* Rework of chav disability text replacement
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## What Does This PR Do
Replaces individual replacetext() calls with one regex function and a list.
Adds more chav terms, updates disused terms.
Stops replacetext() changing terms in the middle of other words, now only changes whole words.
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## Why It's Good For The Game
Little things like this add immersion and variety, so having a few extra changes at minimal performance cost helps.
Matches found in the middle of words no longer get replaced, so you don't end up looking like a tool by saying "com**mate**d" instead of "com**man**d"
Tidying up old code to include regex also makes the code easier to maintain.
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## Changelog
🆑
add: Added more chav words, innit.
del: Removed some old words.
tweak: Replaced many replacetext() calls with a single regex function, only changes whole words.
/🆑
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* Update goon_disabilities.dm
* Stopped chavlinks being global
Moved the chavlinks list into the chav disability datum
* ACTUALLY stopped chavlinks being global
* Tidying
Im a moron and forgot to move my comment with the lst
* Incorporated farie82's suggestion
changed rep_test to replace_speech
* Tweaks to replacement list
Removed dupes, added more -ed words, redone "you" and "your"
* PR - Gender Update
Gives Gender three states instead of two. This allows clones of tri-gendered species to properly carry their genders over to new bodies (e.g. Greys, Drask, etc.).
Tristate Gender Set Proc
Tristate Gender Get Proc
Fixes where Binary State was needed.
* Update update_icons.dm
Yeah, let's _not_ have Genderless folks get inconsistently gendered body part sprites (e.g. head, groin, torso mismatch).
* Update dna2.dm
* Update dna2.dm
* Update organ_icon.dm
* Update update_icons.dm
* Update dna2_helpers.dm
* Update organ_icon.dm
Readability (spacing)
* Update dna_injector.dm
* Update dna2.dm
* Changes made per Affected's requests.
Changes made per Affected's feedback.
* Update dna2.dm
Got our heads too deep in using this just for DNA_UI_GENDERr - returning the Set and Get procs to 0, 1, 2 as per Affected's request.
While in there, noticed some housekeeping items:
- reorganized the ranges so they flow numerically now
- changed the ranges so they don't overlap (line 205 having been the worst)
- removed the "else" statement from line 222 since we're using ASSERTS. There shouldn't be a value outside the range of 0 to 2 for this.
* Basis
* Make most targeted spells use a click with radius instead of a list
* Fixes
* Selection code
* return ..()
* Auto targeting
* Forgot a comment change
* Merge issue fix
* Scan mind and Project mind now use vision to determine the naming
* Copy pasta mistake fix
* logic fix with name dupe prevention
* Refactor ala review
* Initial Commit - Trying to add DC to Travis
* Forgot to chmod
* This took too long
* Farie Fixes
* Fixes new code
* Job factions are fucking smelly
* Loadouts work again
* Runtime fixes
* Handlers converted, now to fix 3532 compile errors
* 3532 compile fixes later, got runtimes on startup
* Well the server loads now atleast
* Take 2
* Oops
* Adds support for self-filling reagent containers
* Sets tool_behaviour on the default set of tools
* Fixing merge conflicts
* Refactors welder to use tool behaviour
* The refactor: part I
* The refactor: part II
* Tool Refactor Part III: Revenge of the Maint
* Tool Refactor Part IV: A New Hope
* Tool Refactor Part V: The Oldcoder Strikes Back
* Tool Refactor Part VI: Return of the Coder
* VII
* Holy shit, it compiles?!
* Nannek I completed your TODO, you owe me ice cream
* Tool helpers; telepad is compliant
* Bugtest, Round 1: Fight
Fuck refactoring disposals
* Buggfixing, Round 2: Electric Boogaloo
* Personal crafting uses tool behaviours now
* Construction datums use new tool behaviours; better way of handling fueltank refuelling; more bugfixing
* multitool_check_buffer change; removes some useless things in tool_helpers
* proc name change
* TRUE/FALSE changes
* Bugfixing, Round 3: A Good Day To Bugfix Hard
Fixes multiple issues raised by the testmerge
* Minor style changes