Broken font shit?
Adds a new statue hostile mob!

This hostile mob is very much like other monsters that move/kill you when you don't look at them.
This mob is also designed to be player controlled and has spells to get around the 360 vision problem, such as flickering lights and causing people around it to go blind for a short duration.

CANPUSH is now used by simple_animals
Added 4 directional sprites for the statue.

Conflicts:
	code/modules/mob/living/simple_animal/simple_animal.dm
Fixed statues trying to attack mice behind walls.
Buffed their speed and damage.
Reduced their vision range a bit.
Statues will now attack nearby mobs when after a target.
Changed their name and description so they almost match with the ordinary statues.
The statue will call dust() when gibbed.
Increased the range of blind() so mobs just outside his can_be_seen() check won't stop it from blinding them.
Added a client check for AI stuff.

Conflicts:
	baystation12.dme
Some statue tuning
Ghosts can see PDA messages.  (Redo: PR #4065 lost in merge)
Revolver conversion kits now modify revolvers without catastrophic failure chance
halloss now makes you slower instead of faster
Merge pull request #156 from alex-gh/halloss_fix

halloss now makes you slower instead of faster
Merge pull request #155 from alex-gh/revolver_ck

Revolver conversion kits now modify revolvers without catastrophic failu...
Dionas now require more light to heal, being in darkness causes more damage
pAI messenger bugfix.

pAI has to be a special little snowflake and have it's own messenger proc instead of letting a AI-PDA handle it.

So, updated it with the newest tnote variable functionality so it can participate.
Code effeciency project: Sun datum

Because of the wrong direction of this sign, every single solar array was being checked for occlusion every tick.

This should fix that right up.

Trackers set to update their angle only when the sun does.

Solar panels set to calculate occlusion every minute (was every tick (though thought to be set to every 6 minutes (36 degrees)), now checks every 6 degrees of sun movement or so)
People in lobby won't see PDA messages.
Code effeciency project: handle_embedded_objects

Before:  EVERYTIME someone moved their character this proc would be called and loop through every organ looking for implanted items to see if it needs to apply damage.

After:  We create a flag that is set when an item embeddes, only when that flag is set do we do that loop through organs upon movement.  Also every 10 ticks while that flag
is set we will check to see if we need to unset it.

Conflicts:
	code/modules/mob/living/carbon/human/human_damage.dm
Bugfix:  AI Camera light toggle

Fixes #3676

Before:  Toggling would get stuck where it wouldn't toggle the camera until you reset your view.

After:  Camera light toggles, you have to toggle off before turning on a new camera light though.
Fix for unpinning humans.
Fix for unlocking exploit.
Nerfed firing items from fire extinguishers, they now do double the damage compared to throwing them normally