Added is_locked property to vehicles. 33% chance to be true on vehicle
create.
Made locked chance 100% for testing, prevented control usage if vehicle
is locked.
Screwdriver can now be used to hotwire the vehicle.
Added roll on mechanics to see if hotwire was successful
Added alarm system. Certified American manufactured and guaranteed to
attract hordes of zombies even after the cataclysm.
Added battery drain to alarm. Alarm will stop when battery is dead.
Alarm also has a 1/1000 chance of stopping any time it makes a noise.
Refactored, and fixed interact adjacent controls
Moved locked vehicle interactions to vehicle.cpp, since pickup also
accesses use_controls
Added alarm part definition. Plan to make flag ON_CONTROLS mean it can
only be installed on controls. Plan to make flag DIFFICULTY_REMOVE mean
that the difficulty property should be used when attempting to remove
it.
Rearrranged failure probabilities
Added menu option to try and stop an active alarm from the controls.
Fixed initial activation of controls from starting engine and other
weirdness
Added alarm spawn on vehicles that start off locked.
Added alarm flag to alarm. Removed hardcoded epower usage of alarm.
Added chance car is locked without key. Moved init of alarm below damage
of controls block. Added method for checking if an alarm is installed.
Added checks that alarm is installed.
Fixed compile errors
fixed has_alarm_installed check./ Moved alarm spawn block so it works
with debug cars.
Made damage probabilities more human readable.
Added chance something damaged when vehicle is locked.
Fixed up rebasing
Added hotwiring as a long action, proportional to mechanics skill.
Adds missing description of filling water container, so hotwire message
works. Adds hotwire activity to abortable group.