Adds deconstruction for DNA scanner and cloning pod.
Adding wires to a machine frame uses one unit of wire.
Wires returned from deconstructing return 1 unit of wire.
Fixes issue #1001
Applied logic to portable generator deconstruction.
Removed digital valves from atmos
* 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.
Added the friday the 13th event. It will basically cut the event frequency in half to simulate unluckiness.
usr null checks

- added some null checks in places where they might be needed, made use
of existing null checks where possible
- changed text formatting to <span> where easily done
- changed a few pixels so cloning pod doesn’t bother me anymore
Includes turbine.dm in .dme file
Updates turbine.dm to bypass the 'code\modules\power\turbine.dm:234:error: interact: duplicate definition'
More logging and fingerprints

Added helper proc for general logging, replaced some logging with this
proc
Pulling now leaves fingerprints
Judging by the opinions in the thread will add some more
logging/fingerprints
Mistook the mobs in human_attackhand, fixed now

Happy little accident
A change to how "continuous_round_wiz" works

Currently, if the config option for continuous wizard rounds is off the round will end immediately following the death of the wizard.

With this change after the death of the wizard the game will additionally check to see if the wizard has made any antagonists that are still alive to do things after his death. The round won't end unless these antags don't exist or have all already died as well.

This allows for summon guns/magics survivors to not get blueballed out of antag round because the wizard died quickly. Additionally this allows wizards who made apprentices the chance for them to get the wizard alive again (the new healing apprentice has a staff that can raise the dead who is uniquely suited to this task.) Additionally additionally this allows for a mindswap wizard to not get instantly meta'd out when the round doesn't end when the wizard's head is caved it WITHOUT forcing extended on people.

This change was originally part of the Magic Mania pull, but was removed and placed in its own PR on request.
<span> and cable use()

- Added more span tags
- using cable now uses use()
- fixed use() to correctly return 1 when it succeeds
- checked that there were no checks that would’ve been previously
borked. For testing purposes I renamed use to use_cable (‘use’ is kinda
bad for a proc name, but use_cable is hardly better), but left that out
of the commit because it would’ve inflated the pr.
Removed ONESIZEFITSALL.
Changed the THICKMATERIAL flag so it did not conflict with HEADCOVERSMOUTH.
Fixed minor typos and more use of new proc

Removed previously added ling logging proc, replaced with new one
Fixed some language
Fixed help and grab intent logging when you do it to yourself
Standarized the code further, added interact that doesn't shit the compiler
And some more mistakes fixings

Yeah i suck at english sorry
Further code standardization
fixes a rare runtime that occurs when the turbine couldn't find a compressor. Brings the code up to current standards. Removes the view function from the computer. Its rather obsolete in the days of telescreens.