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Fixes merge conflicts from my big ass melee pr #3

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merged 92 commits into from
Sep 23, 2024

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About The Pull Request

Why It's Good For The Game

Changelog

🆑
add: Added new things
add: Added more things
del: Removed old things
balance: rebalanced something
fix: fixed a few things
soundadd: added a new sound thingy
sounddel: removed an old sound thingy
imageadd: added some icons and images
imagedel: deleted some icons and images
spellcheck: fixed a few typos
code: changed some code
refactor: refactored some code
config: changed some config setting
admin: messed with admin stuff
server: something server ops should know
/:cl:

Gristlebee and others added 30 commits September 9, 2024 20:37
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## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Bandoliers can now be loaded similarly to a magazine by using an ammo
box on it.

Adds an examine hint for this behavior.

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

QOL change, Streamlines loading the bandolier so you don't need to click
at minimum 80 times to manually hand load 40 rounds into your bandolier.

## Changelog

:cl:
add: Bandolier auto-loading and examine hint
/:cl:

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request process. -->

## About The Pull Request
A basic datum system for managing factions, currently they are only used
to consistently grab faction names!

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Simplify attaching content to factions.

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
add: Added faction datums, this will be cool soon!
/:cl:

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icon ingame) and delete the unneeded ones. Despite some of the tags,
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the changes rather than a summary of the PR's contents. -->

---------

Signed-off-by: FalloutFalcon <[email protected]>
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## About The Pull Request
Removes the following recipes because:

Clothing 
- Scrap Armor - it sucks, it's ugly, it's expensive and it's honestly a
bait to have it craftable

Drinks
- Holy Water Flask - god died
- Nothing Bottle - mimes died

Misc
- Flashlight eyes - just why.
- Extendo-hand - TG slop
- Guillotine - meme item
- Moth Plushie - plushies are cool, but the recipe itself is a meme

Robots
- Honkbot - clowns died

Tribal
- Bonfire, Distiller, Mushroom Bowl and Charcoal Stylus moved to Misc -
they are okay
- Bone Spear, Bone Axe and Bone Sword moved to Weapons - Hate to keep
them, but there isn't really any other okay melee weapons available,
outside of the crusher I suppose, but that one's inconsitent to get.
- Bone Armlet, Wolf Fang Necklace, Goliath Cloak, Hunters Belt and Polar
Cloak moved to Clothing - they are okay
- **Everything else got removed, including the category itself** - it's
about time to let ash walker gear go I think

Weapons/Ammunition
- Explosive Lance - item's definitely on the goofier side
- Teleprod - teleportation is often fucked
- Gonbola - gondolas barely exist, might as well axe it
- Flamethrower - feels like this should be locked behind more than
crafting
- Chainsaw moved to Misc - it's a gardening tool, you MANIACS
- Pipe Bow and All The Arrows - bows are kinda broken rn? Commented it
out cuz feels like it can be used later, but having broken stuff here is
dumb.

**Note here: It's just the crafting recipes, not foods themselves.
Crafting cleanup, not food cleanup.**

Breads
- Mimana Bread - mimes died

Burgers
- Ghost Burger - magic is not real
- Clown Burger - clowns died
- Mime Burger - mimes died
- Spellburger I and II - magic is not real

Cakes
- Slime Cake - you are NOT getting slime extracts for this
- Angel Food Cake's recipe was changed - god died, so it uses cream
instead of holy water
- Clown Cake - clowns died

Frozen
- Honkdae - clowns died
- Mime Snowcone - mimes died
- Clown Snowcone - clowns died
- Also renamed all the cola cones according to names from the drink
rename

Meats
- Meat Clown - clowns died

Pastries
- Honk-pockets - clowns died

Pies
- Mime Tart - mimes died

Salads
- Monkey's Delight - it's very questionable

Soups
- Clowns Tears - clowns died

Spaghettis
- Spesslaw - space law died

Egg-Based Foods, Pizzas, Sandwiches
- Nothing :D



Also, removes flamethrower slapcrafting for the same reason that's
above.

