- More runtime fixes.
 - Committed carn's fix to events happening every 5 minutes, on the dot.
 - Changed some more turf which play sound so they do not play to everyone in the area.
 - Made the join screen a little bigger for the "view player polls" option.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5801 316c924e-a436-60f5-8080-3fe189b3f50e
Fixed toxin lab's table being a mix of both regular and r-tables.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5802 316c924e-a436-60f5-8080-3fe189b3f50e
Increased slowdown of non-antagonist spacesuits and hardsuits.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5803 316c924e-a436-60f5-8080-3fe189b3f50e
 - Fixed atmos control computers not correctly updating. Made the window bigger too.
 - Removed the old freelook file.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5804 316c924e-a436-60f5-8080-3fe189b3f50e
Made cult blades/double barrel shotguns fit on exosuit slots again. 

Wizard staffs, SAW, combat shotgun still don't

Added the Mjollnir and Singularity Hammer. Just silly melee weapons I coded/sprited for fun. Both are using the Mjollnir's sprites currently though I didn't have it in me to make a billion more inhands for the Singularity Hammer.

Mjollnir shocks the target and hurls them away/spews lightning around.

Singularity Hammer pulls everything nearby in towards the target.

Don't really have plans to balance them or make them obtainable in game but I thought as long as I'd coded them some admin or another may enjoy trading them to antags/giving them to the chaplain etc.

Lowered fireballs cooldown and decreased its explosion size (so wizards can use it without killing themselves by causing hull breaches)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5805 316c924e-a436-60f5-8080-3fe189b3f50e
-Committing a small update for genetic console UIs by Faerdan
-Moved a couple of AI chamber turrets for better defence
-Fixed toxins lab firelock

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5806 316c924e-a436-60f5-8080-3fe189b3f50e
 - Fixed the oldstation map's invalid type errors.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5807 316c924e-a436-60f5-8080-3fe189b3f50e
 - Made cameranet chunk size a variable.
 - Added a missing "changed = 0" to update the chunk's status. Thanks Uristqwerty for pointing it out. Should help optimize freelooking even more.
 - Moved a camera so it had better vision of the hallway.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5808 316c924e-a436-60f5-8080-3fe189b3f50e
Changes for all the different update icons procs of humans and monkeys, they now update their own sprite and hud icon (if it's a proc of a slot item) without having to call for update_icons().
A lot of different calls for update_inv_[slot] now won't call for update_icons.dm(). Such as dropping, throwing, picking up objects, moving objects around your gear, using your active hand, firing guns, stripping, etc.
All the different calls for UpdateDamageIcon() now they won't call for update_icons()
The different sprites of humans/monkeys will now have their own layer, humans starting with MUTANTRACE_LAYER in layer -1 to R_HAND_LAYER in layer -20, so the sprites don't get messy overlapping eachother if update_icons() is not called. To help this change, all layers numbers were changed, R_HAND_LAYER used to be 1, now it's 20. (This can be changed back if it ends up being confusing or ugly to read)

TL;RL I removed 90% of the calls for update_icons() modifying the different update procs of update_icons.dm of monkeys/humans. The goal is to reduce lag.

JUST IN CASE, lying down will call for update_icons(), so players have an easy way to update their icons if something goes horribly wrong. Which won't. I hope.


Fixes issue 842. Handcuffs sprites appearing on the player's UI if this one was handcuffed. Because I liked this we'll call it feature and add some awesome sprites made by Cheridan, you'll now have a new sprite on your UI telling you "you're handcuffed buddy!". (Also he named the sprites so don't blame me)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5809 316c924e-a436-60f5-8080-3fe189b3f50e
-Adds red and white pipe tank sprites, for n2o storage.
-Adjusts Markus over 1 pixel, he got out of alignment. :)

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5810 316c924e-a436-60f5-8080-3fe189b3f50e
Fixes issue 1365 - Spells not working for nonhumans mobs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5811 316c924e-a436-60f5-8080-3fe189b3f50e
Airlock settings for the RCD.
Committing for Ricotez:
http://forums.nanotrasen.com/viewtopic.php?f=16&t=12054

This adds a verb to the RCD which allows the player to select which type of airlock it spits out. 

