Gives Malf AI the lockdown ability!
Removed unneeded checks and commented code.
Lowers CPU cost of Hostile Lockdown to 20!

It might not have been as powerful as I thought it was, so halved the cost of it!
Fixes a minor mistake.
Changes instances of "usr" to "src"

Just doing a minor cleanup.
Mobs will now slowly bop up and down while in zero gravity.
Adds a check to ensure the airlock is powered.
Removed a pointless check.
sliceable snacks no longer infinitely stack
You can now set internals on someone else's belt and suit storage
fixes #3746 fixes #3706
missing "
Improved bomb logging

-Logging added for activating timers attached to transfer valves
-A quick link to the Signallers list has been added to bomb logs involving signallers
colons removed, thanks RR
Adds a cool-down for Hostile Lockdown.
Optimization changes

Adds all doors to the "portals" list.
Optimizes the lockdown loops.

Since all doors are now in the portals list, it can now efficiently be searched by the for loop, and subjected to only one istype() check.
Furthermore, since all doors have an open and close proc, there is no need to separate firelocks and blast doors.

This has the added bonus of making the lockdown somewhat harder to notice.
sliceable items that can store things moved into new type
Adds missing stat (power) check.

This is to make sure that firelocks and blast doors are not triggered if they lack a power source.
you can no longer store infinite items in sliceable food