Also removes bone clup, skull helmets and bone armor from bone
construction menu.

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Explained for every item individually.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
del: Removed a lot of cruft from the loadout.
del: Removed flamethrower slapcrafting.
del: Removed the Tribal crafting tab (some items were moved to other
tabs).
del: Removed bone club, skull helmet and bone armor from the bone
construction menu.
/:cl:

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## About The Pull Request
you can no longer make pizza tables
I am become gerg orwall
shiptest-ss13#1219

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
cruft...
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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
del: Removed sheetz. Feel free to send me threats for this crime!
/:cl:

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request process. -->

## About The Pull Request
**IT HELPS TO VIEW THIS AS A COMPLETE REWORK OF SCARBORGH, NOTHING
INVIDUALLY WAS REMOVED OR REPLACED. ALL DESIGN CHOICES ARE FINAL**

So here it is, the great syndicate guns pr, for @Apogee-dev 
Luckily, due to my splitting of gun files, this shouldn't conflict with
other gun based prs, yayyyy

New list of guns:
Assume everything not listed here didn't Survive:
PC-76 "Ringneck" (Has indie version In Cargo)
BC-81 "Asp"
PC-81 "Himehabu"
R-23 "Viper" (Has indie version In Cargo)
MP-84 "Rattlesnake"
CMG-20r "Cobra" (Has indie version In Cargo)
CDW-81 "Sidewinder"
MSR-90 "Boomslang" (Has indie version In Cargo)
AMR-83 "Taipan"

SG-60rr "Bulldog
RR-86 "Mako"

"Hydra" and it's variants:
SBR-80 "Hydra"
SMR-80 "Hydra"
SAW-80 "Hydra"

Should be the last big gun PR in a while unless i do a quick one for
Nanotrasen and Sharplite to help out the big rework thats ongoing. Might
do that actually, but hoping to change my focus onto non-gun content
soon, the guns were a nice break from all of that.


Repaths a ton of things, thats why theres a high file count

Misc changes minus the guns that were added
- Many, many repaths, a vast majoirty of files changed are maps that
have repathed guns
- Fixes 556 naming
- Redid all toy guns, this seems out of scope but it really isnt as
fucking toy guns used the fucking SA sprites
- Reduced the price of the scout to 4000 c
- reduced the price of 300 magnum to 400 c
- Commander has a new firing sound
- Various old unused sounds were removed, and some old sounds were
remixed to not be stereo
- Attachment points for revolvers have been removed
- Makes the frontiersmen simplemobs not drop syndicate weapons

Credits:
https://github.com/tgstation/TerraGov-Marine-Corps for the Gun sounds
https://github.com/tgstation/TerraGov-Marine-Corp s/pull/13409 for the
Good Gun Sounds
@Tamamitsune for the Asp's firing sound
@Apogee-dev for writing descs and desiging the Sidewinder PDW, alongside
being the brains behind guns as a whole

## Why It's Good For The Game

Small sample:
Sidewinder was designed by Apogee

![image](https://github.com/user-attachments/assets/b08eb6d9-2d69-4220-a9f4-c1671de247d5)


![image](https://github.com/user-attachments/assets/c99b03ee-efb8-4ecb-82ad-b7b5fa1beeb2)


## Changelog

:cl: retlaw34, rye-rice, Apogee-dev, generalthrax, Tamamitsune,
Nitha(emotional support)
add: Scarborough Arms for every syndicate faction
add: New sounds for the commander
balance: scout's price has been reduced slightly
del: Donksoft toy guns
fix: You can no longer attach shit to revolvers
/:cl:

---------

Signed-off-by: rye-rice <[email protected]>
Co-authored-by: retlaw34 <[email protected]>
Co-authored-by: FalloutFalcon <[email protected]>
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## About The Pull Request

BYOND 515 "fixes" an undocumented feature where vars can be accessed on
objects by accessing them like a list. I fix this on Yogstation too so I
might as well port it here cause you guys are nice (hi shiptest!)
yogstation13/Yogstation#22586

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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game

We should be able to use this if we have it!

