initial commit
updates to health doll
final commit for now
moved overlay cut back to the top
fixes some things with the HUD
possible fix
fixed broken commits
moves emag effects from attackby() into atom proc emag_act()
Adds new undershirts, jeans and pants by WalterJe

Adds the undershirts by JStheguy

Ports some pants by JStheguy from NTstation

Ports the clothes vending machine from NTstation

Adds the clothesmate restock icon by WJohnston
You can now light someone's cigarette in his mouth with a lit match (just like with lighters or lit cigarettes)
Merge branch 'master' of https://github.com/tgstation/-tg-station into injurydoll
UI improvements, health doll final
UI improvements, health doll final

Merge branch 'master' of https://github.com/tgstation/-tg-station into injurydoll
removes smiley faces from o2 and kpa icons
Merge branch 'injurydoll' of https://github.com/paprka/-tg-station into injurydoll

Conflicts:
	icons/mob/screen_gen.dmi
Fixes not being able to get out of a wrapped closet by resisting as a monkey, borg, slime.
Fixes not being able to resist out of a /structure/closet that is loaded inside a mech.
Finished the exofab revamp:
* designs are now using the construction time var and the hacky /obj/item/mechavars is gone
* designs updated : there shouldn't be "no material" designs anymore
* cleaned the objects of their construction_cost and construction_time vars
* fixes the material name being displayed with $ character before
* this also fixes the overlay animation in inserting sheets
* the category var is now a list, so parts can be build/used with several chassis (fixes the Firefighter Chassis appearing when building Ripley)
* properly fix the href vulnerability when emptying (you can now remove all sheets of a materiel at once)
* the exofab now won't create a material sheet if there's not enough material (e.g 1000 metal)
* the exofab now won't accept a sheet if it would overstuff it (losing some material in the process)
* cleaned the code a bit (simplified, streamlined, using global vars, etc)

Finish #5722 and fixes #5954.
Adding new sounds and edited sounds to the sound folder

Edited Sounds:
Explosion1.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/explosion.wav )
Explosion2.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/explosion2.wav )
explosionfar.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/explod_far2.wav )
announce.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/announcment.wav ) Ogg version isn't five minutes long

Laser.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/laser_new2.wav )

Taser.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/Taser5.wav )

New Files:
Nuke_toy_lowpower.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/Nuke_toy_low.wav )
(Intended for use when the nuke toy is recharging, no code edit, just the sound upload for later)

IonRifle.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/Taser4.wav ignore file names, it was originally going to be a taser sound but people wanted it for ion rifle)

Kenetic_accel.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/Kenetic_accel.wav )
Unique sound for the Kinetic Accelerator mining tool

kenetic_reload.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/kenetic_reload.wav )
Reload sound

ZapBang.ogg (Preview: https://dl.dropboxusercontent.com/u/9654207/Taser3.wav )

Unkown what it would be good for at the moment, but coderbus liked it, so i'm adding it, use it for what ever you like.
Materials (resp. programming) tech now reduces the building cost (resp. building time) for the exofab