Killing blob spores can now infect you with the blob
Disabled smoothwall for now.
Replaced the brig objective with debrain objective
Added an objective to protect other traitors
Removed the steal coin objective: We have no mint and no money bags
Fixes #4589

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Fix for #4589.

Conflicts:
	code/game/machinery/doors/airlock.dm
Blob announcement changes.
Hostile mobs will now destroy windoors
Blob balance tweaks.

Blob will now eat items placed on it.
Blob does not produce light anymore (take that dionas)
Shield blobs now have same brute resist as normal blobs
Attempted to lower the CPU load of the "Pulse" proc.
Tweaked random event chances
Added speciesist objective
Blob spore infection is now curable, added indication for blob infection
Rebalanced power stacking.

Active powers will now slowly give you clone damage. This should discourage power stacking.
Cleaned the fuck out of smoke.

Conflicts:
	code/ATMOSPHERICS/pipes.dm
	code/game/objects/effects/effect_system.dm
	code/modules/mob/living/carbon/monkey/life.dm
	code/modules/organs/organ_external.dm
Chemsmoke rewrite

- Complete rewrite of the chemsmoke spawning code (everything that happens after the reaction to create the smoke).
- Moved it into it's own file since it's a little longer than the old one code-wise.
- Tweaked the smoke sprites; gave chemsmoke directions for more randomization, and tweaked the timing of their animations so they are smooth now.

Most of the code is documented, so you should be able to follow what's going on just reading through it. In short though:
- Chemsmoke now affects a circular area with a variable range depending on the total amount of chemsmoke created (no more 1-of-each-ingredient smoke grenades - sorry).
- The carried reagent volume in the cloud balances itself according to how big the affected area is (larger area, less carried reagent per turf).
- The carried reagent has more volume the closer you are to the centre of the cloud.
- The visual smoke effect scales with how big the affected area is.

Conflicts:
	code/game/objects/effects/effect_system.dm
	icons/effects/96x96.dmi
Reagent reaction_mob/turf tweaks

- Adds an if() check to reaction_mob for catching a very rare runtime related to mobs inhaling smoke reagents from just deleted smoke.
- Carbons reaction_turf proc now modifies a single dirt overlay layer, instead of just adding more decal objects to the turf.
- Added some checks to the radium and uranium reaction_turf proc so it doesn't stack multiple greenglow decals.
- Performed colon removal surgery on thermites reaction_turf proc, also tweaked it's overlay operation to correctly overlay a chemical puddle effect, instead of a melted wall effect.
- Removed space_cleaners overlays.Cut() code, since it was removing decals from turfs.

Conflicts:
	code/modules/reagents/Chemistry-Reagents.dm
Runtime fix

- Fixed a runtime caused by effects bumping disposal chutes.

Conflicts:
	code/modules/recycling/sortingmachinery.dm
Bugfix for new APC code, gridchecks won't just turn off equipment.

Was a problem with me switching the order of the checks.

Conflicts:
	code/modules/power/apc.dm
Fixes biogenerator typo, improper beaker splashing, and allows glass beakers to refill botany trays

Conflicts:
	code/modules/reagents/reagent_containers/glass.dm