the stars() proc will now use the html_decode()
this fixes the html fuck-ups when a human talks and an alien receives weird text in the middle of the "***".
Absolute paths
Updated LEDs
Updated icons, spanclasses
Cut out snowflake mob_can_equip code.

Now it calls mob/proc/can_equip(obj/item/I, slot, disable_warning = 0) instead.

Good-riddance, nasty ugly if(istype(...))!


Future task: update corgi/xeno/whatever code to use this proc, now that it's nice and clean.
Added can_equip proc for polymorphism.
Made human-specific can_equip proc.

This code is still a mess, but it probably can't be helped short of rewriting inventory code with standardized slot numbers and such.
Quick fix on can_equip.

I realized I forgot about the warning messages.
Added monkey/can_equip proc.

See, isn't that much nicer?
Trying to fix compilation error.

Changed "M as mob" in arguments list to "mob/M"; I think the former made it look for proc/can_equip() instead of mob/proc/can_equip().


Also, it no longer returns 0 for a null slot parameter.
returns a sanitized string on the stars() proc
Replaces the GravGen alarm with a louder, more distressing sound.
Traitor and Malf AIs can now hack bots!
Corrects spelling.
Lets all silicons toggle hacking

Lets any silicon toggle hacking on robots, choosing to hack them or not.
Emagged bots cannot be turned off or reset.
Replaces the igniters and timers from chemistry for two cable coils
Moved the card computer's time_last_changed_position variable to a global variable, meaning you cannot dismantle and reassemble it to bypass the cooldown.
Made the character setup screen window size bigger to fit in the mutant race option.
Capitalized the default human option.
You now have to give a reason for shuttle calls, from the communication console. The reason must be over 12 characters.
You can open the communication console UI by using your ID card.
Added a config option for the shuttle refuel delay, defaults to 20 minutes.
Fixed a bug where the refuel delay was counting the pre-game lobby time.
Quick fix of explosive vines

Wasnt producing explosions otherwise