Nerfed EMP's against augmented limbs

Because there's not much benefit to only having a few limbs augmented,
and 120/60 damage just silly.  For comparison, cyborgs take 20 damage
total from an EMP and 5-10 stun, and humans take 60 brute damage for
being just outside the gibbing range of a bomb.

This PR brings the average damage from a strong EMP to an aug down to
48, and from a weak EMP down to 30.  The stun against a full aug is
still very likely to be around 10 or 5, respectively.  This is on top of
having weapons drained, headsets disabled, etc.
Gives fuel tanks a fire_act()
Fixes an oversight in my slab code

Initial code now works as intended, did not realize the recursive mob
check was looking for clients, now it looks for any mobs.
TC use count appears on round end
Adds Icons and purchase list
CSS is hard
Mah Indents
Made Purchase Log Text rather than List
Moved images to top "survived" line
Removes minor copypasta, Removes redundant del()'s and src sanity checks.
New Recursive Check
Boxes show contents
Adds two sombreros to the code, one is vend-able at the autodrobe, and the other is admin-spawnable, since, like golem clothing, you're unable to take it off yourself.

Thanks to MattyQ for the sprites
Classic Sombrero update
DME fix

Whoops
Merge branch 'master' into idedplsnerf
Fixes Golems not being able to use internals with their own face.

What had happened was when ABSTRACT was introduced the golem face got its own flags, and lost the flags it usually gained from inheritance that it needed to be used as internals (MASKINTERNALS and MASKCOVERSMOUTH). It now has all the flags it used to have.

Also, for no reason, it was defined twice in the exact same manner in a row.
Nuke Ops Group Shaming
Asteroid/Mining tweaks:
Adding mining GPS so miners can find each other more easily on the asteroid
Ore Redemption machine usability improved, also now only processes 10 ore per tick due to possible issues with mass processing of ores
Labor mineral rates edited to fall in line with the rest of the minerals, Labor stacker points increased to compensate
Treasure rooms should now spawn properly and start unlit, treasure items tweaked
Cargo points per plasma sheet significantly increased due to increased rarity
PACMAN generator made significantly more efficient to compensate for increased rarity of plasma, amount of plasma in engineering reduced as a result
Slight tweaks here and there of mining mobs in general
Consistentification

Sticking with the high-end of damage, for lack of strong opinions.  Also
removed false claims of certain procs' being in human_defense.dm, and a
useless emp_act override in ion rifles. (All EMP's are 1 or 2 severity)