- Added hackable wires to the Particle Accelerator Control Computer.
    * Toggle wire will toggle the PA on or off when pulsed, if cut it will disable the PA and stop it from turning on.
    * Strength wire will increase the strength of the PA when pulsed, if cut it will toggle the strength to 0 and stop people turning it up.
    * Interface wire will stop people being able to use the control computer. Pulsing will toggle this, cutting/mending will toggle it on/off.
    * The limit power wire will allow the PA to be turned up to strength 3 when cut. When pulsed it will beep.
    * Nothing wire will do nothing.
 - New particle that will be shot at strength 3.
 - Decreased the hidden rating of longevity.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5693 316c924e-a436-60f5-8080-3fe189b3f50e
 - Adding changelog for the PA hackable wires.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5694 316c924e-a436-60f5-8080-3fe189b3f50e
-Added a few more virus symptoms:
*Excessive Shedding (makes you bald)
*Stimulant (Body creates its own Hyperzine)
*Necrotizing Fasciitis (Flesh-eating disease)

-Buffed protection helmets give against acids. I wasn't aware you could combine the two to stack effects.

-Changed a /red I wrote to use <span> instead.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5695 316c924e-a436-60f5-8080-3fe189b3f50e
Rewrote shedding to avoid using colons

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5696 316c924e-a436-60f5-8080-3fe189b3f50e
Tweaked shedding a bit to give downsides. I realized it's more annoying than I originally thought.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5697 316c924e-a436-60f5-8080-3fe189b3f50e
 - Added plastic explosive wire(s). It has a single wire which when cut/pulsed will cause it to explode. Yeah you can attach a signaler to it.
 - Gave the c4 a little bit more power.
 - Added a new icon for the staff of animation. Created by Teh Wolf.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5698 316c924e-a436-60f5-8080-3fe189b3f50e
Standardised a lot of implant code.

Added logging for tracking implant messages. (hurr sekrit erp)

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5699 316c924e-a436-60f5-8080-3fe189b3f50e
Photographs of the station blueprints now count for the steal objective.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5700 316c924e-a436-60f5-8080-3fe189b3f50e
 NTSL Update:
    - You can now send signals with signal(freq, code). Added a cooldown to limit spamming.
    - You can now use "elseif" in your scripts to create a chain.
    - You can now use "return" in the global scope to end the script from running.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5701 316c924e-a436-60f5-8080-3fe189b3f50e
Added wizard apprentices/magic contracts (devoid of any madoka references due to enormous self restraint)

You can buy a contract from the spellbook, same as any other artefact. Using the contract will pull a ghost (with wizard set to yes in preferences) and have them become the apprentice. The person using the contract chooses from 3 sets of 2 spells each for the new apprentice to learn. The sets are as follows:

Destruction: fireball/magic missile

Bluespace manipulation: jaunt/teleport

Robeless: knock/mindswap

The apprentice chooses their name and gets an objective to keep the wizard alive. For game ticker purposes, they count as traitors, so the round will still end if the main wizard dies. The apprentice spawns in normal blue robes and with a one use telescroll in their pocket.

If the contract is unable to find a ghost to become a wizard it will remain usable until it spawns one successfully. If the wizard changes their mind/there are no ghosts available, they can attack the spellbook with an unused contract to refund their spell point.

Redid the spellbook to have descriptions of spells visible before purchasing/fixed some of the cooldown times (from memory, some may still be wrong).

Updated the changelog.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5702 316c924e-a436-60f5-8080-3fe189b3f50e
Committing datum based surgery proper. There's a brief explanation in surgery.dm, if you want to know how it works.
Basically, surgeries are now initiated by bedsheets or surgical drapes, and consist of separate steps.
Appendicitis is sort of hacky, but it should work for now. I'll update it when I add processing organs.

Added getbrain() and getappendix() procs, which can be used instead of checking the old (now missing) x_op_stage variables.

Added a surgical apron, using old sprites by matty.

Updated the map:
Removed the note with spell descriptions from the wizard's den for Kor.
Updated the operating room.
Updated xenobio to have appropriate tools for slime surgery.

Path changes:
/obj/item/brain > /obj/item/organ/brain
/obj/item/weapon/reagent_containers/food/snacks/appendix > /obj/item/organ/appendix
/obj/item/weapon/reagent_containers/food/snacks/appendix/inflamed > /obj/item/organ/appendix


git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5703 316c924e-a436-60f5-8080-3fe189b3f50e
 - Added a death check to voice manipulating code. Fixes Issue 1244.
 - Made a proc for grabbing which updates the grab status, as it is usually done in the grab's process, then made tables update the grab and check if the grab still exists. Fixes Issue 1285.
 - Made the blind check remove the blind screen if they're not blind but the layer is set to a non-zero layer. Fixes Issue 1286.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5704 316c924e-a436-60f5-8080-3fe189b3f50e
Food processors now dump out extract when a slime is processed.

Replaced the surgery stuff in xenobio with a renamed food processor.

This is because 
A) New surgery is a bit weird with slimes
B) Surgery leaves a shit ton of slime corpses behind. Should be less laggy to destroy them instead.

Added a monkey recycling machine to xenobio. Feeding it monkeys will grind them up. Every 5 monkeys can be redeemed for a monkey cube. This is, again, to deal with all the bodies that pile up in xenobio.

The monkey recycler and slime processor need better sprites still (currently using the gibber and food processor sprites, respectively)

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5705 316c924e-a436-60f5-8080-3fe189b3f50e
Added an admin button to cure all diseases. I dunno how often this will actually get used, but if a griffon infects everything/gets banned for it, I'd imagine some admins would appreciate being able to fix the round as well.

Removed (non functional, literally it did nothing) remove bombs button.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5706 316c924e-a436-60f5-8080-3fe189b3f50e
Apprentices can no longer use the spellbook. Fluff justifications aside, this is to fix an exploit involving apprentices resetting the spellbook. Thanks to Incoming for pointing it out.

Removed commented out code from apprentice.dm I forgot about.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5707 316c924e-a436-60f5-8080-3fe189b3f50e
Added stat tracking to slimes: What types are born, what types get their cores removed and what types actually get their cores used.

Changed four vars which hold what slimes can evolve into, into a list.

Removed a pointless 'else' from cloning

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5708 316c924e-a436-60f5-8080-3fe189b3f50e
Added the scrying orb artefact for wizards. Designed for stealthier wizards, buying the orb will give you permanent x-ray, and using it will allow you to ghost while alive.

Moved the veil render and the contract into artefact.dm (with the scrying orb) and deleted the old files. No point having each item in their own dm.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5709 316c924e-a436-60f5-8080-3fe189b3f50e
Forgot to tick the files for deletion last commit.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5710 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes bans not saving IP and ID on clientless mobs.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5711 316c924e-a436-60f5-8080-3fe189b3f50e
 - Fixes a lot of the issues with airlock and APC wires. The machine variable will be properly set now. APCs and Airlocks should probably shock now.
 - Improvements to alien eggs so that they didn't bug and freak out, causing infinite loops. You can also destroy eggs if you keep hitting them after they burst.

git-svn-id: https://tgstation13.googlecode.com/svn/trunk@5712 316c924e-a436-60f5-8080-3fe189b3f50e