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: Centcom Ban DB is now accessible again through PP
/:cl:

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## About The Pull Request
floor lights can no longer go emergency as they do not currently have
sprites for it

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
no more invisable lights

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: no emergency for floor lights untill someone adds a sprite for
them!
/:cl:

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…und Scanner detection change (shiptest-ss13#3328)

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## About The Pull Request

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merging your PR! -->

Rebalances the prices of old packs in the exploration tab, and adds some
new items.
- Lava Exploration Kit: Price: 1500 -> 500, adds two pocket
extinguishers
- Ice Exploration Kit: Price: 1500 -> 500, swaps out the boots for ice
hiking boots, adds two winter coats
- Jungle Exploration Ki:  Price: 750-> 500, adds two lanterns
- Bluespace shelter capsules: Price: 3000 -> 500, only contains a single
capsule now

Adds some new packs:
- Lavaproof rods crate, 200 credits
- Binoculars 200 credits
- Deep core drill scanner, 250 credits
- Anomaly neutralizer, 250 credits
- GPS, 100 credits

You can now click a vein with a deep core scanner on harm intent so the
scanner no longer picks it up, or hit it again to readd it to tracking.

The deep core scanner fits in explorer webbing storage and explorer
suits.

## Why It's Good For The Game

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

A lot of the exploration packs were comically overcosted for what they
were. For 1500, the ice exploration pack got you.... two pickaxes, boots
that didnt protect from the ice, and cosmetic goggles. For 1500 you
could get two actual mining crates which would serve you a lot better.
The new prices should hopefully make them more worthwhile purchases.

The new packs are meant to be generally useful items to aid in
exploration.
Lavaproof rods are a useful, if niche nice to have if you're penned in
by lava.
Binocs and GPS are good for general exploration.
Anomaly neutralizers are handy for difficult anomalies that hard or
impossible to approach normally. Case in point:


https://github.com/user-attachments/assets/cabbdb99-d425-4227-863b-ffdd6549fff1

Adds the deep core mining scanner as an individual purchase so you don't
have to pay a 1000 credit buy in for the drill if you only intend to do
missions.

Detectability changes for veins are meant to be QOL, and streamline
finding the type of vein you want, as you can now remove unwanted veins
from being tracked instead of wandering aimlessly hoping to get close
enough to another vein for the scanner to lock on.

## Changelog


:cl:
add: Adds binocs, lavaproof rods, gps, deep core mining scanner, anomaly
neutralizer to exploration cargo
add: You can hit veins with a deep core scanner on harm intent to stop
it tracking, and hit it again to readd it.
add: Deep core scanner fits in explorer webbing and explorer suits.
balance: Outpost Cargo exploration tab
/:cl:

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## About The Pull Request

Does what it says on the tin. Removes jitter, drool, moan, twitch, and
other similar emotes from most chems.

## Why It's Good For The Game

Who thought smoking weed makes you moan? The emotes are disruptive and
don't contribute to roleplay in any way whatsoever. Players should
handle how their blorbos act upon taking various drugs themselves. The
screams from applying styptic powder/silver sulfadiazine patches are
frankly ridiculous as well.

## Changelog

:cl:
del: Removed forced emotes from most reagents.
/:cl:
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## About The Pull Request

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merging your PR! -->

## Why It's Good For The Game

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
del: Removed useless vars
/:cl:

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## About The Pull Request
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

Fixes the double sandwich crafting category and makes BLT crafting
recipe not borked to heck

![image](https://github.com/user-attachments/assets/354ddec7-8550-4644-a1f5-b9ef438b2fc4)


## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->
Bugs bad, fixes good!
## Changelog

