Reduce health loss in crit. (For Erthilo)
Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
Merge branch 'master' of github.com:Baystation12/Baystation12 into TGUpdates
TG: Fix for getFlatIcon runtimes. I think when I changed DamageIcons from a list to
a single image, I may have caused it. Basically, null was getting put in the
overlays var at round start.

Fix for  view-vars refreshing.
Revision: r3721
Author: 	 elly1...@rocketmail.com
TG: Added href logging as a config option. Log can be viewed via "investigate
hrefs". If on, it logs every link clicked. It may be useful for 'debugging' and
spotting malicious clients.

Anti-spam delay raised to 7 ticks. A little over half a second.

Revision: r3722
Author: 	 elly1...@rocketmail.com
TG: - You can now light your cigarette with an energy sword :)
- Fixed the problem where suits appeared on the UI even with the inventory
closed. The call to other_update() in update_clothing() must be done after all
the icon slots get updated.
Revision: r3725
Author: 	 baloh.matevz
TG: Added Giacomand's UI tweak to Job Selection:
http://nanotrasen.com/phpBB3/viewtopic.php?f=16&t=8879
Revision: r3726
Author: 	 ericgfw...@hotmail.com

ALSO FIXES Library starting with empty sprites.
TG: - Committing the source code of the "Unstandardness Text For DM" program. The
program can currently map out defines.
Revision: r3728
Author: 	 baloh.matevz
TG: - When an admin uses 'adminwho', they will now also get information on whether
the connected admins are observing (they're a ghost), playing (they're a living
mob) or if they have not even entered the game (they're a new_player mob type)
- In addition when an admin uses 'adminwho' they will see if the admin in the
list is AFK or not. You are deemed as AFK if you have been inactive for 300
seconds = 5 minutes.
- A little code standardization for port gens.
Revision: r3730
Author: 	 baloh.matevz
TG: - You can now make coffins from wood planks. They cost 5 planks and take 1.5s to
make, you can only make one per tile.
Revision: r3731
Author: 	 baloh.matevz
TG: Labcoat buttons are no longer toggle-able while stunned, unconscious or dead.
Revision: r3732
Author: 	 johnsonmt88
TG: Disposal update

* You can now Drag-Drop disposal pipes and machinery into the dispenser, in
order to remove them.
* You must now use wrench before welding a pipe to the ground
* You can no longer remove a trunk untill the machinery ontop is unwelded and
unwrenched
* You are now forced to eject the disposal bin before unwelding it.

Thanks to whoever said the bugs in OOC. (Sorry, unable to remember names)
Revision: r3734
Author: 	 daniel.cf.hultgren
TG: - Some unneeded text() -s removed from storage and secstorage code.
Revision: r3735
Author: 	 baloh.matevz
TG: -Fixed up a bunch more PDA sprites. Added a few more.
-Added a medical belt and a flash to the CMO's locker. CMOs don't have to be
completely defenceless if they want to use their hypo for medicine
Revision: r3736
Author: 	 ericgfw...@hotmail.com
TG: - Added an 'equip' button to the old hud (just this one for now) which equips
the item in your hand to the appropriate slot.
Revision: r3737
Author: 	 baloh.matevz
TG: - Deleted ERP.dmi
- Moved some objects into /effect
- Removed the debugger object
Revision: r3739
Author: 	 baloh.matevz
TG: Welding tool: Mostly code-related, the players won't notice much.
- Welding tool code how has proper comments! Maybe not "proper" but at least I
don't lie and say a proc is/does something that it doesn't actually do.
- Welders now start full of fuel instead of some random amount between 10-20
- Someone decided it would be a good idea to set the welding tool's 'on/off' var
in a ton of attackby() procs. These objects and turfs shouldnt even touch this
variable. This is why people have been noticing their welding being on without
the sprite or damagetype and amount reflecting that.
- - I've removed a bunch of these instances but there are so many objects and
turfs spread out through the code, there's no way to know if I've got them all
(This is the majority of the files)
- - I've created a new proc in welding tools that checks to see if they are
turned on or not. "isOn()"
- - Since I'm not sure if I've gotten every instance of this force-var-on, I've
set the welding tool to update it's icon every process(). I hate adding checks
like this to processes but it's necessary for now.
- Added a setWelding() proc. If you HAVE to turn the welding tool on or off, use
this, don't just change the var. In fact, dont even touch the 'welding' var
anymore
- Fixes  issue 435

While changing the hundreds(literally) of cases of welding tool uses I've
- Changed some :'s (object:varorproc) I've come across into .'s
(object.varorproc)
- Added checks to make sure the welding tool is actually on before using it
(some attackby()'s didnt have this. Heck, some checked how much fuel you had,
but didn't actually USE the fuel)
- Added sanity checks after some do_after()s that were missing them

Added traitor uplink items back to erro's stat tracker
- Added 'random' with the tag "RN"
- Added thermal meson glasses with the tag "TM"
- Reorganized uplinks.dm a little by moving the 'random' item generation to its
own proc
- NOTE: I have absolutely no way to test this on my own, but it should work!

I've tested a bunch of construction/deconstructions with the welding tool, but
again I've probably missed a few things. If there are any problems, please let
me know and I'll fix them asap.
Revision: r3741
Author: 	 johnsonmt88
TG: - Only humans can now use the toggle lock verbs on closets.
Revision: r3742
Author: 	 baloh.matevz
TG: Cleaned up door sprites. Stray pixels in opening/closing animations and an error
in glass command's open frame
Revision: r3744
Author: 	 ericgfw...@hotmail.com
TG: This should fix the formatting error on the power monitoring computer.
Revision: r3745
Author: 	 joeheinemeyer