I've set the hand-held RCD is set to create any colour airlock while the borg's RCD can only spawn the default glass and solid airlock. The reason for this is that the borg has no way to change the ID requirements of the door and the borg's RCD is already vastly superior to the handheld version because of how it draws power.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5812 316c924e-a436-60f5-8080-3fe189b3f50e
Changed "nuclear gun" to "advanced energy gun" to make it clear what you're supposed to steal.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5813 316c924e-a436-60f5-8080-3fe189b3f50e
Moved AI request console over a tile so the AI can hear the alert when a message is sent

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5814 316c924e-a436-60f5-8080-3fe189b3f50e
Big text styling overhaul. Mostly affects reagent related stuff.

Adds a new 'userdanger' class, which is bold and red. 'danger' is now just red. Adjusts all dangerous messages I could think of to use the appropriate class.

Trash items can now be washed away in sinks.

Removes the robodropper, on account of it being awful. Borgs get a normal dropper instead.

Changes the probability of blood spatter from attacking someone from 33 to item.force * 2

Path changes:
/obj/item/weapon/reagent_containers/ld50_syringe > /obj/item/weapon/reagent_containers/syringe/lethal
/obj/item/weapon/reagent_containers/ld50_syringe/choral > /obj/item/weapon/reagent_containers/syringe/lethal/choral
possibly some others? i think this is it.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5815 316c924e-a436-60f5-8080-3fe189b3f50e
Added forcesay() upon being attacked.
forcesay() takes what's currently typed in the player's chatbar, and if that is 'Say "'... it will remove any radio information, and automatically say it. It also ignores emotes.

Updated some more text styles.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5816 316c924e-a436-60f5-8080-3fe189b3f50e
 - Made cryogenics cells stop cooling you down in life() if there is less than 10 moles of gas in the pipe's gas mixture. Fixes Issue 1367.
 - Restructured viruses in the reagent container to be more maintainable. Should also fix some issues with vaccines.
 - Restructured some code in the PANDEMIC.
 - You can now mix vaccines together, it will combine the list of viruses it will vaccine against.
 - Fixed Carp stunning Cyborgs.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5817 316c924e-a436-60f5-8080-3fe189b3f50e
Overhauled grabs. They should pretty much do the same thing as before, although they should be a fair bit more effective.

Updated some text styles and such along the way.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5818 316c924e-a436-60f5-8080-3fe189b3f50e
Commented and improved code/modules/mob/screen.dm.

Removed targeting hands and feet. Those areas now go to arms and legs instead.
Updated the zone_sel.dmi icon_states for this.

MouseDown() is now completely unused. From the Byond ref:
"Don't define this unless you need it, because it generates extra communication that is otherwise avoided."

Fixes issue 1378. Carbon jetpacks are used as internals
Back tanks are now checked last when searching for internals.

Moved var/foldable from /obj/item/weapon/storage to ..storage/box.
Changed verb/quick_equip() to be on humans instead of all mobs (it was only usable by humans anyway.)
Updated locker resist code a little bit, mainly removing a spawn(0).

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5819 316c924e-a436-60f5-8080-3fe189b3f50e
Changes on how some simple hostile mobs search for targets, they now make a list of mobs at sight with the heareable() proc and add the mechs of a new global list instead of checking all the atoms in a radius of 21x21.
The new global list is called mechas_list, it contains all the mechs (sadly the 8 mechs of centcomm are added to this list, just to avoid problems with other servers with different maps)
Clowns, goats and spiders still use the old way to track targets (the view() proc).

The goal of this commit is to reduce lag, it will be really noticeable on the carp migration event, they should be 70% less laggy.

git-svn-id: http://tgstation13.googlecode.com/svn/trunk@5820 316c924e-a436-60f5-8080-3fe189b3f50e