Running around with fractures would damage internal organs inside of fractured areas.
Added lids for bottles and beakers.
Click on vessel in hand to put lid on / take it off.
Lids prevent use of syringes and spilling.
Added new item - hailer. Use in hand to make it say HALT! SECURITY!
Should help in asking people to halt while running.
Changed way substitute tools are handled.
Now all tools have chance of success. Proper ones have 100.
If tool has less than 100 chance of success, it can fail the step.
Since organ processing interval is so big, sets bleeding manually so hemostat step would work.
Added hailers to the Sec closets.
Moved blood compatibility check to the related file.
DRY BLOOD FOR THE BLOOD GOD.
Blood will now dry up in around half an hour.

Also moved blood drip define out of disposals. WTF.
Showed that huge proc in /atom what polymorphism' is.
Now instead of huge condition line it's handled where it was supposed to be handled.
Added bloody footprints.
Updated changelog.
Merge branch 'bleeding-edge-freeze' into lids
Merge branch 'bleeding-edge-freeze' of https://github.com/Baystation12/Baystation12 into whistle

Conflicts:
	baystation12.dme
Added this sound as emote to borgs.
Fixed indentation.
Set wound update accuracy to 1.
In profiler results organ processing was like in the bottom. Time to bump it up.

Changed healing speed.
For some reason untreated wounds did not heal at all previously.
Now they do at the speed of 0.2 health per tick for one organ.
If wound is treated, 0.3 bonus is added, so overall organs can be healed up to 0.5 per tick with first aid.
If wound damage is over 20, 0.2 natural regeneration doesn't happen.
Updated changelog
Merge branch 'bleeding-edge-freeze' into organ

Conflicts:
	html/changelog.html
Forgot I commited ribs thing, adding changelog entry.
Merge pull request #2937 from comma/armok

Armok