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.
- Replaced old dead NanoUI for casino prize dispenser with a new modern TGUI interface
- Fixed casino communications, now there are options for casino crew to discuss how to steal visitors th- generously give folks a good time, over private channel
- Fixed Goose king and queen crowns and also made some new subtypes that might get some effects added to them in advance for an approaching date...
Scree's Request!
This adds the Knights of the Pizza Table (Monty Python's Knights) armor and costumes. Costumes are orderable via Cargo OR Vendors.
This adds passive Rabbit voremobs, and a killer rabbit. If you pet the rabbit too much, you'll make it grumpy, and it will do a nomf. You can see their grumpiness level in their description/examine.
Knight's Armor has good melee and bullet protection, and little else.
New features:
New category of prizes; Pets! Anything from a tame chicken or goose all the way up to absolute unit Oties and Zorgoias!
New custom looking spawner grenades for casino mobs, dont flash and blind people, perfect for a party trick!
New casino security id card!
Zorgoias have a chance to show up in predator crate!
Two gorgeous new crowns, the crowns of the king goose and the queen goose, sprited by our lovely artist Kassc!
bug fixes and edits:
Renamed Jack's brew to Rush hour... What was I thinking calling it that?
fixed casino prize dispenser flashing 'price' instead of 'prize'
Fiddled with slot machine, hopefully not everyone will constantly get the platinum chip, might need more adjustments
Fixed wrong access requirements in casino bar
Put access restrictions on the windoors to the prize booth
sunglasses in casino recroom
Fixed casino wallets, now they can hold what normal can hold AND card decks, casino chips, casino manual and platinum chip!
Put a resleeving pod in the casino medbay, for easier resleeving during events!
Reworked access restrictions to casino security area, casino security uses 201 as their access number