:cl:
fix: you can now make blts, rejoice
/:cl
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## About The Pull Request
Subshuttle engine prechargers which originally faced south were changed
to face east for some reason. This fixes that.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Subshuttle engines should charge properly.
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: Certain Subshuttle engine prechargers have now been correctly
rotated.
/:cl:

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Bumps [webpack](https://github.com/webpack/webpack) from 5.75.0 to
5.94.0.
<details>
<summary>Release notes</summary>
<p><em>Sourced from <a
href="https://github.com/webpack/webpack/releases">webpack's
releases</a>.</em></p>
<blockquote>
<h2>v5.94.0</h2>
<h2>Bug Fixes</h2>
<ul>
<li>Added runtime condition for harmony reexport checked</li>
<li>Handle properly
<code>data</code>/<code>http</code>/<code>https</code> protocols in
source maps</li>
<li>Make <code>bigint</code> optimistic when browserslist not found</li>
<li>Move <code>@​types/eslint-scope</code> to dev deps</li>
<li>Related in asset stats is now always an array when no related
found</li>
<li>Handle ASI for export declarations</li>
<li>Mangle destruction incorrect with export named default properly</li>
<li>Fixed unexpected asi generation with sequence expression</li>
<li>Fixed a lot of types</li>
</ul>
<h2>New Features</h2>
<ul>
<li>Added new external type &quot;module-import&quot;</li>
<li>Support <code>webpackIgnore</code> for <code>new URL()</code>
construction</li>
<li>[CSS] <code>@import</code> pathinfo support</li>
</ul>
<h2>Security</h2>
<ul>
<li>Fixed DOM clobbering in auto public path</li>
</ul>
<h2>v5.93.0</h2>
<h2>Bug Fixes</h2>
<ul>
<li>Generate correct relative path to runtime chunks</li>
<li>Makes <code>DefinePlugin</code> quieter under default log level</li>
<li>Fixed mangle destructuring default in namespace import</li>
<li>Fixed consumption of eager shared modules for module federation</li>
<li>Strip slash for pretty regexp</li>
<li>Calculate correct contenthash for CSS generator options</li>
</ul>
<h2>New Features</h2>
<ul>
<li>Added the <code>binary</code> generator option for asset modules to
explicitly keep source maps produced by loaders</li>
<li>Added the <code>modern-module</code> library value for tree shakable
output</li>
<li>Added the <code>overrideStrict</code> option to override strict or
non-strict mode for javascript modules</li>
</ul>
<h2>v5.92.1</h2>
<h2>Bug Fixes</h2>
<ul>
<li>Doesn't crash with an error when the css experiment is enabled and
contenthash is used</li>
</ul>
<h2>v5.92.0</h2>
<h2>Bug Fixes</h2>
<ul>
<li>Correct tidle range's comutation for module federation</li>
<li>Consider runtime for pure expression dependency update hash</li>
<li>Return value in the <code>subtractRuntime</code> function for
runtime logic</li>
</ul>
<!-- raw HTML omitted -->
</blockquote>
<p>... (truncated)</p>
</details>
<details>
<summary>Commits</summary>
<ul>
<li><a
href="https://github.com/webpack/webpack/commit/eabf85d8580dfcb876b56957ba5488222a4f7873"><code>eabf85d</code></a>
chore(release): 5.94.0</li>
<li><a
href="https://github.com/webpack/webpack/commit/955e057abc6cc83cbc3fa1e1ef67a49758bf5a61"><code>955e057</code></a>
security: fix DOM clobbering in auto public path</li>
<li><a
href="https://github.com/webpack/webpack/commit/98223873625a029b9903d5ec6c0235b8f9fb5a66"><code>9822387</code></a>
test: fix</li>
<li><a
href="https://github.com/webpack/webpack/commit/cbb86ede32ab53d8eade6efee30da2463f0082ec"><code>cbb86ed</code></a>
test: fix</li>
<li><a
href="https://github.com/webpack/webpack/commit/5ac3d7f2cdce6da63a8dfb07e9dbbd95756bf7a2"><code>5ac3d7f</code></a>
fix: unexpected asi generation with sequence expression</li>
<li><a
href="https://github.com/webpack/webpack/commit/2411661bd1bedf1b2efc23c76d595c189425d39f"><code>2411661</code></a>
security: fix DOM clobbering in auto public path</li>
<li><a
href="https://github.com/webpack/webpack/commit/b8c03d47726a57e0dc6ba58b4f96f0e81b168268"><code>b8c03d4</code></a>
fix: unexpected asi generation with sequence expression</li>
<li><a
href="https://github.com/webpack/webpack/commit/f46a03ccbc2b96ff3552642fea0d7402f7880865"><code>f46a03c</code></a>
revert: do not use heuristic fallback for &quot;module-import&quot;</li>
<li><a
href="https://github.com/webpack/webpack/commit/60f189871a4cdc5d595663d6babadac74f2f6a7d"><code>60f1898</code></a>
fix: do not use heuristic fallback for &quot;module-import&quot;</li>
<li><a
href="https://github.com/webpack/webpack/commit/66306aa45659ef4e8dac8226798931c228fdb204"><code>66306aa</code></a>
Revert &quot;fix: module-import get fallback from
externalsPresets&quot;</li>
<li>Additional commits viewable in <a
href="https://github.com/webpack/webpack/compare/v5.75.0...v5.94.0">compare
view</a></li>
</ul>
</details>
<details>
<summary>Maintainer changes</summary>
<p>This version was pushed to npm by <a
href="https://www.npmjs.com/~evilebottnawi">evilebottnawi</a>, a new
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…harges! (shiptest-ss13#3312)

