Repathed the point decal to the temp_visual effects path. This path has
built-in singularity resistance, and allows me to remove a spawn in
favor of a built-in QDEL_IN call
Also changed points from using the magic number 16 to POINT_LAYER for
their layer definition. This does technically drop the point by 4 layers
(POINT_LAYER is 12), placing them now below the light layer (shouldn't
affect anything) instead of just above it.
adds armor to many objects
re-adds the clockcult floor sprite (accidentally removed in another PR)
adds clockcult effects to the clockcult floor
adds clockcult grilles
adds var/broken to /obj/structure
adds unused resistance_flags var
moves burn_state and resistance_flags to flags.dm
more updates to attack code
updated obj_defense.dm procs
kills off anim() proc, removes ninja rigsuit electricity effect
gets rid of the flick() in temporary_visual.dm because pooling is dead
updates ethereal_jaunt.dm and makes it OOP, wraiths no longer show the wizard animation, jaunters cannot move after duration is over, fixes directions errors
turns many anim() into obj/effect/overlay/temp
smoother pet heart animation