Deleted checks from alien_embryo

No double checks.
Wooden pipes are now 100 times more classy with a unique on mob sprite courtesy of Nienhaus. Fixes issue #1400.
Fixed not blowing up properly.
Use closet ex_act instead.
Input window will now have the current admin notice displayed when you go edit it.
Made the parent arcade machine a "randomized" arcade. Mapper can place the parent, and it will auto-magically become one of the existing arcade machines. This code should work for any future arcade machines.
Making astroturf and sandstone now automatically stacks all the produced items.
Fixes a potential issue with lootspawners who have lootcounts longer than their loot list and lootdoubles not enabled.
Merge pull request #1955 from Ikarrus/portaoverlay

Fixed inverted portaflasher overlay state
Summon Magic / Charge / Wands&Staffs / One time spellbooks / New Apprentice

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Summon Magic:

This new wizard spell works much like summon guns except it instead brings the crew magical tools and weapons. There are preexisting artifacts (minus some that would cause huge confusion/balance issues) as well as new spellbooks, wands, and a staff. The chance of survivor antag is the same as summon guns.

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Charge:

This new spell allows for the recharging of otherwise unrefillable wands, but there's a heavy chance that the total number of charges will decrease with each casting until eventually they're impossible to keep recharging. As a bonus the charge spell can also be used to charge batteries and things that run on batteries (such as energy weapons). This carries the same max charge weardown penalties however. Lastly this spell allows a wizard to charge other wizards with a grab, reseting their spell cooldown. They cannot use it to charge themselves. It has a 60 second cooldown.

The wizard cannot buy this spell himself, it only comes randomly to the crew during Summon Magic and with the new apprentice loadout.

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Wands&Staffs:

Magic weapons have been overhauled into their own catagory so there won't be any more weirdness with batteries in staves or apparent magic resistance on things that reflect energy weapons.

Wands have been added, these wands come precharged with a number of shots that can be fired off at their leasure but cannot be recharged once emptied (unless the charge spell is used). They come in a varity of exciting flavors:

*Death: Slays instantly but has very few shots (1 to 3)
*Resurrection: Revives and/or heals instantly but has very few shots (1 to 3)
*Polymorph: Same function as the staff of change
*Teleport: Weaponized blink spell that doesn't respect space tiles and can also warp away machinery or items (but not turf)
*Door Creation: Puts easy access wooden doors in walls
*Fireball: Same function (but slightly lower damage) as the fireball spell
*Nothing: Lame and useless

Wands can also be used on the user (unlike staves) by clicking on them. Warning messages have been added to a few wands so people don't accidentally zap themselves with the wand of death unless they really want to.

Wands cannot be aquired by the wizard directly, and are only spawned during castings of summon magic.

There is also a new staff, the staff of healing, which works as a recharging version of the wand of resurrection. The new apprentice starts with one of these, and they can also be found during summon magic. The wizard cannot purchase it directly, and as a stave he could not use it on himself anyways.

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One time spellbooks:

Found exclusively in summon magic are one time use spellbooks that can teach any player a robeless spell. Once read the book vanishes.

Books come in the following flavors:
*fireball
*smoke
*blind
*mindswap
*forcewall
*knock
*curse of the horsemen
*charge (described above)

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New apprentice:

A fourth loadout for apprentice wizards has been added. This wizard is intended as a support role and comes with forcewall (for cover) and charge (used to keep him and the wizard well stocked in laser weaponry or to restore the wizard's cooldowns). It also comes equiped with a free Staff of Healing for keeping the wizard alive. Shoot the medic first folks.
Infinite cell button fix, more banned items.
Merge branch 'master' of https://github.com/Razharas/-tg-station into ImGonnaStingYa

Conflicts:
	code/game/gamemodes/changeling/changeling_powers.dm
Removed a leftlover in click code and fixed changeling stings because they weren't working why aren't they working why don't they work, I keep asking that, it's a PR about changelings stings, but they don't work, why they don't work little black ball of destiny, I just want to know why they don't work on the PR that says that they will work, why why why
Merge pull request #1932 from Giacom/op_meteor2

Tweaked meteors to stop playing unnecessary sounds.
Merge branch 'sandbox' of https://github.com/cookingboy3/-tg-station into sandbox
Removed some items from the spawn_forbidden list of sandbox mode. That list is not for potential "grieff" items.
Merge branch 'icons' of https://github.com/Jordie0608/-tg-station into icons

Conflicts:
	icons/mob/items_lefthand.dmi
	icons/mob/items_righthand.dmi
	icons/obj/weapons.dmi
CHANGELOG COMMIT - ling stings

Updated changelog, thanks to aran
Merge pull request #1980 from Razharas/master

CHANGELOG COMMIT - ling stings
Added anonus' rainbow ghost icons.
Janiborgs can no longer place their mop, light replacer or trash bag in the janicart. Fixes #1954
Language fix "this the" -> "the" in storage.dm