Rebalanced power stacking.

Active powers will now slowly give you clone damage. This should discourage power stacking.
Cleaned the fuck out of smoke.

Conflicts:
	code/ATMOSPHERICS/pipes.dm
	code/game/objects/effects/effect_system.dm
	code/modules/mob/living/carbon/monkey/life.dm
	code/modules/organs/organ_external.dm
Chemsmoke rewrite

- Complete rewrite of the chemsmoke spawning code (everything that happens after the reaction to create the smoke).
- Moved it into it's own file since it's a little longer than the old one code-wise.
- Tweaked the smoke sprites; gave chemsmoke directions for more randomization, and tweaked the timing of their animations so they are smooth now.

Most of the code is documented, so you should be able to follow what's going on just reading through it. In short though:
- Chemsmoke now affects a circular area with a variable range depending on the total amount of chemsmoke created (no more 1-of-each-ingredient smoke grenades - sorry).
- The carried reagent volume in the cloud balances itself according to how big the affected area is (larger area, less carried reagent per turf).
- The carried reagent has more volume the closer you are to the centre of the cloud.
- The visual smoke effect scales with how big the affected area is.

Conflicts:
	code/game/objects/effects/effect_system.dm
	icons/effects/96x96.dmi
Reagent reaction_mob/turf tweaks

- Adds an if() check to reaction_mob for catching a very rare runtime related to mobs inhaling smoke reagents from just deleted smoke.
- Carbons reaction_turf proc now modifies a single dirt overlay layer, instead of just adding more decal objects to the turf.
- Added some checks to the radium and uranium reaction_turf proc so it doesn't stack multiple greenglow decals.
- Performed colon removal surgery on thermites reaction_turf proc, also tweaked it's overlay operation to correctly overlay a chemical puddle effect, instead of a melted wall effect.
- Removed space_cleaners overlays.Cut() code, since it was removing decals from turfs.

Conflicts:
	code/modules/reagents/Chemistry-Reagents.dm
Runtime fix

- Fixed a runtime caused by effects bumping disposal chutes.

Conflicts:
	code/modules/recycling/sortingmachinery.dm
Bugfix for new APC code, gridchecks won't just turn off equipment.

Was a problem with me switching the order of the checks.

Conflicts:
	code/modules/power/apc.dm
Fixes biogenerator typo, improper beaker splashing, and allows glass beakers to refill botany trays

Conflicts:
	code/modules/reagents/reagent_containers/glass.dm
trans_to_ingest now used for consumption of food, drink and pills instead of trans_to. This adds a ten second delay between ingestion and addition of the reagents to the body.

Conflicts:
	code/modules/reagents/Chemistry-Holder.dm
	code/modules/reagents/reagent_containers/food/cans.dm
	code/modules/reagents/reagent_containers/food/condiment.dm
Merge branch 'genetics_instability' into ServerCode
Revert the new lighting system.
Smoke rework caused endless loops, reverted.
Added job name to 'debrain' objective
expanded find_target_by_role
Fixed crash when hacking vending machines on clown planet
rebalanced Borg/mounted RCD
item and map

Custom items for mark and the map uploaded
Merge pull request #2 from Necaladun/ServerCode

item and map
Fixes a critical exploit with the autolathe.



While browsing through my server's code looking for possible exploits to fix, i noticed the following :

The autolathe can be used to duplicate any and all objs.

The faulty code accepts any refID from the usr without a safetycheck to see if the requested obj is in the autolathe_recipes list.

This works "only" on objs because it will trigger a runtime error if the object has no material vars.

The default buildcost values for obj are zero, so it always goes through the materials-check, but it would not be sufficient to plug this exploit at this point.

The trivial fix is to have a check to see if the given refID is in the autolathe_recipes list, although a datum-based construction method would probably be more robust.

As basically identical autolathe code appears to be used in Baycode , /tg/, /vg/, Para, and all other builds i could look at, i assumed this exploit has been undetected since Goon.

And indeed, the faulty code is present in Gooncode rev4407 and has been ever since.
Merge pull request #179 from Walter0o/patch-2

Fixes a critical exploit with the autolathe.
Merge pull request #178 from alex-gh/ServerCode

Server code