Botcall, TG edition!
Minor fixes + Floorbot improvement

- Floorbots are now anchored when moving to a hull breach. This prevents
them being blown off course.

- Fixes an accidental missing return for working mode in the floorbot
and medibot.

- Fixed the title of the Securitron's UI window.

- Fixed the MULEbot's version number.
Adds super spooky zombies to spice up spookoween.
fixes zombie meat being more spooky than intended.
Merge branch 'thespookisreal' of https://github.com/Miauw62/-tg-station into 2spooky
Pumpkin meteors
Merge pull request #3 from RemieRichards/2spooky2

Pumpkin meteors
Eyeball migration
Adds spooky halloween content by sawu.
- spooky skull and coffin cookies
- trick-o-treat bags
Makes eyeball migration a real event
Merge pull request #4 from RemieRichards/2spooky3

Eyeball migration
Actually adds the spooky halloween content by sawu.

Somehow it didnt make it in properly vOv
Makes trick-o-treat bags appear on spookoween.

by sawu, again.
Spooky closets : non code invasive edition
Movement rebuilding and bot changes, Pt 1.

- Created a proc to handle all bot movement, including patrols and
PDA/AI summons.  *NOT ALL BOTS ARE YET CONFIGURED TO USE IT!* That is
for part 2.
- Made/making bots faster while moving except for Secbots (balance
issues) and MULEs (already super sanic). They will move twice per tick
while moving/patrolling, and three times while summoned (PDA/AI)
*PROCESS INCOMPLETE*
- Gave bots a central ignore list for turfs they cannot reach, with a
matching proc to use it.
- New Scan() proc that will soon replace the highly similar ones in
certain bots. Part of the effort to trim down on their repeated code.
Added a define that defaults to 7 for view range.

- Small tweak to the topic_denied() proc to use the user given by the
primary topic.

- Central process() proc so universal things for all bots can be easily
added. (Except MULEs) Must return a 1 for child process() to run after
it.

- Corrected a spelling error.

- Removed the extra path vars (summon_path, patrol_path, call_path) in
favor of just using "path".

- Compatibility changes to the summon and patrol procs.

- Slightly tweaked cleanbot logic, removed some useless code, updated
them to use the new scan() and bot_move() procs. Rest to follow.

- Updated MULEbots to work with the new summon code.

- Various small tweaks.
Movement rebuilding and bot changes, Pt 2.

- Added Both summon types to the super process(), since both summon
types reset the bot.
- Reworked the logic and arguments for the scan() proc. [NEEDS CAREFUL
REVIEW].

- Updated cleanbots to properly use the scan() and bot_move() procs.

- Floorbots will now have the correct icons when reset.
- The direction and state for Bridge Mode can now be selected from a
popup.
- Reworked Floorbot logic and code to use the scan and bot_move procs.
- Fixed Floorbot target not resetting properly.
- Updated Medibots to use scan and bot_move. No functional changes
should occur.
Changed he crew monitoring console so that it sorts people into color coded groups
Merge remote-tracking branch 'remotes/upstream/master' into Botcall_TG_Edition

Conflicts:
	code/game/machinery/bots/bots.dm
	code/game/machinery/bots/cleanbot.dm
	code/game/machinery/bots/ed209bot.dm
	code/game/machinery/bots/floorbot.dm
	code/game/machinery/bots/medbot.dm
	code/game/machinery/bots/mulebot.dm
	code/game/machinery/bots/secbot.dm
	code/game/objects/items/devices/PDA/cart.dm
Merge conflict resolution - resolution

Mini-fixes to make secbots compile and functional once again.
A full conversion will follow soon, as well as addressing other issues.
Added more comments.