetic throw for items and un-anchored objects
* Does an attack_hand (paw, animal, etc) for anchored objects
* Does nothing to mobs
As a default, attack_self_tk does nothing. An attack_self_tk was added to closets to open and close them since that's a common thing.
The following items have added attack_tk procs:
* Fire axe cabinet, extinguisher cabinet, and bedsheet bin will drop into their square instead of putting it in your hand
* Doors only open telekinetically if they require no access
* Chairs will rotate if nobody is buckled to them
* Filing cabinets will remove a paper at random.
* Tables and racks return to prevent telehulk smash
This is INCOMPLETE. Adding proper TK interaction to everything is something best done in pieces.
In particular, interacting with mobs and items both open up the floodgates for bugs, so we/I need to decide how we want it to go before we commit, and then fix bugs along the way. Stumbling forward, fixing bugs, and then changing course halfway would be a bad idea.