Attack sounds for all melee weapons

Weapons that do no damage play a tap sound, except for the bike horn and banhammer.

Adds a different attack message for forceless attacks. It says tapped or
patted on instead of attacked in.

Adds force zero check to armour before attempting to block attacks.

Adds hitsounds to the welder, lighter, matches, cigarettes, energy sword and energy axe for when they're on and off.

Adds 5 force to the lighter when it's lit. Same as when you accidentally burn yourself lighting it. Adds a hitsound and the correct damage type to the lighter.

Adds hitsound volume scaling based on the weapon's force and its weight class. Adds tap sound scaling based on a weapon's weight class.

Removes boldness from item attack messages on non-human mobs. The attack is still bolded for the player
controlling the mob.

Adds a force check to blood spurts when attacking non-human mobs. If the weapon doesn't have a force, no blood will come out.

Adds adminhelp.ogg as the banhammer's hitsound with Cheridan's permission.

Adds a much needed period to the catatonic human examine message.

Makes the activation and deactivation sounds of toy swords, energy swords and energy shields quieter. What an earsore.

Makes description, item_state and name of matches that have burned out on their own consistent with those put out by the player. Changes match, cigarette and lighter attack verbs and forces based on whether they're lit or not.

Fixes a bug that allowed players to light cigarettes with burnt matches.

Names lit cigarettes and children of cigarettes lit [name].

Fixes a bug with the energy blade that kept it at weight class 5 after it was deactivated.

Changes the welder out of fuel message slightly to be less fragmented.

Removes dead air from most of the weapon sound effects used in this pull to make them more responsive. In other words, the fire extinguisher sound will play a lot sooner after you click than before. Equalised their peak volumes to all be -0.1dB and in an attempt to make altering volumes based on force more consistent.

Thank you @YotaXP for help with the item_attack.dm attack messages.

Thank you @optimumtact for help with code for testing item_attack volumes.

Thank you @Giacom for help with the code for scaling hitsound and tap sound volume by hitforce.

Thank you @Tastyfish for telling me why my proc wasn't working.

Thank you to anyone else on #coderbus who helped me who I've forgotten to mention.
- Removes the throwtapsound var from items. It was unnecessary.

- Thrown items play throwhitsound on impact. If no throwhitsound is defined, they play hitsound instead. If that isn't defined, they play genhit.ogg. The latter fixes \#2508. The volume of the sound is dependant on the item's throwforce and/or weight class.

- Adds 15 throwforce to the fireaxe, which previously had only 1.
Adds a generic projectile hit sound to most projectiles, except for practice laser and laser tag beams. Scales volume of projectile hit sounds by damage done by the specific projectile.

Overrides the generic sound with specific ones for electrodes and
lasers: sear.ogg for lasers and "sparks" for electrodes.

Thanks @optimumtact for your help with getting the hitsound volume scaling to work.
Walking mushrooms will now hunt and eat eachother, growing stronger when they do! The stronger they get, the better the quality of the mushroom slices you can butcher out of them! Don't smack em yourself though, or you'll bruise them, and they won't get stronger from being eaten.
Fixes turret construction so that you can actually build types other than taser turrets, also makes it so that lasertag turrets don't stun their own team.
Dead people no longer turn to face things when they examine. Nor does anyone else who can't move for that matter.
Prevents the airlock deny animation when the airlock is open (eg. when pulsing
the ID wire of an emagged airlock).
Expanded on walking mushroom fights. Walking mushrooms now all have different colored caps, and you can save them from being eaten by feeding them a mushroom so they can live to fight another day.
Updated the MiniStation map with some minor tweaks.
Added an overlay for the TEG that will display the status of the pipes.
Updated the generator instructions.
Arm blades are no longer telekinetic table-breakers. Fixes an arm blade typo. Fixed #2559
Arm blades no longer delete stuff. Fixed #2570
Mobster items + shirt
one character pr
mag name fixed
Walking mushrooms will inherit some of the original properties of the food item that they were spawned from.
Walking shrooms with ckeys will not gain levels, unlike wild ones, to keep things from getting silly.
Update config.txt

just a spelling mistake :)
Fixes autolathe and sheets

Fixes #2579
Fedora message uses visible_message
Sprites from Nienhaus
Removed pixel_y shift from select cables
Removed some unneccesary whitespace.
Unticked the removed file. I hope this pleases the mighty Travis.