Debraining humans visually change their appearance.

https://dl.dropboxusercontent.com/u/831776/debrain1.png
https://dl.dropboxusercontent.com/u/831776/debrain2.png
Placing a brain back into a human calls update_hair(). They will look bald.
A fix for a runtime that would occur if you tried to re-brain a monkey.
Fix for runtime when debraining a mutantrace human.
Since the captain doesn't spawn in his armor suit anymore I was finding it hard to tell him apart from the HoP at a glance, so I made a new armored vest just for him.

-Created Captain's Carapace item
-Made sprites for the new item (this is my first attempt at spriting, be gentle)
-Swapped the armor the captain spawns in and that in his locker to the new carapace item

https://dl.dropboxusercontent.com/u/95696802/Commits/tortlepowa/carapace.png

Additional minor edits:
-Added flashlight and t-ray to Hazard's vests equipables
-Added Pepperspray to detective coat's equipables (amazing no one noticed this before... heh)
-Copied Detective Coat's equipables over to the Detective's Vest
changed the mob sprite front view slightly
Merge branch 'master' of https://github.com/tgstation/-tg-station into capcarapace
Okay, these are the real sprites
Merge branch 'master' of https://github.com/tgstation/-tg-station into capcarapace
Made item icon bigger
Changed the description to something more fitting of a thing that isn't a TMNT reference
Add captain's rank badge from his tunic
Added some highlights to the shoulder pads
changelog.html
Knew I was forgetting something: updated the resting sprites to match the standing
Moved the getbrain(src) to be used with the h_style code.
Changed stand_icon to face_standing so update_body won't have to be used to clear it.

Used update_hair(0) instead of update_hair()
Merge pull request #392 from Ikarrus/debrain

Debraining humans visually change their appearance.
Merge branch 'master' of https://github.com/tgstation/-tg-station into capcarapace
Removed old icons
rem tgstation.dme