Hand refactor
Created by: unid15
- Hands are no longer equipment slots. Instead of doing "equip_to_slot(dildo, slot_l_hand)" you must now do "put_in_l_hand(dildo)" or put_in_hand(HAND INDEX, dildo)
- Instead of having two variables l_hand and r_hand plus a third variable hand to determine the active hand, all mobs now have a held_items list with an active_hand var. Instead of this (TRIGGER WARNING EXTREME GORE) http://puu.sh/oRAc3/0114f249e9.png you can just parse through all held items
- The active_hand variable refers to the index of an item in the held_items list. The held_items list always has the same amount of objects - when an item is removed, it's replaced with null. So, for example, if you have a wrench in your right hand (which is also the active one), the held_items list will be list(null, wrench) and active_hand will be 2 (because wrench is the 2nd object)
- If the held_items list has 5 elements, the mob will effectively have 5 usable hands. Most parts of the game (like the item stripping menu) have been modified to be mutant-friendly, so coding a 5 handed mob isn't very hard
- Added a spawnable mutated monkey with 4 fully usable hands. Added an admin "change hand amount" for humans (accessible via player panel).
- Handcuffs render all hands unusable.
A very rough WIP version of martians is included in the PR, but is not included in the game