Makes a number of changes and tweaks to SNPCs to make them work better in general.
* NPCPool now automatically clears nulls from its list (badminnery, singulo, gibbing etc)
* NPCs now correctly update their eyes when delegating
* NPCs will blacklist items they deem unusable (currently only empty guns)
* Augmentation chance is now singular instead of recursive
* NPCs support favoured types, which they will use above others when equipping, fighting and looting
* Renamed the non-descript "isnotfunc" to "IsDeadOrIncap"
* enforce_hands() now ensures the held items are still held by the npc (no more floaty items and ghostly guns)
* take_to_slot() now supports taking to hands directly
* NPCs will now appropriately dress themselves
* Interest/Timeout rates tweaked to create smoother transitions between states
* NPC choice system moved from prob to switch to create more activity
* NPCs now have a basic pathfinding system that should work (in most cases)
* Shitcurity NPCs now use any restraints, not just handcuffs
* NPCs spawned with the janitor job will now do some basic janitorial duties
* NPCs priorities in terms of weapons and held objects have been completely rebalanced
* NPCs will now appropriately equip, fire and discard guns.
* NPCs using guns will attempt to maintain a range instead of shooting point blank
* NPCs doorscan now uses all directions to improve mobility
* NPCs doorscan places the NPC in the door instead of attempting to path to it.
- The alien queen's death will now severely weaken the remaining alien
forces.
- Disables Hivemind and Evolving for 4 minutes.
- Confuses and cripples aliens for a short while.
- New screen alert to serve as a reminder! Sprite by WJohn!
* Runtime now keeps track of all cats in the world, at the start of the next round any cats that survived the previous one will spawn with runtime in the CMO's office. This mechanic hinges on Runtime, so if she dies no other cats will spawn next round.
* After 9 death Runtime will be mysteriously missing from the next station (but only for that round).
The "set internals" button of tank items now turn green when it's used as internals.
Removed research scanner from drones (since cyborgs don't have it, it's more consistent)
Removed the ignore_madkadjust mask var.
The sechailer mask now has an adjust mask action button, so I removed the adjust verb that it was using.
The item's action are now created on item/New() instead of trying to create it every time someone picks the item up.
I split hud/action.dm, the datum/action stuff is now in the datum folder (/datum/action.dm), whereas the code for action buttons is kept in the hud folder under action_button.dm. Also I moved some /datum/action code that was in some files back into datum/action.dm where it belongs.