Pipe painter bad-fix revert

Oops. Thanks Segrain.
Map fix

- Added an extended capacity emergency tank to the CE's locker
Closet fixes

- Fixed a few closets not adding items to their contents at round start (wardrobes have the same issue, but I've already fixed them on master)
Merge pull request #4461 from Aryn/master

ZAS Upgrade
Merge pull request #4462 from Loganbacca/freezefix

Dev-freeze fixes
Merge branch 'master' of github.com:Baystation12/Baystation12 into dev-freeze

Conflicts:
	code/ATMOSPHERICS/pipes.dm
	code/game/dna/genes/powers.dm
	code/game/objects/items/devices/PDA/PDA.dm
REVERT baystation12.int

I messed up and merged a PR that changed this file.
Merge branch 'dev-freeze' of github.com:Baystation12/Baystation12 into dev

Conflicts:
	code/modules/admin/verbs/mapping.dm
Tweaks
derp
Revert "derp"

This reverts commit 77072625dd8b4b8b245a2539eb7c60302371e159.
Bugfix: People unable to hear while in certain locations. (And some debug verbs)

...hopefully
Merge pull request #4463 from Ccomp5950/hopefully

Bugfix:  People unable to hear while in certain locations.  (And some debug verbs)
Update to Latest Map
Merge remote-tracking branch 'upstream/dev' into dev
Medbay Map Commit to Latest Dev Map
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.
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.
Runtime fix

- Fixed a runtime caused by effects bumping disposal chutes.
Added Z-level support.