So that next time someone increases the amount of items in a vending machine w/o updating the refill charges (looking at you /vending/clothing), it will affect the items in the same product list instead of only contraband.
I also updated the charges of the refill canisters to the correct amounts.
I removed the chef food section of the snack vending machine, nobody has ever used it.
Fixes dropped resuply canisters having most charges go in a single canister (and going above the initial charge amount).
Fixes exploit with cult constructs creation.
These striped scarves are made by MrSnapwalk. They are included in the
ClothesMate along with the other scarves (sprited by Nienhaus). These
have a striped texture.
Adds 9 more scarves (light blue, dark blue, orange, yellow, purple,
white, black, zebra and christmas).
Cleaned up corgi code a little bit, specially the parts involving icon
updates. Fixes a bug where adding a hat to a dead corgi didn't make you
drop your hat and created duplicate items. Makes corgis only use one
head/back mob sprite and rotate it appropriately. Call
regenerate_icons() only when needed now, instead of doing so every tick
on Life().
Adds the undershirts by JStheguy
Ports some pants by JStheguy from NTstation
Ports the clothes vending machine from NTstation
Adds the clothesmate restock icon by WJohnston
Just in time for the feature freeze, a big change that will introduce bugs! Yay!
Mob verb is called verb/examinate(target), which just calls target.examine(user) and face_atom(target)
For explanation why, see http://www.byond.com/forum/?post=1326139&page=2#comment8198716
Long story short, mob verbs are much faster than object verbs. The goal is to make right-click menus populate faster.
Also changes a bunch of examine() procs to always, ALWAYS call the parent. Except mobs, but you have 1 guess why I'm not touching them. Mostly this affects obj/item/examine().
And also remove a whole shitload of pointless set src in view(2) kind of crap. Also span classes.
*TABLEPASS was already totally obsolete.
FPRINT was used, but it was on virtually everything anyway.
Removes those flags from every instance where they were used. Also assigned and removed other flags where it made sense.
If it is desired, I can revive the flag as NOFPRINT, which would retain the original functionality, though inverted. That way it would be be used only where it was intentional (holodeck items could use this for example).