Hey remember when ling reworks were a thing?
Anyway this implements the hivemind thing that Geeves was working on (And then I was working on). It actually works for messages, ghosting, kicking, etc now.
Succ'd people can now remain as part of the changeling's local hivemind and chat with them. If they salt, ling can kick them. If they don't want to participate this way, they can ghost.
If I actually get around to it, this also serves as the basis for allowing the ling to do things with them, such as creating horror mobs, injecting them into corpses, or other ideas that might get the succ'd person back into the round in a different way. Which, should hopefully reduce complaints and make ling way cooler.
Fixes bent disposal pipes appearing straight after map initialization, fixes disposal pipes not behaving properly when deconstructed.
Removed the update_icon proc on them as it didn't do anything anymore after prior changes.
As a continuation of #9389
As a bonus, any drugs that mentioned their IRL counterpart in their description now describe their predecessor as ancient, and the new ones as modern. The biggest difference here is just the Antihistamine which was given a full new name. They're similar enough that they'll be recognized (most of them) but different enough for us to call our own and not care what the real medicines are/do since these are our sci-fantasy versions just inspired by them.
update_icons(), UpdateIcon() and updateicon() are now changed to be update_icon().
Many interactions expect a target to have an update_icon(), so they should all be the same.
Also fixed some stuff that was using relative pathing, along the way.
Tweaked various simple animal messages to make it look better in the chat log.
Aggressive grabs no longer refer to 'by the hands'.
Getting a neck grab or higher on an aggressive animal restrains them from attacking.
Strangling an animal now properly does damage to them.
Leaving the lobby screen list empty now adds all icon states to the lobby screen list. Also, only one dmi plays at a time.
This means that adding a new title screen is now as simple as just adding it to the dmi. Or making a new dmi for a new category.
Added a new sound when you click things in the menu - more futuristic.
Currently, hearing related stuff is handled in at least three places throughout Life(), and whether a mob is deaf or not is complicated - Handled by an sdisabilities flag, has_hearing_aid() and ear_deaf.
This change consolidates everything into handle_hearing(); whether a mob is deaf or not can be determined just by the value of ear_deaf using isdeaf()
Fixes#9310Fixes#8490