Starts work on say() improvement.
Removes silicon/decoy AIs because they are unused and in the way.
DOES NOT COMPILE, I MAY HAVE MISSED A PAREM SOMEWHERE BUT I HAVE NO IDEA WHERE
More work on saycode.
Converts whispers to the new system
Removes say_understand()
Removes .bak files that were just ancient duplicates.
does more shit
IT LIVES!
makes lang_treat() less stupid.
FUCKING RADIO CODE
i dont even know anymore
Makes the new code test-ready.
Burglar Alarm for Captain's Display Case

-Breaking the Captain's Display Case will now trigger an alarm, bolting all airlocks in the room as well as notifying the AI (after a 3 second delay)

Nowadays, I'm seeing far too many Captains breaking their display case with little repercussion. Keeping the gun in the case used to have value when the AI was able to watch over it (hear people breaking it), but since the AI was moved there's no value in keeping it in there besides to avoid being accused of powergaming.

This change is meant to add incentive for Captains to keep it in the case (Extra Security), humiliates them from taking it (bells and whistles will draw everyone's attention), and makes the steal objective a little more unique from the other ones.

Traitors would need to create their own escape route first, or be extremely predictable jump down the disposal outlet. An alternative to bolting the airlocks (should it be seen as being too extreme) would be to simply drop firedoors instead.
-Burglar alarm is now an area/proc
-Burglar alarm automatically clears after a minute
-Fixed runtime with cyborgs receiving burglar alarms
Changed the area check to check for areas that can never be powered (Space, asteroid) instead of just checking the name
Constructing Tables will add fingerprints
Cutting cables, too
RADIO CODE WORKS NOW HOLY SHIT
(warning, contains tons of debug messages that still need removal)
Prints for AI shortcuts. AI shortcuts will also no longer be able to circumvent restrictions on usage.
Calibrations for Teleporter

As the RD is expected to frequently use the teleporter to reach the AI chamber (Which he is supposed to maintain) the mutation chance has been a real pain in the ass. Calibrating the teleporter is meant to make it safer to use at the cost of time.

-You can now calibrate the stationary teleporter before you use it
-Calibrating the teleporter will remove the chance of mutation
-Calibration takes time (Defaut 10 Secs). The better parts the hub has, the shorter the wait
-If the teleporter has been upgraded to use the best possible parts, calibration will not be necessary
-Changing targets or using the teleporter will decalibrate the teleporter
Removes debug messages.
Resolves many, more saycode bugs. AI tracking is still broken.
-Added proc for setting the flashing red alarm lights
-moved all the Related Areas checking for fire alarms into the procs in areas.dm
-Added sound for burglar alarm due to popular request