You can now fart in people's faces.

*fart
Update emote.dm
Sound additions and changes

mommi soundfiles
added sound to dice roll
added sounds to attacks with tools such as the welding torch, crowbar
etc.
added a beep when plastic explosives are armed
some sounds for attacking with tools
new sounds for blob
new sounds for when a changeling violates someone
new explosion sounds added
changed emp sound
changes to dartgun, ebow and syringe gun sounds. More distinct.
more smushy beating sounds and piercing slicey sounds
new shotgun sound
pai startup noise
sound for wizard teleport
new ion rifle sound
whip sound for the chain of command
new staff of change sound
new radgun sound
rejigged SMG sound
detective scanner given a sound
lots of new mech sounds
cult constructs have better attack sounds
new grenade launcher sound
improved(?) chem grenade sound
changes to goliath and basilisk attack sound
giant spider has its own attack sound
new marauder fire sound
defibrillator has its own sound
new ambient sounds for derelict, ghetto bar, space and maint
gibbing sounds
xeno neurotoxin makes a noise
new sound for xeno evolution
pinpointer makes a sound when activated
Makes sitting without a butt slip the player to the floor.
Adds 4 new AI core sprites.
Import TG update_icons to humans.
Do d3athrow suggestion.
Merge pull request #1041 from ESwordTheCat/riW3nfAj

Import TG update_icons at mobs
Changelog
English is hard, let's keep it simple.
Merge pull request #1042 from Duny-/AI_core_sprites

Adds 4 new AI core sprites
Remove Move modification for now (readd later bits by bits.
Keep this.
Fix compile error.
Merge pull request #1043 from ESwordTheCat/riW3nfAj

Revert Move modifications (will redo later bits by bits)
Merge pull request #1 from d3athrow/Bleeding-Edge

Bleeding edge
Additional sounds
Merge branch 'Bleeding-Edge' of https://github.com/IratePirate/vgstation13-IP into Bleeding-Edge
Return of the cluwnes.
Merge branch 'Bleeding-Edge' of github.com:d3athrow/vgstation13 into Bleeding-Edge

Conflicts:
	code/modules/mob/mob_movement.dm