Monkeys will now handle storage items like humans. It will be highly noticeable on clicking your backpack while it's on your back slot. It will actually open the contents instead of moving the backpack to your hand without a sound.
Aliens are not included to this change.
Holodeck computers will use power_change() now, who will call their emergencyShutdown() proc. This will make the holodeck shut down if the power of the area dies.
Added a check on the emergencyShutdown to see if the holodeck area is already empty.
Removed the unused togglePower() proc of the holodeck computer.
Removed the alien check on obj/item/attack_paw(), the "your claws aren't capable of such fine manipulation" little piece of code is now in obj/item/attack_alien().
Made all the machinery use ..() on the Topic(), instead of having a copy pasta everywhere to see if the human is dead or others. This will stop dead AIs interacting with machineries or others.
Securitron access to the DETECT cartridge

My thinking behind this is ff the detective isn't meant to arrest people himself but is meant to call for back up instead, why not give him access to back up that will actually show up?

Also added SecBot access to the Captains for no reason other than he's the Captain and he should be getting his hands dirty.
Also is the captain's PDA meant to have access to all pda functions? Because I've noticed theres a few missing.
Changed the projectile code to have a lower probability to hit your target area the further away you are, instead of the further the original target was. This is more logical and makes sense. I also changed how it decides which zone to hit instead, if the random check fails.

Fixes #922
Merge branch 'master' of https://github.com/tgstation/-tg-station into detectivebeepski
Removed all the spawn()s for PDA radio functions, seems to work fine.
*Adds a new wizard spell: Flesh to Stone
*Spell renders one target (choosen from list) immobile and incapable of interaction by encasing them in a breakable statue
*Effect ends after a long while (4 minutes) if the statue remains intact
*Requires robes and has a range of 2 squares, cooldown 60 seconds
*Statue can be animated by Staff of Animation, the spell will still end at the normal time
*Currently can be used on humans, monkeys, and corgis
*statues are now a subclass of lockers (stripped of most its procs) to fix some inheritance problems
*statue sprites updated from "granite" to "marble" to fix some contrast problems
*statues now get their Health from their target's current health, healthy humans and monkeys will have 200 health before shattering, corgis will have 120 health. Injured targets will make for easier to smash statues.
*likewise when a mob is unstoned it will take any damage the statue took as brute damage.
*Replaced godmode with a set of vars to assure the mob's health remains constant while a statue
Statue Bugfixes

*the targeting for the spell has been reworked so there's no chance of people in the same loc getting stoned instead of your intended victim. As a result of this improvement, wizards can now cast the spell on other wizards with reckless abandon
*Flesh to Stone and the Staff of Animation play nicer with each other now, no more mobs getting trapped in item mimics after escaping the statue.
*Minor tweaks to the monkey statue, which looked dumb
*minor tweaks for Gia
*the statue's attackby has been relaxed so any item can whack it without checks
*The mimic's check for mobs from lapsed flesh to stone spells has been simplified
*The reason this check works is because when a statue runs out of time it locs its contents, so if the statue was inside something else (in this case a mimic) they end up in the mimic's contents.
You can't add brains without a mind on AI cores anymore.
Runtime fix for buildmode, throwitem option, you can't select turfs anymore to throw.
The grab item won't be created and instantly deleted on their New() when you click a mob anchored.
Merge branch 'master' of https://github.com/tgstation/-tg-station into detectivebeepski
Cult: Two starting words

Heres an experiment I'd like to run for a bit, the first change is the pointless 5 damage from the supply talisman is removed as the only effect it had was meta. (The stun talisman will still do self damage though, its a decent stun so it should have a draw back)

The main change is round start cultists get a second word from a second pool, this second pool contains the words that are not in the current round start pool.
The reason for this change is that the biggest complaint of cult is that it takes a long time to start as you need to share words between the other cultists, and if the other cultists don't communicate their words (which happens often) you're pretty boned.

Cultists starting with two words will allow them to do brute force researching solo if needed, though sharing their words will still massively boot strap their researching.
Added some dynamic text to the 'you remember x is y' thing
Steping on a D4 without shoes on now acts as if you stepped on glass.

I had this idea with the other dice stuff, but dismissed it as silly snowcode that would have just lower my odds of getting it commited. Since several people have asked for this functionality in the time since, here it is.
Did what I could to make the die/shard code for this not as shitty, as implored and largely written by Aranclanos