Burglar Alarm for Captain's Display Case

-Breaking the Captain's Display Case will now trigger an alarm, bolting all airlocks in the room as well as notifying the AI (after a 3 second delay)

Nowadays, I'm seeing far too many Captains breaking their display case with little repercussion. Keeping the gun in the case used to have value when the AI was able to watch over it (hear people breaking it), but since the AI was moved there's no value in keeping it in there besides to avoid being accused of powergaming.

This change is meant to add incentive for Captains to keep it in the case (Extra Security), humiliates them from taking it (bells and whistles will draw everyone's attention), and makes the steal objective a little more unique from the other ones.

Traitors would need to create their own escape route first, or be extremely predictable jump down the disposal outlet. An alternative to bolting the airlocks (should it be seen as being too extreme) would be to simply drop firedoors instead.
-Burglar alarm is now an area/proc
-Burglar alarm automatically clears after a minute
-Fixed runtime with cyborgs receiving burglar alarms
Changed the area check to check for areas that can never be powered (Space, asteroid) instead of just checking the name
Minor Announcements

Head of Staff announcements (ie the ones made via request consoles) are now "Minor Announcements". While head announcements are unchanged, other in-game notifications have been expanded to use their format, including when the Captain joins the game, and early shuttly launch notifications.

They're basically meant to be big and noticable, but not as annoying and spammy as Priority Announcements.

I wanted to include a sound for them, but I've been unable to find one I was satisfied with.
Added a sound.
Changed Captain's arrival announcement type to General
Minor Announcement format expanded to include Alert Level changes and Emergency Declarations
Adds unique meat types for throwing mutant races in the gibber
They can still be used in any recipe human meat/meat will do for
Eating fly/slime meat isn't a good idea
Recipes for mutant meats could come later

File this under "stuff I wanted to do a year ago but couldn't because mutantraces were so trash but now its not so why the fuck not"
Ore Redemption Machine can now Smelt Plasteel

We've been seeing plasteel production plummet to basically zero simply because the only way to do it was via the production line that:
A) Is sealed off with wooden barriers and
B) Does not give any point rewards
Mobs will block false walls from closing

I observed a round where a player cheesed the AI Chamber during Malfunction by closing false walls on himself and using that as a shield against electrodes, lasers, and the cleaner fluid. This is to prevent that.
Removing a premature return
Calibrations for Teleporter

As the RD is expected to frequently use the teleporter to reach the AI chamber (Which he is supposed to maintain) the mutation chance has been a real pain in the ass. Calibrating the teleporter is meant to make it safer to use at the cost of time.

-You can now calibrate the stationary teleporter before you use it
-Calibrating the teleporter will remove the chance of mutation
-Calibration takes time (Defaut 10 Secs). The better parts the hub has, the shorter the wait
-If the teleporter has been upgraded to use the best possible parts, calibration will not be necessary
-Changing targets or using the teleporter will decalibrate the teleporter
Resolved Conflicts:
	code/defines/procs/priority_announce.dm
-Added proc for setting the flashing red alarm lights
-moved all the Related Areas checking for fire alarms into the procs in areas.dm
-Added sound for burglar alarm due to popular request
Traitor AIs will now have multiple objectives, like human traitors.

The block escape objective counts towards this.
Scroll through hair styles and facial hair

Adds < and > buttons to character setup screen to easily scroll to next
or previous hair style and facial hair, intead of opening the popup with
a long unsorted list.

Also adds two procs for returning the value of the previous or next
index in a list.
Removes unused AI lockdown code.

This code was made into the Hostile Lockdown AI Malfunction ability, so
it has served its purpose.
This fixes the chameleon projector.
Fix for simple animal attack text on humans.
This fixes the message issues
Trigger Events verb will now ask if the admin wants to announce to the crew

Additionally,
-Create virus re-added to secrets menu, as it had options to specify a specific virus to create
-Blob added to One-Click-Antag with the option to set the strength of the blob (1=Weak, 2= Strong, 3=Full)