Fixes in order:
- Removes List of defines in misc_ch.dm that are no longer used - they're defined here for the casino prize dispenser, making these obsolete:

- Fixes relative pathing in mecha_parts_ch.dm
- Fixes relative pathing in bodybag.dm
- Fixes relative pathing in sahoc_ch.dm
- Fixes relative pathing in toys_yw.dm
- Fixes def_zone being defined when only the variable was needed in twohanded_ch.dm
- Fixes relative pathing in trash_pile_vr_ch.dm
- Fixes clip_mask being missing in misc_ch.dm
- Fixes relative pathing in tesh_synth_facemask.dm
- Fixes absolute path being indented in by one (typo?)
- Fixes relative pathing in armor_yw.dm
- Fixes unreachable parent call in audible_scream_ch.dm
- Fixes VERM_LIZARDS being undefined when it wasn't defined, as VERM_LIZARDMEN was the variable being defined + used in mutants.dm
- Removes two un-needed parent calls - these procs have no parent on /obj/structure - thecake_ch.dm
- Fixes invalid kword nano_state in protean_blob.dm
- Fixes relative pathing in drone_manufacturer_unify.dm
- Fixes relative pathing in synx.dm
- Removes arguments of drop_item that don't exist (port was from TG and had force_drop = 1 and src defined.) - vox.dm
- Added vision_required = TRUE to fix proc argument missing - bigdragon_ch.dm
- Added include_robo = TRUE to fix argument missing in demon_ch.dm
- Fixes relative pathing in rakshasa_abilities.dm
- Adds comment to solargrub.dm, unable to fix operator overload error yet.
- Fixes relative pathing in sprite_accessories_extra_ch.dm
- Fixes relative pathing in sprite_accessories_yw.dm
- Fixes relative pathing in phase.dm
- Fixes relative pathing in bluespacecoffee.dm
- Fixes relative pathing in other_ch.dm
- Fixes relative pathing and ambigious ! in living_ch.dm
- Fixes relative pathing in custom_clothes_yw.dm
- Fixes relative pathing in custom_rigs_yw.dm
- Fixes relative pathing in MadokaSpear.dm
- Comments out duplicate #includes in southern_cross.dm as vorestation.dme has them #include'd.
After testing it for quite a while, there are some minor issues with the recycling machines.
-Will not recycle trash.
-Will recycle some specific items, but if there is to much trash between the things it can recycle and what it can't, it will not recycle anything. (It will need to manually be unclogged)
-They do not consume power. (Tho I think they should)
I like the idea and I liked what mapped in for it, but this is essentially an extra step for Cargo to sort trash out. But I made sure to make it optional so if cargo players do not want to deal with recycling then now have an extra step of clicking the level 3 times to send it all to disposals. (Please forgive me for making you click 3 more times now)
Feedback will be appreciated, but I am indifferent if we should add this or not. . . I think the recycling machines need more code work to have it recycle more things and/or give some other basic materials than just steel. (Aka, cardoard, plastic, glass and so on from trash itself)
*SouthernCross Deck-2
-Expanded cargo and turned its small warehouse in to a hybrid warehouse/recycling facility.
-Added warning signs on Cargo.
-Removed a trash-pile that was cluttering Disposals
-Added a few Library and Gym signs on the halls by the civilian area.
*FrostFold Outpost
-Fixed random terrain spots that had a roof
-Medical-bay. Fixed the compact defib to have a battery inside
*Sif Mine
-Added two more high capacity cells to make up for the lack of cells in the drills (Hopefully I can fix them to start with cells later. . .)
*SouthernCross Deck-3
-Added a new area for the auxiliary maint atmos room. (Hopefully this separates the large teshari room to being it's own area.)
-Added a riding crop on one of the taur dorms (Get kinky, you wipquashes)
https://github.com/CHOMPStation2/CHOMPStation2/pull/1777
Mirror failed and left a HEAD/TAIL marking in listeningpost.dm
This fixes that. Niche, but it stalled out my compile on junglebase (And it will prevent stalling out if gateway is ever re-enabled). c:
*Southern Cross Floor 2 z-level
-Slapped blob spawner landmark on the Gym
*FrostFold outpost z-level
-Removed casino relay
-Decorated frost tiles
-Added plating under the cooling pipes by the Rust Engine.
-Fixed missing cables by the abandoned sec-post
*Exploration Carrier z-level
-Fixed some atmos edges
*Central Command z-level
-Fixed conveyor belts on Cargo's shuttle.
*Transit z-level
-Fixed spacing for all transit ships, they is now more space between them and thus more visually pleasing.
(report any bugs)