the stars() proc will now use the html_decode()
this fixes the html fuck-ups when a human talks and an alien receives weird text in the middle of the "***".
Absolute paths
Updated LEDs
Updated icons, spanclasses
Cut out snowflake mob_can_equip code.

Now it calls mob/proc/can_equip(obj/item/I, slot, disable_warning = 0) instead.

Good-riddance, nasty ugly if(istype(...))!


Future task: update corgi/xeno/whatever code to use this proc, now that it's nice and clean.
Added can_equip proc for polymorphism.
Made human-specific can_equip proc.

This code is still a mess, but it probably can't be helped short of rewriting inventory code with standardized slot numbers and such.
Quick fix on can_equip.

I realized I forgot about the warning messages.
Added monkey/can_equip proc.

See, isn't that much nicer?
Trying to fix compilation error.

Changed "M as mob" in arguments list to "mob/M"; I think the former made it look for proc/can_equip() instead of mob/proc/can_equip().


Also, it no longer returns 0 for a null slot parameter.
returns a sanitized string on the stars() proc
Replaces the igniters and timers from chemistry for two cable coils
Moved the card computer's time_last_changed_position variable to a global variable, meaning you cannot dismantle and reassemble it to bypass the cooldown.
Made the character setup screen window size bigger to fit in the mutant race option.
Capitalized the default human option.
Quick fix of explosive vines

Wasnt producing explosions otherwise
Nerfed the hallucination sting because now it is just a cheap parasting. Increased price and decreased effcts.
Tweaked the stats more
Modified hallucination code a bit and created a hallucination var limit.
Fixed, so it can compile now
Removes the pixel_x and pixel_y from the cable coils on chemistry, they already do that, it's hardcoded
Fixes transit tubes being stuck, it uses process() instead of a spawn'd loop.
Segmented the transit tube code into its own folder and code files, for each part of the tube.