Goon-style fabricators MAP CHANGES
Fixes for the berets so they dotn float above the players head when veiwed from behind, and minor chnages to the behind profile to make them look better in addition to not floating.
Applies changes to the captains beret (was missed) and fixes the side veiw of a couple berets which were to far down.
Genetics fixes

Fixes issue with getting target in remote talk, remote view and empath
Fixes Empath  not recharging
Fixes inability to cancel remote view
Fixes Grays not starting with remote talk
Merge pull request #385 from iamgoofballsecondfork/wegoonnow

Goon-style fabricators MAP CHANGES
Merge pull request #387 from IndexLP/master

Fixes and updates for the berets
Merge pull request #388 from Bone-White/master

Altered disarm knockdown …
Map fixes and changes

CC Experimentation area.
-ERT Debriefing area.
-ERT Temporary Holding area.
-CC Carpet Fixes
-CC Access Fixes
-CC simulated tiles fixed
-Replaced Secure Armory crates by Gun Cabinets (EMPTY)
-Added atmospherics tech (LSS) lockers.
-Added emergency medical vendors in Engi and Sec.
-Numerous scrubbers/vent fixes
-Wiring fixes
-CC Cyborg Area (Fluff)
-More fixes (Too much to be listed as it is)
-AI chamber bigger, with an additional turret and additional
wall-mounted flashes.
-Moved AI turrets for bigger coverage and harder destruction.
-Emergency AI Maintenance button in the captain's office. Open the AI's
blast door. Captain-level access required.
-Kitchen Shutters from Kitchen to bar,
-Linked clown office to maintenance (POWER GRID)
-Made Secure Storage (ENGINEERING) Bigger. Added in the spare
engineering pipe dispensers.
-Added an extra APC and removed garbage wiring to hopefully fix emitters
running out.
Use absolute paths next time
MySQL fixes
Merge branch 'master' of https://github.com/ZomgPonies/Paradise
Merge pull request #389 from W3bster/master

Map fixes and changes
Merge branch 'master' of https://github.com/ZomgPonies/Paradise
Merge pull request #390 from Bone-White/master

Removed two debug comments
Fixed the font tag on mouse traps description.

Conflicts:
	code/game/objects/items/weapons/storage/boxes.dm
Fix for bloody hands yanking shit
Fixes xbow tension not being rest when fired
Fixes #5915

Also allows checking remaining engine charge by examining, and removes
the verb.

Conflicts:
	code/modules/vehicles/cargo_train.dm
Fixes runtime in train/explode()
Made missing limbs not process.
Moved code in processing so that ORGAN_DESTROYED limbs won't process wounds and chemicals. They still need to process once to actually fall off (too lazy to change that)
Made dropping limbs remove all wounds and germs. Instead, one big wound is spawned on parent organ. Damage depends on the organ.
Removed missing  limbs bleeding on their own, since that's what that wound is for now.
They still would ache until surgically mended anyway.
Fixed possible issue with amputation not fixing the rotten limb.

Conflicts:
	code/modules/organs/organ_external.dm