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request process. -->

## About The Pull Request

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

Unsafetied guns have a small chance to go off and fire on their own
under select conditions, which are currently:
- Being thrown and hitting something.
- Being on a ship when it takes off or docks. (Having it stored in a
stable container eg. lockers/crates, protect it from going off)
- Falling down while carrying a gun (Shoves, slips, etc)
- Paralyzes while holding a gun
- Having your gun holstered lowers the chance of it going off from
falling down due to the aforementioned causes
- Being EMPed if it's an energy weapon.

Modifies fire_casing so it works without a user.

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

Makes guns a bit more dangerous (to yourself mainly), and reinforces the
fact guns are Dangerous Weapons and you should be careful with them by
adding a mechanical reason to have your safety on outside of combat and
properly securing your weapons.

~~adds more medical gameplay due to increased injuries~~

## Changelog

:cl:
add: Unsaftied guns can go off on their own.
code: Changes ammo casing firing code so it's able to work without a
user.
/:cl:

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Erikafox and others added 22 commits September 23, 2024 05:05
…ss13#3412)

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not be viewable. -->
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## About The Pull Request
makes turrets link to their console once everything has been linked to
the shuttle.

Adds a proc just in case anyone else needs 2 do this.
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
functional code
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
fix: turrets will now _actually_ connect to their console. i swear im a
real coder.
/:cl:

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…le by dark mode users (shiptest-ss13#3411)

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not be viewable. -->
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## About The Pull Request

This tweaks the color of body part lists as given by health analyzers,
in an effort to enhance readability for dark mode users.

### Before the change:
| Dark Mode |
|-----------|

|![image](https://github.com/user-attachments/assets/95d5fe3e-d565-4eec-be40-4ba6b58211ec)|

| Light Mode |
|------------|

|![image](https://github.com/user-attachments/assets/45376b28-785b-40c3-9cdc-fecc49ecacaf)|


### After the change:
| Dark Mode |
|-----------|

|![dreamseeker_vtOyuEpuir](https://github.com/user-attachments/assets/756b0163-99b9-4341-9420-07ded5cc07cf)|

| Light Mode |
|------------|

|![image](https://github.com/user-attachments/assets/52b3d45d-5a57-4396-8e7f-81a976222e77)|

## Why It's Good For The Game

This should make it easier for dark mode users to know, at a glance,
what body parts might be damaged on a patient. As it stands right now,
one would have to highlight the text in order to see which limb(s) have
been damaged.

