Attempting to ghost while in critical will now succumb then ghost as a courtesy to streamline the ragequit experience
Succumb() now calls Death() instead of modifying stat directly
 The item_action buttons will now recycle themselves, instead of getting deleting each tick to generate new ones. These buttons are the ones top left of the human screen, usually toggling on and off certain items.

I expect to reduce 50% the amount of atom/movable/Del() calls with this.
Converted the old air alarm wires to use the more structured datum wires.
 * Cleaned the malf module code and made it easier to add powers.
 * Fixed multiple bugs with the cameras and the malf powers. All malf powers should be in working order now.
 * Added a new power that creates an automatic cyborg machine that will allow the AI's minions to put living humans through it to build a cyborg army. This power will cost all their malf points and will stop them from being able to shunt, to balance it.
 * Added a changelog entry.
Adds a UI indicator for blob overminds.

This unfortunately necessitated the addition of a mob/camera/blob/Life(), but I think that the added ease-of-use is worth it.
 * Commented out the new power, for now.
Adds a health indicator as well.
Committin dat dme
Merge pull request #960 from Cheridan/BlobUI

Adds a UI indicator for blob overminds.
 * Fixes blob spores dying by a blob_act().
 * Large fix to resource nodes which weren't correctly setting their overmind variable.
Merge pull request #966 from Giacomand/blob_fix2

Big Blob Fixes
Merge pull request #870 from Incoming5643/succumb

Attempting to ghost while in critical will now succumb then ghost...
Added the ability to define the ip and computer id for a manual ban (in the banning panel). This is so mirroring bans or banning people who were not online during the round in progress does not require admins to spawn a mob, set their variables and then ban the mob.

If however an admin attempts to add a manual ban for a player who was present during the current round, a player who still has a mob somewhere in the game world, the proc will prioritize the mob's ip and computer id variables, not the things entered in the banning panel form.
 * Increased the cost of resource blobs.
 * Increased the distance of the factory blob and the node blob.
 * Slightly lowered the health of the shield blob.
 * Increased the damage taken from bombs.
 * Reduced the health of normal blobs so lasers one shot them.
 * Fixed simple animals not dying straight away.
 * Made the nuclear bomb easier to use by making it clear for what the user have to do when attempting to click on it or putting a disk in it.
 * Gave the nuclear bomb the same ticking noise as the syndicate bomb.
 * "Make deployable" was renamed will now deploy the bomb instead of having you have to click on it afterwards.
Fixed being able to stick brains into active cyborgs.