Emitters can now damage and eventually break walls
Emitters can now completely destroy doors, given enough time.

Amount of shots per door varies depending on type. Regular airlocks are quite weak. Secure bolt-when-destroyed airlocks can take some punishment, and blast doors will take serious bombardment to destroy.
Fixes blast doors losing icon when being hit by emitter or similar weapon.
EMITTER MINING!

Yes! You can now mine using emitters. Each rock takes 3 blasts to break. This method will also yield less ore than other conventional methods. But using big lasers for mining is cool, right? Who cares about productivity.
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into pewPEWPEWboom

Attempt to resolve merge conflict.
Resolves compilation errors caused by previous merge
Begins work,
Holopads can receive and send emotes.
The AI, when using 'me', will check if a holopad is being used.  If so, the holopad will output the emote.  If not, it's outputted from the core.
The AI will hear emotes from near an active holopad.
There is a new obj verb called 'see_emote()', that works similarly to hear_talk().
custom_emote() modified to have 'seeing_obj' list.  May be resource-intensive, not sure.
pAIs can now hear emotes, without issue.
Carded AIs can hear emotes, but they hear themselves twice.
Mechs do not hear emotes correctly at this time.
Fixes AI cards/mechs, with least bad method.
I left my debug stuff in.
Resolves conflicts, I hope.
Merge branch 'dev' of https://github.com/Baystation12/Baystation12 into pewPEWPEWboom
Merge remote-tracking branch 'remotes/upstream/dev' into 12_7_14_holopad_and_emotes
More merge conflict resolution goodness.
Makes the code compile.
Wip fixing suit spints.
v1.0 of NanoUI for mech bay consoles.
Compile error fix
Compile error fix
Final version of Mech Bay Charging Console NanoUI implementation
Fixes Hotkey