adding the visibility network datums
modifying visibility interface of ai to use generic visibility_interface
adding the spirit entity code, fixing the cameraNet so that it compiles properly
adding modifications to cult mode, working spirits, and mask transformation procs
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into dev
fixing the traitor panel 'make cultist' function
fixing the gib code bug
voting: failed gamemode votes will undelay too

Moved the undelay code in voting.dm out of the success check, as
failures should get undelayed too.

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Merge pull request #4725 from Baystation12/dev

Dev-Freeze staging (0.1.11) [4/11/14]
Fixed chameleon bullets being able to embed.
Merge pull request #4754 from Iamgoofball/chambox

Fixed chameleon bullets being able to embed.
Fixes #4758

Fixed issue where removing the power cell would prevent certain checks
on robot components. Also cleaned up
/mob/living/silicon/robot/proc/use_power(), moved code related to status
for better SRP. Added a line to the examine text to hint that the borg
can still move without power.
Sorry for all of this being in a single commit, things got screwed up
with git.
Removal of Telescience.
Fix map.
Code for new bots allowing admins to PM Players via IRC and vice versa.
Merge pull request #4764 from SkyMarshal/telesci

Removal of Telescience.
has_reagent crackdown Uno
Moved check for toxins inside the loop checking for booze.
Instead of looping over reagents for EACH type of toxin.
has_reagent crackdown Deux
Nothing fancy, I assume that get_amount is as bad as has_reagent, so might as well cut it.
has_reagent crackdown TROIX FUCK
Got condition backwards, it was internal wounds don't grow bigger UNLESS they have bicard.
Better check for toxins.
Didn't realize class tree was so neat nao.