The nuclear bomb explosion cinematic now plays to all clients instead of only living ones.
The nuclear bomb sound now plays to all players instead of only mobs extremely close to the bomb.
Portable turrets will now use the same projectile than the gun wich they were builded with.
All the portable turrets will use the same amount of power now.
Added a check to make sure that borgs don't use their tasers/lasers on the process of making a portable turret.
Made the switch check on the New() proc of portable turrets less awful.
Portable turrets that use lasers will have the orange sprite (retro-lasers, practice, captain's gun, lasercannon), everything else, the blue turret sprite.
 * Fixes the solar control computer so it's overlay works in auto mode.
Portable Turrets:
-Changed the power from portable turrets from 200 to 500

Nuclear bomb cinematic:
-Removed a comment as per carn request.
-Changed a bit the killing loop.
Fixes items calling their afterattack() proc when they are used on surgeries, for example, inserting a syringe inside of a person and then starting to inject the contents of the syringe on said person.

afak, surgeries can't be handled on the afterattack() of the different surgery tools because of cavity implants, so this is a semi-decent fix that can be used for future features too. But I do not like touching this code. I appreciate any feedback about this.
Merge branch 'master' of git://github.com/aranclanos/-tg-station into nuketurretsfixes
Standardised portable_turret.dm. It was horrible. (It's still horrible, but it's not quite so bad now.)
Merge pull request #87 from Giacomand/Solar_Branch

Fixes the solar control computer so it's overlay works in auto mode.
Merge pull request #154 from aranclanos/Second

Surgery bugfix without other commits.
Merge branch 'master' of https://github.com/tgstation/-tg-station