New chems and chem changes:

*Iwazarudol: A poison that temporarily mutes the victim after around 20 seconds. The victim will gasp when they lose their voice.
Recipe: Plasma (1) + Sleep Toxin (1) + Silicon (1) = Iwazarudol (3)

*Blaze oil: Sets you on fire randomly.
Recipe: None! High potency ghost chillies only.

*Fangshenine: Irridiates the victim. Like old mutagen, but without the mutation...though they will likely still mutate from the radiation later on.
Recipe: Phosporous (1) + Radium (1) + Alluminium (1) = Fangshenine (3)

*Hunzine: Causes brain damage, confusion and a decent amount of toxin damage at the same time.
Recipe: Impedrezene (1) + Cryptobiolin (1) + Toxin (1) =  Hunzine (3)

*Unstable mutagen: This has been changed. It will no longer irridiate the victim. Instead, it will keep mutating them. It will also deal a bit of poison damage. 15u will on average cause 4 mutations in the victim and 30 toxin damage. You can use Fangshenine as a replacement if you wish to irridiate someone instead.

*Napalm: Behaviour has been changed. It will now create a firey explosion similar to an exploding welding tank. Using atleast 20u of each reagent will create a slightly denser fireball. Range of the flames depends on the amount of reagents used. Flame range is limited to the maxcap.

*Synaptidol: Ghetto chemical. Takes a while to start working. Reduces stuntimes, will get stronger if it remains a while in the body. If it remains too long in the body, it will cause eye, brain and brute damage and make you vomit uncontrollably. The reagent consumption rate is randomized, meaning that the same amount can last longer or shorter each time. This is to prevent players from creating a perfect mix that avoids the negative effects. If you consumed a hopelessly high amount that would be lethal, you can force it out by drinking pure welding fuel...
Recipe: Welding Fuel (2) + Robust Harvest (1) = Synaptidol (3)

*Beepsky Smash + Neurotoxin: They no longer make you drunk. Everything else remains unchanged.

*Cyanide: You can create this now! It has an extremely difficult recipe however...
Recipe: Zombiepowder (1) + Ehuadol (1) = Cyanide (2)

*Amatoxin: Buffed. Now causes 1.5 damage instead of just 1 per cycle.

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New traitor item: The poison kit.

Costs 3 TC.

The poison kit includes 3 random poisons. One utility poison, one damaging poison and one strong poison.

damaging poisons:
chiyanine, maizine, fangshenine, amatoxin, frostoil, hunzine

utility poisons:
iwazarudol, mizarudol, impedrezene, beepsky smash, chloral hydrate, neurotoxin, unstable mutagen

strong poisons:
plasma, slime jelly, ehuadol, lexorin, blaze oil
*Napalm now has fire explosions AND spawns burning plasma gas.
*The ventclog event now has different chemicals. More dirt, more lube and more annoying chems. There's even zombiepowder clouds! PAcid removed because it broke so much equipment.
*Operative chemsprayer now has a much scarier chemical mix in it.
*Adds blazeoil to 80+ potency ghost chillies.
*Goey stuff is now easier spread with smoke.
*Changes some reagent colors to be more unique.
*Synaptidol metabolization rate calculation improvements.
*Adds a new sprite for incendiary grenade boxes.
*Adds a new incendiary grenade box.
*Adds one incendiary grenade box to the syndicate locker.
*Synaptidol rebalanced again.

*New metabolization rate calculation for synaptidol.

*Mutagen replaced with radium in that backpressure event and some other smaller chem switches.

*Chems in the operative bioterror chemsprayer changed. It's a pretty decent weapon now.

*A few smaller bugfixes.
Merge pull request #904 from Tokiko1/poison2

Poison expansion part 2
Adds 20 Posters
Merge pull request #912 from JStheguy/posters

Adds 20 Posters
SQL injection fix, Credit to MrStonedOne
Changelog.
Merge pull request #913 from Tokiko1/poison2changelog

Poison expansion 2 changelog
Merge remote-tracking branch 'upstream/master'