Removed a bunch of copy pasted code regarding moving pulled atmos by clicking on turfs or conveyors. Now this is handled by a mob proc, Move_Pulled()
Now all turfs work with this feature. (shuttle shitty turfs didn't because they were not part of /floor)
Added a check on Move_Pulled() to see if the pulled atom is on a turf. This will stop the sleeper exploit and others.
A world << "" passed, deleting it. Sorry.
Added some restrained() checks for mechas at entering on them.
Added admin logs for mechs.
Fixed the mech sleeper sprite.

The logs are:
Mob logs for clamp, drill and "empty" hits, and syringe gun and sleeper injected reagents.
Also all the different ranged guns.
Added an admin notice and server log for the honkerblast, wormwhole generator and gravity catapult. These notices have a quick jump to mob, admin-PM and (?) button. They are pretty cool.
Pulsing the bolt light wire with a multitool will now update the sprite of the airlock.
Added a distance check for when you remove an ID of the HoP's computer. If failed, it drops on the computer's location, just like a borg or AI interaction.
Removed the in_range() check and made the ID card drop on the floor and then call for verb_pickup(). The user will be the one who clicked the button, of course.
It looks weird so maybe it should be better to move the verb to a mob proc and make the verb call for that proc.
Afaik this verb was never used like this, I would like to hear opinions. Specially from gia~
Fixes the "wrapsortjunction", the disposal pipe that sorts wrapped objects. It had a duplicate New() proc.
Gitblame best tool, the award goes to donkie.
Fixes engiborgs deleting their own welder by creating a flamethrower.
The attackby() of flamethrowers can lead to flamethrower_screwdriver() and flamethrower_rods(). Two new procs that handle the creation of a flamethrower.
New object /obj/item/weapon/weldingtool/largetank/cyborg. This new object does nothing on the flamethrower creation procs.

I'm not entirely happy about this.
There is a check for an object's turf, in the closet's mouse drop proc. Fixes #854.
Removed unnecessary checks.
Added missing icons for the bins.
Resolves #677 - Overwriting a buffer now works correctly (you no longer have to clear it first). This was due to a bad link (one missing '=' after the buffer's num parameter.

Resolves #730 - The dna-modifier window will not refresh if you move away from the console whilst it is busy pulsing a dna string. It will close instead.

Reduced irradiation multiplier due to (continued) complaints
Increased accuracy.
Spoon-fed-station13 :baby_bottle:

Modified   code/game/dna.dm
Remote resources support.

There is now a PRELOAD_RSC define in code/_compile_options.dm. Setting it to 0 will allow you to use on-the-fly rsc downloads, or the new remote rsc features.

Normally (PRELOAD_RSC == 1) the game will send you all the resources for the game that existed at compile time, this is the long-delay before joining the game...but it means that the game isn't sluggish later on due to trying to download icons and such. Which is good, but uses a lot of bandwidth.

On-the-fly behaviour (PRELOAD_RSC == 0) is when the game only downloads icons when you see something for the first time...this is often responsible for things being briefly invisible on slow connections.

Remote RSC behaviour (PRELOAD_RSC == 0 and some urls defined in config/external_rsc_urls.txt), is a mixture of the two above behaviours. It allows you to connect without downloading lots of resources immediately. However, once you connect it will select a url from a list of urls which hold zipped up copies of the tgstation.rsc. This allows the load of downloading those large files to be distributed across a few cheap web-servers or free upload sites...whilst the main game-server is freed up for other stuff. Should preloading from a remote url fail, behavior will revert to on-the-fly.
Quick fix to a smoke runtime.
Removed all the spawn(0) from bump code and the special check for turfs that rolan7 made a while ago on the mob different Bump() procs.
Added a special check on move() code, only when you're pulling something. If the loc of what you're pulling is the same after you moved, you'll execute the pulling. Otherwise you'll stop pulling. This is to avoid pushing something that you're pulling and moving it back, looking like you didn't do anything. This was "handled" by the spawn(0) procs.

Reworked cyborg recharge stations, they aren't part of the death() and Bump() procs of cyborgs and they act like lockers. Click them to open them and again to close them. Added a sprite for when it's closed with no occupant inside (it's just the closed sprite with red lights instead of a blinking green light).
2 new AI sprites.
Added Red October AI Core sprite.
Added Xeno Queen AI Hologram sprite.
Modified AI code so players can use the new sprites.
 * Detective scanner can receive more detail from blood reagents.
 * Detective scanner no longer scans the reagents of mobs.
Removed the emp_act() of humans, mob/living has a better one.
This will stop EMPs affecting twice items on humans.
Fixes ShowInterface() using usr instead of user. Thanks MrPerson.

Also added a pause to the end of both mapmerge batch files, to stop them autoclosing when doubleclicked (and hence hiding errors).
Map Update

-Redid the HoP office (https://dl.dropboxusercontent.com/u/831776/hopdop2.png)
-Added more walls to the north side of the AI chamber to plug up the holes you could stand in to hide from the turrets
-Added another table in the prison wing to make it easier to see the items
-Replaced loose tools in armory with a single toolbox
-Replaced electric chair in abandoned satellite with an electropack
-Added a little bit more fluff on centcom
-Tweaked engineering maint a little bit so the camera would no longer be able to see into the dead end
-Added missing multitool to atmos
Re-electrified Admin Office grille

Removed some excess machinery from centcom