* Consolidates copypasta for repairing robolimbs
Also prevents self-repairing a limb you are using to hold the tool
* Fixes robot organs becoming undamagable after reaching cap
* Fixes repairing with cable not using any cable, repairing with weldingtool not doing eyecheck
* Removes ORGAN_ROBOT and ORGAN_ASSISTED flags, fixes#13123
* Fixes damage to robotic limbs not triggering organ processing
At the same time, robotic limbs with damage don't need to process.
However, it's much safer to explicitly have robot limbs return 0 from
needs_process() instead of not rechecking bad external organs.
* Build on HarpyEagle changes to apply to Polaris
Had to apply the change from flag to an enumeration.
* Removes unneeded file
* Fix bruisepacks, remove heart
Well, the unused bay version of the heart anyway
* Tweaks examine, reverts isSynthetic
Reverted that because Bay doesn't use it the same way. Also changed Examine to not list every robo-limb on non-FBPs in red, but left them listed as normal per Spookerton
* Add browser styles to Admin Secrets panel to make it look nice.
* Show only one category at once, with buttons to switch between categories at the top.
* Lets people remain on standby for adminhelps without having all that spam scrolling stuff off the screen if they are not taking on the role of policing LOOC.
Removes duplicate code, and fixes the logic of the original code that was supposed to perform the same function, but did not, due to bad if-statement logic. Performed eye removal, and eye transplant to test. I would have liked to have fixed the flat `blinded = 0` at the top of the file, but it's so ingrained in how it works now, I could not.
Don't snowflake one mode with new(). Setting this on new() causes
weirdness when new() is called (prints unexpected messages to players
about the mode being toggled). If you really want it, define the var as
equal to the bitflag in the definition and update the starting human HUD
to match. Don't change it 'after' if that's always how you want it.