Adds deconstruct structure helper
Moves chair sprites from objects.dmi to chairs.dmi
Fixes check shields passing proper flags on unarmed attacks
Makes stools and chairs able to be picked up
double prefixes are no more. instead, it now goes sharpened, twice-sharpened, and thrice-sharpened. there should never be an item that is sharpened more than three times, which works out because there is no word that comes after thrice (thank you so much @razharas for the code for this)
a little bit of weirdness got stuck on the sprite when i first implemented it due to a goof when i removed the transparency, it is now fixed
- can_be_revived(), used so we don't revive a mob who would immediately die again (lack of brain organ for carbons).
- fully_heal(), called by revive when we want to completely heal a mob before trying to ressuscitate it.
I gave some arguments to revive() so the proc can be used by more than just the admin healing code (ai revived by the AI fixer console, drone revived by another drone clicking it, strange reagent ressuscitating you, borg revived by restart circuitboard, changeling using his revive ability, etc)
This fixes borg revival not updating its vision correctly and not updating the diagnostic HUD. Same fix for changeling revival.
sharpening now gives a message to bystanders telling what you sharpened
items with any block chance of any kind cannot be sharpened. separation between shields and weapons is absolute.
dull sharpening block -> worn out sharpening block
increments in force/throwforce now use Clamp()
adderol -> adderall
might be some other changes that i forgot but this is really the important stuff
Brain mobs that are beaten to death can still be inserted inside a brainless human corpse but defibbing the corpse cannot work (the brain is too damaged). On the other hand cloning that corpse will still work.
Deffibing a brainless corpse no longer gives "further attempts may be successful".
Fixes brain mob's container var not being nullified on Destroy().
Removes the clunky unintuitive ID number system from tracking implants and replaces it to show the mob's name, as chemical implants already did, and the teleporter already did re: trackers
This is on both the Prisoner Management Console and the hand tracker thingamabob.
Also:
Added a line break on chemical implants on the prisoner management computer so the read out doesn't look like arse. (see here https://www.dropbox.com/s/nawkd06ztqkmkqe/Screenshot%202015-03-28%2015.16.06.png?dl=0)
Fixed the wrong path for weapons auth implants' descriptions
Mobs without clients can't see into storage! They have no screen!
The following runtime has occured 92 time(s).
runtime error: Cannot read null.screen
proc name: show to (/obj/item/weapon/storage/proc/show_to)
source file: storage.dm,104
usr: Leo Pfeifer (/mob/living/carbon/human)
src: the backpack (/obj/item/weapon/storage/backpack)