* Fixes#4632.
* 1:27 am coding best coding
* fixes a warning
* Removes the last of the gender macros. Gender is dead.
* gender II: the travis-ing
* linebreaks are dead too.
* oops i accidentally the gender, also ambiguous gender is now taken into account for get_visible_gender
Adds a fairly simple system that allows adjusting various numbers like max health, incoming damage, outgoing melee damage, etc. The nice part is that changing certain variables this way (like max health) is a lot safer than manually setting the max health var directly.
Changes a lot of short lines of code to point towards a variable's getter or setter helper instead of reading the var directly so the modifiers can work.
Endoarmor, delayed toxin sting, Enfeebling sting, and recursive adrenaline overdose now use the modifier system.
Enfeebling sting now only lasts two minutes, from five minutes, however it now also reduces the victim's melee damage by 25%/50%, and increases the damage they suffer by 10%/35%, for normal and recursive respectively.
Delayed Toxin Sting's effects are now felt all at once instead of over the course of a few minutes.
Advanced who was doing (Testname represents Ckey, StealthTest represents stealth Ckey)
"Testname" for admins when unstealthed, which was good, but it was doing
"TestnameStealthTest" when admins were stealthed.
This PR makes it start off as "Testname", then checks to see if they are stealthed. If so, it becomes "StealthTest," then adds in all the additional info (If they are observing, in lobby, or playing.)
* 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.
Players can now choose to not receive messages in OOC and deadchat from specific players, with the Ignore verb, or in the global preferences tab.
Ignores can be reverted with the Unignore verb, or with the global preferences tab as well.
This has no effect on IC chat. LOOC is also exempted from this. Admin messages cannot be blocked.
``/mob/dead/observer`` -> ``/mob/observer/dead``
``/mob/eye`` -> ``/mob/observer/eye``
Reason being that they are similar in that they both don't interact with
the world in any way. Some procs were shared, some checks as well, and
it overall makes more sense this way. Plus, there were no ``/mob/dead``
mobs.