Changes labcoat sprite to be closed on custom item...




Signed-off-by: Decius <deciusreln97@gmail.com>
Fixes organs not being removed due to damage

Because the dismemberment check was being done before brute_dam was
updated, the attack that actually brought brute_dam above the threshold
would not be able to pass the check, regardless of how much damage was
actually done.
Fixes suits being punctured by projectiles when...

...fully blocked by a shield.
Fixes melee attacks using area effect armour values

def_zone is normally not set when attacking with a melee weapon, and the
melee armour check didn't use target_zone for some reason.
Made Vox-Pidgin and Rootspeak untranslatable even by pAIs.
Made LOOC show character names of living players and BYOND keys of observing/dead players
Made it so admins see global LOOC character names/BYOND keys based on whether that player is alive/dead
Fixes air alarms not siphoning or cycling
Fixes air alarm icons not updating

I'm not sure how I missed that the first time.
Fixes #5640 Make sparks effect target mob, not organ
The malfunction sparks were calling to a var src, which in most other places is the main object itself, here that's the organ and it doesn't have a loc. Changed it to call the organ's owner.
Merge pull request #5635 from mwerezak/air-alarm-fix

Fixes air alarms not updating icons, fixes siphoning or cycling being stopped even though environmental mode is set
Merge pull request #5634 from Whitellama/master

Made LOOC show character names of living players, fixing #5633
Merge pull request #5626 from mwerezak/damage-fixes

A few damage and defence related fixes
Merge pull request #5641 from JimTheCactus/limb_sparks_fix

Fixes #5640 Make sparks effect target mob, not organ
Fixes #5647 Fixes #5646
Fixes #5648
Now scanner will just give warning if clicked too fast, instead of giving obsolete data.
Also moved code from New() to initalize(), since it depends on all things already being there and a master controller existing.
Fixes #5650
Fixes #5649
Removed that mundane objects check as I couldn't think of why would that even be a thing.
Possible fix for #5645
I think issue is that harvester won't forget what artifact it is using until harvesting process is started.
Merge pull request #5623 from Decius-R/aeneas_labcoat_edit

Changes labcoat sprite to be closed on custom item...
missing power check

people could still use this without any charge