April sync (#360)
* Maps and things no code/icons * helpers defines globalvars * Onclick world.dm orphaned_procs * subsystems Round vote and shuttle autocall done here too * datums * Game folder * Admin - chatter modules * clothing - mining * modular computers - zambies * client * mob level 1 * mob stage 2 + simple_animal * silicons n brains * mob stage 3 + Alien/Monkey * human mobs * icons updated * some sounds * emitter y u no commit * update tgstation.dme * compile fixes * travis fixes Also removes Fast digest mode, because reasons. * tweaks for travis Mentors are broke again Also fixes Sizeray guns * oxygen loss fix for vore code. * removes unused code * some code updates * bulk fixes * further fixes * outside things * whoops. * Maint bar ported * GLOBs.
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@@ -102,7 +102,7 @@
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update_tint()
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if(G.vision_correction)
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clear_fullscreen("nearsighted")
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if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view)
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if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
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update_sight()
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update_inv_glasses()
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if(slot_gloves)
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@@ -141,13 +141,13 @@
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return not_handled //For future deeper overrides
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/mob/living/carbon/human/doUnEquip(obj/item/I, force)
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/mob/living/carbon/human/doUnEquip(obj/item/I, force, newloc, no_move, invdrop)
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. = ..() //See mob.dm for an explanation on this and some rage about people copypasting instead of calling ..() like they should.
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if(!. || !I)
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return
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if(I == wear_suit)
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if(s_store)
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if(s_store && invdrop)
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dropItemToGround(s_store, TRUE) //It makes no sense for your suit storage to stay on you if you drop your suit.
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if(wear_suit.breakouttime) //when unequipping a straightjacket
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update_action_buttons_icon() //certain action buttons may be usable again.
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@@ -156,17 +156,18 @@
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update_inv_w_uniform()
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update_inv_wear_suit()
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else if(I == w_uniform)
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if(r_store)
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dropItemToGround(r_store, TRUE) //Again, makes sense for pockets to drop.
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if(l_store)
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dropItemToGround(l_store, TRUE)
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if(wear_id)
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dropItemToGround(wear_id)
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if(belt)
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dropItemToGround(belt)
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if(invdrop)
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if(r_store)
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dropItemToGround(r_store, TRUE) //Again, makes sense for pockets to drop.
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if(l_store)
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dropItemToGround(l_store, TRUE)
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if(wear_id)
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dropItemToGround(wear_id)
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if(belt)
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dropItemToGround(belt)
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w_uniform = null
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update_suit_sensors()
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update_inv_w_uniform()
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update_inv_w_uniform(invdrop)
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else if(I == gloves)
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gloves = null
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update_inv_gloves()
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@@ -180,7 +181,7 @@
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if(G.vision_correction)
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if(disabilities & NEARSIGHT)
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overlay_fullscreen("nearsighted", /obj/screen/fullscreen/impaired, 1)
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if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view)
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if(G.vision_flags || G.darkness_view || G.invis_override || G.invis_view || !isnull(G.lighting_alpha))
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update_sight()
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update_inv_glasses()
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else if(I == ears)
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