Fixes#9265
Chewing tobacco causes pain message spam due to the organ damage. This organ damage is on the order of 1e-5 per life tick, and is therefore completely negligible and instantly healed by the player due to the low strength of the tobacco reagent.
In my opinion this damage does not need to be simulated. The tobacco organ damage will never reach a meaningful number in the length of a round even when smoking/chewing tobacco constantly. People overdoing smoking will suffer the nicotine overdose effects.
Converts reagents to use typepaths instead of IDs.
Centralises reagent spawning in a lot of places to use reagents_to_add instead of a variety of custom methods or initialise overrides.
Surprisingly, doesn't really change that much user-facing side.
For some stupid reason, cigar cases were using a rehash of cigarette packet code for no good reason. So I just made it a parent item, and it works just fine.
also added a tooltip to share the rather obscure feature of putting a cigarette in your mouth.
resprites the tajaran cigarette packets to more accurately match where they come from
Lit cigarettes now count as flame sources.
Changed the isflamesource proc from a general proc to an obj/item proc. It is tidier and will be easier to add future flame sources this way.
Removed some hardcoded flame stuff (Such as igniting rags and paper), which depending on an item being a type instead of just being something that could produce a flame. They now check to see if an item counts as a flame source.
Found leftover clown BS while updating paper burning code and killed it off.
-Almost all aspects of virology and it's related machinery and objects have been purged from the code and map.
-Most of disease code has been purged. Some pieces of it remain as holdovers because they would require extensive rewrite of defines and codes for things like nanite robot transformation and appendicitis (that frankly isn't necessary)
-The outbreak event has been purged, as has the virology malicious code event variant.
-The Virology department has been remapped into the Abandoned Sector.
This pr adds an augment option to the loadout, that by using copious amounts of shitcode, allows players to spend their snowflake points into becoming total powergamers cool augmented cyborgs.
Also, make a couple of changes to allow all limbs to host internal organs and interact with them in surgery.
It was never really meant to, I forgot that toxloss was organ damage when checking cryo and forgot to remove it when porting Brainmed.
Technically a bugfix but I'm not sure. Guess I'll leave it as a tweak for now.