Fixes 'Camera Bug' item and makes it a viable tool.

Camera bug acts as a mini-camera computer with access to all bugged cameras.

Adjusts camera checks to determine who is looking through them; instead of checking their machine, it now checks the client eye.

Adds camera bug to the uplink list with a cost of 2TC.
Fixes 'Camera Bug' item and makes it a viable tool.

Camera bug acts as a mini-camera computer with access to all bugged cameras.

Adjusts camera checks to determine who is looking through them; instead of checking their machine, it now checks the client eye.

Adds camera bug to the uplink list with a cost of 2TC.
Splits the camera bug into several different prototypes:
* Vanilla - Sees its own bugs only
* Universal - Sees all bugs
* Networked - Sees all cameras
* Sabotage - Sacrifices a bug to EMP a camera
* Tracker - Lets you monitor who is near a camera and what camera a person is near.  Some limitations.
Improved eyecheck()

Changes flash/welder protection eyecheck() proc from several hard coded  item checks to a /var check for eye covering items, reducing the number of IF statements and allowing greater flexibility as child items can have a different protection level to their parent.

Created a new proc tintcheck()
-Items have a separate tint var to allow for items to protect but not impair, such as space helmets.
-tintcheck() adds these up for eye covering locations
-life.dm uses this new proc when checking to apply the welder overlay instead of hardcoded if statements
Fixes Pod Person Cloning
*You can create clones from replica pods now, even if they aren't in their body at time of harvest
*This fixes find_dead_player in cloning.dm, which was excluding ghosts because it demanding a brain
*Thanks to Aranclanos who basically figured everything out
Combines the prototypes back into one finished camera bug.
Adds an associative list sorter to the helper procs.  This will sort a list while maintaining the key=value structure.
The tracking functions of the camera bug will now auto-refresh if you keep the window open.  The functionality was there but broken previously.  This allows you to creepily stalk someone or observe a sensitive area.

The camera bug is now extensible.  If you add an extension of certain types, the bug will have additional functionality.  A screwdriver will remove the existing extension.  Additionally, an admin/testing version of the camera bug can be created with the research admin spawnable item.

This is not the final version of this code; sane item types for the extensions must be chosen.  I do not have any that are feasible right now.
Changes the check for blindfolds healing eye damage and making the mob blind to work off tintcheck()
Removed accidentally included mask test item
comments for new defines
Makes the admin "Show Crew Manifest" verb inside the secrets window actually show the Crew Manifest, instead of the old dumb way of just looking at whatever ID human players are holding.
-Mounted flashers can now burn out their flashbulbs (5% chance)
-Flashbulbs can be removed using wirecutters and replaced with a working flash
-Portable flashers now appear disabled when not anchored, if there is no flashbulb, or if the flashbulb is broken
-Updated changelog
Reduced code duplication
Changed it so only portable flashers get burnouts

Added spare flashes to security weapons crate.
*Replica pods seeds will now only accept the first valid blood sample it's given, and won't be overwriten with null values if you accidentally jab the seeds with the empty syringe afterward.
*Fixes Issue #275
Makes radios more vulnerable to EMP:
Department channels that are turned off now cannot be broadcasted into.
EMPs will now shift the frequency of a radio a bit.

This is supposed to make EMP a viable option for a traitors or nuke agents that are looking to take someone out without the entire station knowing about it.
Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
Reduced burn out chance to 4%

EMPs have a chance of overloading flashbulbs.
Food update -

-Removes all the dumb weapon/syntiflesh recipes. Remove syntikebab. Cleans up commented-out stuff that'll never be readded.
-Deletes jar.dm, which I tried to delete months ago but somehow messed up.

-'Imitation' carp meat can now be made with 5 units of carpotoxin and some tofu.
-Some recipes changed slightly.
-Adds berry muffins and booberry muffins.

Cleaned up the carton-based sprites in drinks.dmi to look better.
New sprites for muffins, donut boxes, brain burgers, super big bite burgers, enchiladas, monkey delight, baguettes, fried eggs, wing fang chu, clown's tears, and mystery soup.

I also completely reorganized the food.dmi
(and made my bed and mopped the floors)
Separates the continuous round config options to be round-specific. For example, one can config wizard rounds don't have to end upon the wizard's death, while Rev rounds will still end upon one side's defeat.
 * Fixes damage converter converting when there is only toxin damage in the mob.
 * Increased the damage probability to be more effective.
Emptying someone's pockets won't display a message anymore. This allows people to pickpocket if their victim stands still long enough.