Merge branch 'master' of https://github.com/tgstation/-tg-station
* 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.
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.
Merge branch 'master' of https://github.com/tgstation/-tg-station
Removed ONESIZEFITSALL.
Changed the THICKMATERIAL flag so it did not conflict with HEADCOVERSMOUTH.
Merge branch 'master' of https://github.com/tgstation/-tg-station
Merge branch 'master' of https://github.com/tgstation/-tg-station
If it's not human it doesn't mean that it's a silicon! Fixed a runtime regarding the ninja mask on scout mode.
Added some checks on the photocopier after the sleeps to avoid runtimes and made a new var "busy" to avoid exploits that ignored the wait times.
Nuke Op Tweaks

In response to feedback:
Dark Gygax no longer has the scattershot. Instead, it has a modestly powerful carbine loaded with incendiary rounds, solidifying its role as a hit-and-run and squad-support platform.
The Mauler now has the scattershot in addition to its existing arsenal, to give it that edge against crowds that you'll need at those higher populations.

Included with the new mecha weapon is a minor code refactoring of mech guns... There shouldn't be any noticable changes to the user. mech code is awful, guys
New sound effect for mecha launchers (Having the same sound effect for projectile launching and exploding drove me nuts.).

Nuke op flamethrowers now start with a full tank.
Fixed some runtimes and bugs regarding mob transformations and changelings. Now only monkeys and humans will have the changeling verbs when they change bodies. Brains, slimes and aliens won't.
Makes the attackby() of storage objects return 0 if the can_be_insterted() fails. This will fix hand labelers on pill bottles.
pAIs won't runtime anymore if they try running a bioscan while lying on the floor
 * Set the cooldown, for creating virus culture bottles, from 100 to 5 seconds.
 * Bottles spawned through the Pandemic will have a random pixel_x/y.
 * The recipe to remove a symptom from a virus (synaptizine + blood) will now only require 1 unit of synaptizine.
Changelog for the passed couple of days. Please insta-merge.
Merge pull request #2053 from Aranclanos/NOBODYLIKESNINJAS

Ninja mask runtimes fix.
Merge pull request #2052 from Aranclanos/PhotocopierCooldown

Photocopier runtimes fix.
Merge pull request #2072 from Giacom/changelog1

Changelog for the passed couple of days. Please insta-merge.
Merge pull request #2061 from Aranclanos/OnlyHumanAndMonkeys

Changeling verbs runtimes/bugs on different mob types fix.