- Moves spells from the mob to the mind.
- Construct spells are an exception.
- Spells are transferred whenever a mind is transferred: cloning, pod cloning, borging, staff of changing.
- Spells are not transferred when you create a new mind for a new mob: soul stones, golems, respawns.
- To my surprise, this did not fix the issue where a mind-swapped wizard loses their spells when their original body is destroyed. I do not know why this happens.
- Non-human mobs can't use spells by default. Varedit spell.human_req to do that.
- Destroying a mindswapper's old body won't destroy the spells.
- Reverts a non-fun change to silly spellcasters.
- Mime's spells are bound to the mob. They do not transfer and can not be lost in mindswap.
Puts the mime's vow of silence to his mind

- cleaned up emotes
- put the mime’s vow of silence and his spells to his mind
- merge conflicts resolved
Unticked FILE_DIR in build preferences
Adds the basic framework of NODROP
Replaced before_take_item() and drop_from_inventory() with u_equip
Makes NODROP work for carbons, adds sanity checks to u_equip calls.
Replaced canremove with NODROP.
u_equip is now called unEquip PANIC
Tiny mech fab fix

Fixes the overlay getting stack
Why inti was kicked every time he VVd i have no idea, wasnt kicking me
neither in that round nor later at any time
Merge remote-tracking branch 'upstream/master' into spellsFromBodyToMind

Conflicts (Resolved):
	code/datums/spells/mind_transfer.dm
	code/game/gamemodes/wizard/artefact.dm
	code/modules/mob/mob.dm
	code/modules/projectiles/projectile/change.dm
Merge remote-tracking branch 'origin/spellsFromBodyToMind' into spellsFromBodyToMind

Conflicts (Resolved):
	code/game/gamemodes/wizard/artefact.dm
	config/admins.txt
- Still fixing merge conflicts
- Giving spells to mobs without minds should work
Added feedback when you give spells to mindless mobs.
finishes up nodrop as far as i can be arsed to
now it's finished entirely \o/
ALRIGHT WE'RE DONE NOW FOR REAL THIS TIME
Merge branch 'master' of https://github.com/tgstation/-tg-station into NODROP

Conflicts:
	code/modules/mob/mob.dm
- Adds Iatot's animations from standard cyborg to other cyborg modules.
- Toiletbot (Service borg Kent) not included.
- Renamed some cyborg sprites in robots.dmi so they make more sense/ are easier to work with.
- You don't need to hide the mob when showing an animation of it changing.