Moar spell icons
fun fact: This took 6 hours because bay uses different say().
fun fact: I'm never porting say-related stuff from bay.

Conflicts:
	code/game/objects/items/devices/radio/encryptionkey.dm
	code/game/objects/items/devices/radio/headset.dm
	code/modules/mob/living/say.dm
	code/modules/mob/living/silicon/ai/ai.dm
Fixed not-quite-blank field issues in the various record keeping computers.
Added trim to most fields in Medical Computer
Added trim to most fields in Staff Computer
Added name verification in Staff Computer
Added trim to most fields in Security Computer
Added name verification in Security Computer

Conflicts:
	code/game/machinery/computer/medical.dm
	code/game/machinery/computer/security.dm
Fixes organs not being removed due to damage

Because the dismemberment check was being done before brute_dam was
updated, the attack that actually brought brute_dam above the threshold
would not be able to pass the check, regardless of how much damage was
actually done.
Fixes suits being punctured by projectiles when...

...fully blocked by a shield.

Conflicts:
	code/modules/mob/living/carbon/human/human_defense.dm
Fixes melee attacks using area effect armour values

def_zone is normally not set when attacking with a melee weapon, and the
melee armour check didn't use target_zone for some reason.
Moves turf collision handling into living_defense

Conflicts:
	code/modules/mob/living/living_defense.dm
Adds miss chance and shield checks to thrown atoms

Also makes setting a thrown atom's throwing var the responsibility of
the handler, so that impact handling code can decide if the thrown atom
should keep on going.

Conflicts:
	code/game/atoms.dm
	code/modules/mob/living/carbon/alien/special/facehugger.dm
	code/modules/mob/living/living_defense.dm
Thrown items can be targeted, has miss chance...

...based on distance, similar to projectiles.

Conflicts:
	code/defines/obj.dm
	code/game/machinery/kitchen/smartfridge.dm
	code/game/machinery/vending.dm
	code/game/mecha/equipment/weapons/weapons.dm
	code/modules/games/cards.dm
	code/modules/mob/living/carbon/carbon.dm
	code/modules/mob/living/living_defense.dm
Thrown momentum no longer depends on fingerprints

Conflicts:
	code/modules/mob/living/living_defense.dm
Bad indentation causing robot modules to embed

Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
Moves human specific hitby code to human_defense

Conflicts:
	code/modules/mob/living/living_defense.dm
Thrown sharp objects no longer always embed
Limits hearing sounds in a vacuum

Conflicts:
	code/modules/mob/living/say.dm
Adjusts the volume change in space

Did some playtesting with energy guns and revolvers in space.
Made LOOC show character names of living players and BYOND keys of observing/dead players
Made it so admins see global LOOC character names/BYOND keys based on whether that player is alive/dead

Conflicts:
	code/game/verbs/ooc.dm
Fixes #5640 Make sparks effect target mob, not organ
The malfunction sparks were calling to a var src, which in most other places is the main object itself, here that's the organ and it doesn't have a loc. Changed it to call the organ's owner.
Merge pull request #280 from ZomgPonies/master

16/07/14 - 2