Only monkeys and humans can shove mobs into disposal units now.
Attempting to ghost while in critical will now succumb then ghost as a courtesy to streamline the ragequit experience
Succumb() now calls Death() instead of modifying stat directly
Made a new proc for grenades, update_mob(), it will be called in all the different prime() procs. This will drop the grenade of a mob and update his sprite, using the proper inventory proc. It will be only triggered if the loc is a mob.
Standardized all the grenades files.
- Fixes simple_animal attack messages, no longer will "John Donk You try to help Strong Hivebot" be a thing
- Removes hivebot capitalisation so that they're referred to by the game as "the hivebot" instead of "Hivebot", which is in line with other simple animals, like aliens
Blueprint areas will now have dynamic lighting.
Raises the damage caps on the head and torso to 200.
 Updated the health analyser interface to be more usable.
 Cleaned up the code.
 Removed the copy and paste of the PDA medical scanner.
 Removed monkey gamemode checks.
 Removed the unused PDA detective scanning code.
 Burns to Burn, to be more consistent.
Windows have a new proc, can_be_reached(), it will check if there's an object blocking the way on the turf if a mob clicks on the window. It will make some pretty dir checks and then use CanPass(). And before it starts, it checks if it's a full tile window too.
The mop will now check for water to clean the floor. This will stop people from cleaning the floor with fuel, avoiding the slippery floors.
 The item_action buttons will now recycle themselves, instead of getting deleting each tick to generate new ones. These buttons are the ones top left of the human screen, usually toggling on and off certain items.

I expect to reduce 50% the amount of atom/movable/Del() calls with this.
Disabled disposals auto-routing for packages.

For some reason package wrapped objects were set to auto-reroute to disposals, I can't think a good reason for this to happen but i can think of a bad one: people's mail ends up getting lost to a murder room due to someone else's neglect/incompetence - probably one of the main reasons the mail room doesn't get used very often.

So what will happen now is that packages that are put on the conveyor without a destination will loop back around and come back out the mail chute until a cargo tech works out how to use a destination tagger
Merge branch 'master' of https://github.com/tgstation/-tg-station into nopackageautodivert
 You can now drag your radio to you to open the interface.
Atmos Analyzers added to Atmos

-Atmos Techs spawn with an analyzer in their pocket
-Added 3 analyzers to the atmos tech's wardrobe
-Added Analyzers to the autolathe.

They're a little redundant with PDAs having in built atmos analyzers but as an atmos tech I find them clunky to use for wide areas and prefer hand analyzers due to them not taking away focus. Ironically atmospherics had none of these scanners nearby.
Air Alarm Electronics sprites

Nothing fancy, adds some sprites for air alarm electronics so they're not using the airlock electronic sprites.

It's an APC module with the circuit board flipped 90 degrees
Fixed two exploits with the biogenerator and the condi/chemmaster
Adds additional dice!

Places where the D6 and D20 spawned (the library and perma) now spawn with a dice bottle. Said dice bottles now contains a D2, D4, D8, D10, and D12 in addition to the preexisting D6 and D20 for a richer meta-roleplaying experience.

This also fixes an obscure bug where dice could be generated invisible because their initial value was set to 0.

Additionally this fixes the grammer of dice descriptions, which were not using the singular "die".
 Updated the message you get after trying to analyze the floor.