TG Updates r3695 to r3712

* Fixed faces displaying above glasses and such. Cause: face layer was set
to MOB_LAYER.

* A possible fix for some very odd bugs caused by restarting the MC related to the
usr variable being passed into the MC. *shrug* Very hard to test.

* Removed the need for the world to be in Debug2 mode to edit ticklag as the verb
is hidden behind another proc now anyway, and it's become more of an annoyance
than a thing to stop people accidentally clicking it.

* Window doors are now breakable
 * Window doors currently have 200 health, this can and will change if break ins
become too common.
 * They still do not have wires, so you can not 'hack' them that way.
 * As always, emags still hack open window doors

* Changes to the hidden mining room treasures.
 * Added quality pickaxes, jackhammers and drills as a possible treasure.
 * Higher quality tools are rarer of course
 * Plasma cutter is possible but rare
 * Added a ripley (equipped with a drill and hydrolic clamp) as a possible
treasure.
 * There is a chance for the ripley to have a diamond drill instead of a
regular drill.

* Modified the resource crate.
 * It no longer always gives you multiple stacks of every mineral.
 * It now gives you a chance to get each mineral based on rarity.
 * The size of the mineral stack is also partly based on rarity.
 * There is a very small chance to recieve nothing in this crate.
 * There is a very small chance to recieve a jetpack in this crate ontop of the
metal.

* Bugfix for cable transfer message.
* Places with windoors remodeled due to them being breakable, mostly with plastic flaps. More office chairs and department airlocks added to various area.
* Moved engineering and bridge delivery chutes as windoors are now breakable.
* Lawyers can now access security records with their PDAs (read-only)
* You can no longer create runes/use tome after you've dropped the tome or moved it somewhere else.
*  Fixing a view var/vars caused by the variable declaration standardisation.
* Also, committing an updated furnace sprite with a slightly prettier animation
* Changed a bunch of constants to defines and made setup.dm all pretty and easy to read.

* Defined some clothing-overlay layers. The defines are float-layers. So they will
always appear above the mob they are overlaying. They can be found in setup.dm

* This pretty much means you can change to order in which the icons are added to
the overlays variable without fear of eyes appearing above glasses and such. So
no more of these dumb bugs.
It also paves the way for selective clothing updates which should speed things
up a fair bit.
* Fixes not being able to put items on people's back or belt.
* Added transparencies to goggles and medical/sec HUDs
* Split nun robe into two objects so the hood could be worn over hair
* Fixed bottom corners of the escape pod/shuttle not animating during transit
* Added/prettied up alpha channels to several glasses, helmets, and masks
* Added WJohnston's inhand sprites for tools: http://nanotrasen.com/phpBB3/viewtopic.php?f=10&t=8266

* Windoors are now constructable
 * Steps required to make it:
 * Step 1: Use 5 r-glass sheets to make the assembly
 * Step 2: Add 4 rods to the assembly to reinforce it (optional)
 * Step 3: Rotate the windoor or flip the direction it opens
 * Step 4: Wrench the assembly to the floor
 * Step 5: Add cable to the assembly
 * Step 6: Use screwdriver to adjust wires (and access)
 * Step 7: Use crowbar to finish

* Airlock assembly
 * Replaced sleep()s with do_after()s to properly detect whether the user has
moved away from the airlock or has put/throw away their tool while using it

* Glass and Reinforced Glass sheets
 * They now properly detect windows currently placed on the ground
 * Removed unintentional (extra) for loops

* Added pickup verb to all items
* Added "Toggle Open" verb to all closets and crates
* Added "Toggle Lock" verb to all lockable closets

* Modified the cloning computer's UI slightly, makes more sense, added a little
delay when scanning to improve user feedback when trying to clone several
braindead bodies.