## Changelog

:cl:
add: Adds a bit more contrast to the output of health analyzers
/:cl:

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request process. -->

## About The Pull Request
these styles 

![image](https://github.com/user-attachments/assets/48149d12-95ca-47aa-9778-c4cb60c0a40a)


## Changelog

:cl:
add: A bunch of kepori underwear have sprites now
/:cl:

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request process. -->

## About The Pull Request
replaces concrete jugs with concrete bags
<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
's fluff
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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl: rye, erika
add: concrete jugs have been replaced by much more appropriate concrete
bags, jee, i hope whoever made *that* blunder got fired.
/:cl:

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request process. -->

## About The Pull Request
Just a quickie, this PR updates all balaclavas to follow the aesthetic
set by the NGR's balaclava. This also removes the unused russian
balaclava sprites, which is non-player facing.


![image](https://github.com/user-attachments/assets/83a7c85e-823d-47b9-bb2f-4d62ced93f24)

<!-- Describe The Pull Request. Please be sure every change is
documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
Clean sprite good
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl: PositiveEntropy
imageadd: Resprites all balaclavas!
/:cl:

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## About The Pull Request

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merging your PR! -->
Corrects spelling for "milo soup" to "miso soup"

![image](https://github.com/user-attachments/assets/8636445c-126c-4248-99ed-ad1ea1e4a9a2)

## Why It's Good For The Game

<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->
idk why it was named milo anyways, there's literally a comment that says
"wtf is milo".
## Changelog

:cl:
fix: miso soup spelling error
/:cl:

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## About The Pull Request

![mudskipper](https://github.com/user-attachments/assets/85d29f5d-ed85-48a9-ac6f-aa1d485b0416)

![kilo](https://github.com/user-attachments/assets/32e04076-29e0-438b-a212-4649de4d4abf)

![shetland](https://github.com/user-attachments/assets/57f46122-4ba8-4140-b003-a3a3ac3bec75)

- Re-palettes the Mudskipper, Kilo, and Shetland for aesthetic
consistency across the Miskilamo ships
- Changes Mudskipper to use the same cheap captain outfit as shetland
and kilo
- Cuts Kilo's starting funds to 1500, same as Shetland
- fixes Mudskipper's wires :)

## Why It's Good For The Game

Manufacturer consistency good and kilo had a bit too much money

## Changelog

:cl:
balance: Changed decoration on Miskilamo ships to look similar to each
other
balance: reduced Kilo starting funds to 1500
fix: fixed wires on Mudskipper
/:cl:

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## About The Pull Request
removes did_fire variable that does nothing but throw an error
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documented or this can delay review and even discourage maintainers from
merging your PR! -->

## Why It's Good For The Game
mildly annoying
<!-- Please add a short description of why you think these changes would
benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
del: unused did_fire var
/:cl:

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## About The Pull Request
Mostly cleaning up paths and de parenting some items like kitchen knife,
clay more, or null rod, sprite and code organization.

adds some stuff for scrap weapons and a cargo machete but nothing player
facing besides a minor buff to scrap armour (rare drop from hostile rn).
I'll work on implementing them in a second pr

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## Why It's Good For The Game
Makes it easier to work on melee code by making everything a lot clearer

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benefit the game. If you can't justify it in words, it might not be
worth adding. -->

## Changelog

:cl:
code: bunch of code organization related to melee
refactor: cleaned up a bunch of melee items to have better inheritance
and paths
/:cl:

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---------

Signed-off-by: FalloutFalcon <[email protected]>
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## About The Pull Request
Title

## Changelog

:cl:
balance: Colossus now only has 2 recruit slots instead of a whopping
!!5!!
/:cl:

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@Erikafox Erikafox merged commit 142bff4 into Erikafox:wacky_cabinets Sep 23, 2024
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