Changed it so only portable flashers get burnouts

Added spare flashes to security weapons crate.
*Replica pods seeds will now only accept the first valid blood sample it's given, and won't be overwriten with null values if you accidentally jab the seeds with the empty syringe afterward.
*Fixes Issue #275
Merge pull request #710 from caelaislinn/astar_hotfix

Adds two optimized pathfinds to replace AStar over short distances
Makes radios more vulnerable to EMP:
Department channels that are turned off now cannot be broadcasted into.
EMPs will now shift the frequency of a radio a bit.

This is supposed to make EMP a viable option for a traitors or nuke agents that are looking to take someone out without the entire station knowing about it.
Signed-off-by: dumpdavidson <gtb.schmidt@gmail.com>
Reduced burn out chance to 4%

EMPs have a chance of overloading flashbulbs.
Food update -

-Removes all the dumb weapon/syntiflesh recipes. Remove syntikebab. Cleans up commented-out stuff that'll never be readded.
-Deletes jar.dm, which I tried to delete months ago but somehow messed up.

-'Imitation' carp meat can now be made with 5 units of carpotoxin and some tofu.
-Some recipes changed slightly.
-Adds berry muffins and booberry muffins.

Cleaned up the carton-based sprites in drinks.dmi to look better.
New sprites for muffins, donut boxes, brain burgers, super big bite burgers, enchiladas, monkey delight, baguettes, fried eggs, wing fang chu, clown's tears, and mystery soup.

I also completely reorganized the food.dmi
(and made my bed and mopped the floors)
Separates the continuous round config options to be round-specific. For example, one can config wizard rounds don't have to end upon the wizard's death, while Rev rounds will still end upon one side's defeat.
 * Fixes damage converter converting when there is only toxin damage in the mob.
 * Increased the damage probability to be more effective.
Emptying someone's pockets won't display a message anymore. This allows people to pickpocket if their victim stands still long enough.
 * Added a message to the user.
The victim will now get a message if the user empties their pockets and gets interrupted. (Victim moving, user being stunned, etc..)
- If they are turned on, radios inform the person they are on if they overload due to an EMP.
Merge branch 'master' of https://github.com/tgstation/-tg-station into Improved_eyecheck()
Final? values for camerabug expansion item types

There wasn't much feedback, so I just threw together something acceptable, not being able to think of anything particularly clever.
- Universal bug: atmos analyzer or subspace analyzer
- Sabotage bug: Igniter, infrared tripwire thing, or subspace amplifier
- Network bug: Radio, signaler, or subspace transmitter
- Advanced bug: Detective scanner, pAI card, or scanning module stock part
- Replaced EMP frequency scrambling with a 20 seconds forced shutoff
- Made headsets have a 'power button' (toggles listening) and disallowed them from broadcasting with listening = 0.
Changed food crate to include all of chef's basic ingredients.  Changed
supply shuttle console to no longer require a reason while ordering.  The
requests console is unchanged and must have something in the reason
field.
Adds the Syndicate Minibomb and Syndicate Bomb to traitor PDAs

The minibomb is based on grenade code with a blast radius of 1,2,4 and is found in syndieminibomb.dm. This is the same power as the default tank transfer bombs spawned on the syndicate shuttle.
It features new sprites by teh_wolf and existing inhands (the default grenade) and is a tiny item.
As a result of introducing an explosive grenade, grenade priming are now logged.
Its crystal cost has tentatively been set at 3.
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The Syndicate Bomb is all new code contained in explosives.dm with additional wires code at syndicatebomb.dm. It does not make use of any tank transfer valve or grenade code.
The bomb has a blast radius of 2,5,11. This is the same power as the tank transfer bombs in the syndicate shuttle if they are boosted with oxygen.
It features new sprites by teh_wolf and existing inhands (currently using “electronic”) and is a bulky item.
The bomb is set by touching it in your hand or touching it on the ground if it has been wrenched down, allowing first to set a timer (min 10 seconds) and then giving an option to start the countdown. When the bomb is activated it states so to everyone within sight of it, giving a time to detonation in the process.
The bomb can optionally be wrenched to solid ground to foil would be spacers. When the bomb is set to countdown the bolts lock in, and cannot be removed by wrench alone.
The bomb includes a robust wires system for pulse pounding defusal attempts. Once a bomb starts ticking using the wires is the only way to stop it (it is not immune to del of course, but is unacidable).
The wires are as follows:
*Boom: Will detonate the bomb if cut/pulsed while the bomb is live, but will defuse the bomb on cut when it's not timing. Mending this wire is the only way to make a defused bomb potent again.
*Unbolt:  If the bomb has been locked to the floor cutting this will free it. Pulsing will hint at its function
*Delay:  Adds time (+10) to the timer when pulsed (it does not matter if the bomb is live or not). No function on cut.
*Proceed: Lowers the time when pulsed. If the timer is above 60 it will set it to 60, if it’s between 60 and 21 it will reduce the timer by 10, if it’s between 20 and 11 it will set the timer to 10. This will detonate the bomb when cut if it's timing. Note that this makes randomly cutting more dangerous than pulsing as there’s twice the number of wires that will explode.
*Activate: This will activate the timer if pulsed when the bomb is not timing, or will stop and defuse the bomb if it's cut while it IS timing. Pulsing it on an active bomb will hint at its function and add a little time (+5).
All syndicate bomb primings are logged.
Its crystal cost has tentatively been set at 5.
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Misc
The “screwed” traitor uplink kit has had its tank transfer bombs replaced with one of each of these two bombs.
Emagging the comms console gives you full functionality

*Does not bypass the Bridge access requirement to use the console. It only upgrades authentication level from 1 to 2.

This is done so that traitors won't need Captain access if they want to contact The Syndicate.
Renamed some access labels to help make the ID Computer window smaller.
 New emag icon by Fireshade. It just adds the same shading as the other cards, to add consistency.