Removes TorBan.
Better alternatives are so cheap nowadays as to render it pretty useless.
Modifies human bullet_act to add reflection on wielded dualsabers
Add createable Improvised Explosives!
Improvements on improvised explosives
They now have a random hidden detonation time that ranges from 3 to 8 seconds
They now can be made from any can, and will have a different appearance based on each one

-They look goofy if you try to spawn them in with admin commands (they have no soda can to reference, so the can is invisible in the sprite) but are completely functional otherwise

Modifies reagent_containers/food/drinks in order to move all canned drinks to the food/drinks/soda_cans to bunch them all up so they are easily worked into the IED

Modifies machinery/vending due to the abovementioned moving of canned drinks from food/drinks to food/drinks/soda_cans

Modifies the map because of the above to fix filepath issues

And of course adds weapons/grenades/ghettobomb.dm for the bulk of the IED, and modifies grenade.dmi for the sprites
Overhauls this entire pull

All item/obj now have the var reflect_chance which based on a prob check, determines if an object will reflect energy projectiles while in the wear_suit, l_hand or r_hand slots, a reflect_chance of 100 will always cause the player to reflect, 0 (Base of every object besides the ablative armor) will never reflect. Objects are reflected like ablative currently does.

modifies the bullet_act of humans to incorporate this new system
gives the ablative armor the same chance to reflect it had before
gives dualsabers if wielded and the user is not a hulk a 100% chance to reflect energy projectiles
adds specific wield() and unwield() to dualsabers in order to add check if hulk
removed redundant ..() from ghettobomb.dm
Added a new vending machine which vends mostly everything that randomly spawned in the theater and a few extras.
Also recolored an unused vending machine to use for this machine.
Changed the sprites slightly, mask light flickers and the deny light flashing is more noticeable.
Changed the vend_reply to one phrase because it said both and I don't know why.
Shuttle call in red alert will only take six minutes instead of ten

If the shuttle is called in a red alert the time will only be six minutes.
This is separated into three minutes of recall time and three minutes of
centcom preparing the shuttle and sending it.
Merge commit 'fetch_head' into red-alert-shuttle-call
Adds a text message when a welding fuel tank has less than 30 fuel and you try to fill an iedcasing with it
No more -amount, cable coil is properly used up.
Fixes the issue of being hulked after wielding a dualsaber still giving you the reflection bonus.
Ups the required fuel for improvised explosives to 50 units.
Fix for laserproof vest

Passes the hit zone down to the reflect check
Creates a check for where the projectile hit in laserproof vest
If does not target the chest or groin the reflect chance is halved
Remove debug message

oops
Merge pull request #10 from Zelacks/reflect
Ablative armor no longer provides reflection if you are shot in a location that isn't covered by ablative armor (Chest, groin) as per Number's request. Shout out to Zelacks for doing this for me.
Added a Science Lounge
Juggernaut Adjustments

After finally seeing Juggernauts in action (seeing two of them rape a full escape shuttle) I've realised their laser reflection is a bit much.

-Raised the reflection chance to 80% from 65% -BUT-
-Instead of the reflection nullifying the damage entirely the juggernaut takes half the projectile damage
-Adjusted the weighting on the reflection trajectory, the intention was meant to be more "ooo sparkley light show, oops sorry dude over there" than "I shoot you, I die"