Armory shuffle (and more)

- Added holopads to the AI upload, quartermaster's office, telescience,
and arrivals checkpoint.
- Added a few more lightsout landmarks, so engineering won't be the only
place going dark every other round.
- Added a couple more anti-breach no-access maintenance hatches around
medbay. Also added a couple more small, fairly uninteresting rooms in
maintenance with minor loot.
- Added security cameras to the exterior of the AI satellite.
- Reorganized the armory and added some stuff (Stechtkin, drugs, 10mm
ammo, .357 shells, posters, and a disabled securitron named Citizen's
Riot). http://i.imgur.com/hTnQvKO.png
Cheap ERT and some fixes.

- Fixed the buttons in the medbay security post and the front desk. They
open the doors properly now.
- Adds hot drinks machines to the head of security's office and security
office. The supercops need their fuel, after all.
- Added a room to Central Command loaded with ghetto ERT equipment
suited for five roles: Engineering, medical, security, combat, and the
leader. Deathsquad armor seems to be tainted by Nar-Sie and makes people
enter ASS KICKING 24/7 mode, so I put this together in an attempt to
circumvent that.
- Engineering gets a full toolbelt, RCD, Stechtkin, and an industrial
welder, and mesons.
- Medical gets a combat stim injector, a couple pill bottles, bruise
packs/ointment, Stechkin, and a medical HUD.
- Security gets cuffs x5, a flash, box of flashbangs, pepperspray, and a
gun/energy (no kill function).
- Combat gets a C-20r, Stechtkin, C4 x2, and an energy sword.
- Squad Leader gets a mateba, Centcomm cape, energy sword, and an energy
shield.
- They all have Centcomm headsets. The Engi/Med guys get the silver/gray
Naval space suit, the Sec/Combat guys get the black one, and the Squad
Leader gets Deathsquad armor.
Merge pull request #89 from JacobLee1/master

Armory shuffle (and more)