Added syndicate playing cards. As a consequence card code now supports multiple deck styles.
admin self
Fixed some stupid snowflake in card attacking
Merge remote-tracking branch 'origin/master' into inb4gambittraitor
Added a deck of syndicate playing cards to the Syndicate Mothership.
Ling transform fix

Fixes #2401

The One DNA Datum was thrown into volcano
Merge branch 'master' of https://github.com/tgstation/-tg-station
Change cult see and drug checks for see_invisible
Refactored card code to remove copypasted variable assignment. Card objects are now children of /obj/item/toy/cards.
Fix to seer rune.
More clear comment
Added one more else to glasses
Husking someone as a changeling will now display the victim's notes.
Gibbing now occurs in whatever the mob happens to be in, instead of fetching the turf.
Fixes #2456 by moving the code which transfers the reagents to ready_proj()
Removed excluded obsolete files.
Adds a new option to view variables which allows you to add reagents, useful for debugging reagents.
Added add_reagent_list, a useful proc if you want to add a lot of reagents from a list.
Make create_reagents delete() any existing reagents, to help avoid memory leaks.
Larvae who chestburst while their host is swallowed are now properly added to stomach_contents, so they can be regurgitated.  As are the gibs from the gibbing.
Tidied up the loop in alien_powers.dm
Holocarp, like normal but cooler and less corpsey.
Blob Zombies!

Blob spores that pass over the dead will now couple with the corpses to create blob zombies that are stronger and more resiliant than the spore alone. Should the blob zombie fall the original corpse is recovered and just as cloneable as it was before infection. These are simple animals not under the control of anyone.

Blob zombies will occur automatically if a blob finds a corpse under it and it's not already a zombie. Blob zombies have a base 80 health (normal blobs have 40) and gain additional health if the host body is wearing armor. They don't however actually gain the normal benefits of wearing the armor.

Blob zombies attack for 10 to 15 damage per strike, as opposed to the paltry 2 to 4 a hostless spore does.

Why this is good for the overmind:
The overmind cannot directly command the creation of zombies but can rally spores to a corpse's location to largely assure it will happen by itself. Blob zombies still follow rally spore commands and still count towards a factory blobs spore limit. As previously shown they're far more robust than spores and also deny the crew the ability to clone the victim until the zombie is defeated.

Why this is good for the crew:
Remember when the warden kamakazied the blob at the start of the round only to be engulfed and killed with the entire armory in his backpack? You can get those guns back now, because the warden's corpse will soon be moving to a very recoverable location! This also promotes not letting people die pointlessly to the blob or at least dragging corpses away from the blob (and hopefully to genetics) so they can't be infected.
Fix for away mission runtiming.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
The GiaPull™