Cargo Overhaul: Phase 1

-Ported Bay's cargo computer category system

-Created a box containing six flashes

-Crates have been tweaked significantly. Crates have been reduced to single item types where possible, namely with expensive crates such as weapons and armor. A total of 28 new crates have been added, including chemical and tracking implants, and raw materials can also be bought from cargo for a significant number of points (subject to change)
-Converted Bay's string based category system to a numerical flag system

-Fixed duplicated implant paths - thats what happens when you code until two in the morning

-Adjusted materials costs as follows:
50 Metal Sheets Cost: 10
20 Plasteel Sheets Cost: 30
50 Plasteel Sheets Cost: 50
50 Glass Sheets Cost: 10
50 Cardboard Sheets Cost: 10
25 Wood Planks Cost: 25
50 Wood Planks Cost: 40
30 Sandstone Blocks Cost: 20
10 Silver Ingots Cost: 30
20 Silver Ingots Cost: 45
10 Gold Ingots Cost: 30
20 Gold Ingots Cost: 45
10 Uranium Blocks Cost: 30
20 Uranium Blocks Cost: 45
10 Diamonds Cost: 60
10 Plasma Blocks Cost: 50
Commented out the mineral crates
Added lowercase boolean variables to Telecomms

Confirming to playerbase, many existing scripts use them without
realizing they do not work properly.
Some map fixes for away missions.
Cleaned and organised supplypacks.dm
Merge pull request #1108 from VistaPOWA/tcomms

Added lowercase boolean variables to Telecomms
Merge pull request #1110 from Cheridan/AwayMaps

Some map fixes for away missions.
Merge pull request #1100 from Malkevin/Cargo_PhaseOne

Cargo Overhaul: Phase 1