Voices are based on /vg/'s female voice and are copyright free.
There is a 60 second cooldown for each announcement.
Added a compile option for AI voices. Undefining AI_VOX will not compile the resources, meaning players won't have to download them.
* Made the space violin usable by service cyborgs.
* You can now examine Cyborgs to see their active module.
* Made the choose module window look nicer.
Crossed() is a byond builtin which is called automatically when two movable atoms overlap (as a side effect of Move(), but not when loc or x/y/z is changed). Previously, turf/Entered() iterated through all objects in the turf in order to tell them an object had entered; with this change, HasEntered() becomes redundant and can be eliminated.
This may reduce lag when a large number of objects are moving in a small space (singularity, mining conveyors, etc) but should cause no changes to functionality at all.
When you construct a cyborg now, the endoskeleton is stored in the mob, where before it was deleted.
Cyborg deconstruction now checks if there is a stored endoskeleton. If there is, it deconstructs it. If there isn't, it spawns new parts like before.
Also, there is now a burn_out proc for flashes, since the feature was previously copypasta.
New verb added that allows Cyborgs to unlock themselves if they are locked.
Cyborgs are not able to lock themselves again, and will need a roboticist or someone else with access to assist them.
-mining rooms will be generated before the air controller is created
-changed the total of moles of the NO2 turfs from 2000 to 6000 to compensate the replacement of the canister that spawns like 36000 moles on top of it for a normal canister. I'm talking about the NO2 canister inside of the chamber in atmos. (I will replace the canister in another pull request)
-Removes the yellow gloves on the Nuke Ops shuttle. (They were completely redundant, as the gloves they start with were already insulated (!!!)).
-In return, adds a laundry room to the nuke ops staging area, allowing them to paint their gloves as they please if they want to be stealthy.
-Removes 'SWAT' gloves in favor of the less-weirdly-specific combat gloves. Codewise, they were exactly the same.
Updates spacebattle.dmm, as it had an instance of swat gloves.
Adds a link in the mapmerge tool instructions to assist in setup.
Re-adds the ability for mobs to turn when clicking on a wall object in their square (APC, etc)
Re-adds ghost shift- and alt-clicking, sorry about that.
Prevents mech actions from acting on the user's inventory. Fixes#1487.
(Almost) fully prevents inventory use from within a mech, to be more consistent. The internals GUI button still works on the theory that it's emergency equipment.
* The AI can interact with all the items in the list.
* The AI can use this for several things:
* Since the list will not dissappear for the AI, until there's no camera coverage, they can use it to bookmark a single tile to interact while not having to look at it.
* They can also use this to quickly jump to the listed turf.
* They can interact with objects under other objects.
* Made the CTRL Click on the APC directly use the toggle_breaker() proc.
* The power will cost the same as overload.
* Reduced the price and uses of uncommon malf powers so that they can be used when the AI only has 5-10 points left.