Update laser.dm

Changes laser cannon fire delay to be 8 instead of 20.  Doubling cannon damage.  This makes it 2/3s more effective than the laser, instead of the laser being >2/3s more effective than the laser cannon.  Prior to bay gun changes it was a full 2x as effective.  I think this is a pretty good range?  -Duck
Update beams.dm

Bumps laser cannon damage back up to double a laser.  Anything between 51-99 basically has the same function anyway, and bigger numbers are just nicer.  Pulse still crits in two and can tear through walls, so I don't think it's a problem.  And both are outdone by the sniper rifle, because stuns, crits in two, effortlessly orderable from cargo at round-start.  I like to think cannons are meant for use against xenos, rogue mechs, wizards, etc and not usually normal humans.  -Duck
Update special.dm

Cuts plasma pistol total shots in half (Down to 5) in exchange for letting it shoot as fast as a submachine gun(Firedelay 0).  Lowers weight-class so the pistol (it is a pistol.) is actually small and not the same size as a full laser.  The aim is for a small, very deadly gun that only has enough charge to crit one person -if- you land every shot.  Compare with the standard laser gun, which has enough to crit 3 people and gives you a lot more leeway to miss.  Hoping for an effective, easy-to-use self-defense and/or concealed assassination-y type weapon.  It feels silly when you're arming the crew against the wizard and can only give them fully automatic bulletguns or giant laser cannons.  -Duck.
Update energy.dm

Bumps radiation up to 40.  Once rads go >100, it stuns them.  Soo.  Land three to stun, land 5 to kill.  Laser is land three to kill.  This shoots fast, but its range ensures that it'll be risky / near worthless at range against an armed opponent.  It's really only good against someone you can get the drop on.  Which I like.  Maybe it should be land 4 to stun, land 5 to kill, though.  For that, dial irradiate down to 30.  Thoughts please.
Update force.dm

Wizard staff is currently a 20-damage laser that can do shrapnels and embeds and does a little knockback.  This bumps it up to be on-par with a laser, plus the shrapnel and knockback.  It is, of course, and always will be one of the weakest choices a wizard can make.  Because you could just teleport into the armoury and steal their laser, or steal the captain's laser instead of wasting a precious spell-slot.  But at least it's not a joke now.
Adds Chef's Special poison stolen from /vg/station

You eat like five units and the poison is invisible.  150-180 ticks later, you drop dead instantly.  You'll probably want to rename it / change the messages and maybe bump up the time it takes for someone to drop dead a bit, since if this gets added as a traitor item, I'm assuming more people than the chef will get it.  It'd be great for the bartender, chef, botanist.  Doctors.  We can dump it in here without commenting it out because there's no way to get it right now.
Should make damp rag smothering work.

It was TOUCH, and the only chems that really do anything on TOUCH are acids.  This turns the rag into a 5u reuseable autoinjector, which isn't really a big deal because autoinjectors are everywhere.  This is just cooler and more flavorful.
Preliminary loyalty-implant deculting changes

Starts commented out so you can uncomment it after you turn it not-awful.  I don't have a lot of faith in my code.
Preliminary drug-induced deculting.  

Uncomment if it's not awful.  Notes from other admins that I think would be really cool?  If a more experienced coder could make it so that cultists are only deculted and uncultable while the drug is in their system, and after it wears off, they become cultists again, that would be amazing.  Thanks.  Code was stolen straight from holy water, so it should work with reagents, but.  There's an if already there and two things under a thing make me nervous.  -Duck.
Merge pull request #26 from Duck-/master

Guns, preliminary cult changes, damp rag