Adds deconstruction for DNA scanner and cloning pod.
Adding wires to a machine frame uses one unit of wire.
Wires returned from deconstructing return 1 unit of wire.
Fixes issue #1001
Applied logic to portable generator deconstruction.
Adds functionality to empty a transit pod or put mobs in one

Clicking on a transit station with a grab or harm intent will cause you to attempt to empty the contents of the pod onto the floor, takes 4 seconds

Clicking on a transit station with a grab item in the aggressive state or above will cause you to attempt to stuff the grabbed mob into the pod, takes 6 seconds
EDIT1: Caused stuffing people in pods to stun them for 5 seconds to assist transport of captured persons
Adds breaks to some loops in case there is more than one pod.

Shouldn't happen, but Murphy's law.
Removed digital valves from atmos
* Added the THICKMATERIAL flag. It is used for thick coverall suits (space suits, firesuits, etc) and it will stop injections from syringes, hypos and parapens. It is also used for head items such as biohoods and space helmets. If you aim for the head, it will check if you can inject through the head equipped item, if you aim anywhere else it will check the external suit.

Let me know if I missed an item or if you don't think an item should have the flag.

* Cleaned up a bit of the gun code.
* Fixed an issue with shotgun darts not working in barrel shotguns.
* Made the on_hit() have a zone, will be used for syringe guns in another PR.
* Removed the unused sleepy pen.
* Changed /obj/item/weapon/gun/projectile/shotgun/pump/sc_pump to /obj/item/weapon/gun/projectile/shotgun/sc_pump, there was no /pump/ anywhere else.
* Shotgun darts will follow the new flag.
* Shotgun darts are now open containers, and I removed the snowflake check for them in syringes.
* Added logging for reagents in any projectile.
Added auto closing to poddoors (blast doors). The syndicate shuttle's external entrance now uses it, and has a 30 second timer.
Made all the poddoors on the syndicate shuttle start closed.
Made changes based on feedback.
The pen/hypo/borghypo doesn't give a poke message when it fails to inject someone wearing protective gear.
Fixed a typo.
Reworded the can_inject() error message for humans so it makes sense with a normal pen.
Made the combat hypo (nuke ops item) ignore protective gear, to allow syndies to heal their comrades.
* Quick fix to combat hypos still giving an error message when they are able to inject.
Added the friday the 13th event. It will basically cut the event frequency in half to simulate unluckiness.
Adds and removes some checks in transit tubes

Adds some safety checks when stuffing people in transit tubes
Removes intent check when yanking people out of tubes because it complicates things
usr null checks

- added some null checks in places where they might be needed, made use
of existing null checks where possible
- changed text formatting to <span> where easily done
- changed a few pixels so cloning pod doesn’t bother me anymore
Includes turbine.dm in .dme file
Updates turbine.dm to bypass the 'code\modules\power\turbine.dm:234:error: interact: duplicate definition'
New way to prevent saxxing in transit tubes to run from the law
More logging and fingerprints

Added helper proc for general logging, replaced some logging with this
proc
Pulling now leaves fingerprints
Judging by the opinions in the thread will add some more
logging/fingerprints
Mistook the mobs in human_attackhand, fixed now

Happy little accident
A change to how "continuous_round_wiz" works

Currently, if the config option for continuous wizard rounds is off the round will end immediately following the death of the wizard.

With this change after the death of the wizard the game will additionally check to see if the wizard has made any antagonists that are still alive to do things after his death. The round won't end unless these antags don't exist or have all already died as well.

This allows for summon guns/magics survivors to not get blueballed out of antag round because the wizard died quickly. Additionally this allows wizards who made apprentices the chance for them to get the wizard alive again (the new healing apprentice has a staff that can raise the dead who is uniquely suited to this task.) Additionally additionally this allows for a mindswap wizard to not get instantly meta'd out when the round doesn't end when the wizard's head is caved it WITHOUT forcing extended on people.

This change was originally part of the Magic Mania pull, but was removed and placed in its own PR on request.
<span> and cable use()

- Added more span tags
- using cable now uses use()
- fixed use() to correctly return 1 when it succeeds
- checked that there were no checks that would’ve been previously
borked. For testing purposes I renamed use to use_cable (‘use’ is kinda
bad for a proc name, but use_cable is hardly better), but left that out
of the commit because it would’ve inflated the pr.
Merge pull request #2010 from JJRcop/transit-tube-interaction

Adds functionality to empty a transit pod or put mobs in one