Supermatter shards now don't announce anything
Fixed compile error because I don't know how istype() works
Fixes the 'drone' sprite for borgs.  The eyes are now actual eye sprites instead of attached to the base sprite.  No more pumping 40 shots into a secborg and wondering why it won't die.
Adds option for medical module to use the medical drone sprite.
Adds sprite for surgery and mining.  Mining will no longer use a medical sprite (why???)
Supermatter code formatting
Moved shard to the bottom of the file, tweaked its values.
Also added the time between delamination and actual explosion (pull time) as a separate val and lowered it for the shard.
Supermatter warning now has its own proc. Fixed some SM bugs.
Added logging for when SM explodes. The delay of regular warning was made *higher* (from 15 to 20 seconds) because of a bug; Delay of the emergency warning was lowered (from 30 to approx. 12 seconds). The announcement of 'returning to safe levels' now happens only once. The  spawn .. explosion and irradiation and hallucinations are now also applied only once (which means they may need some tweaking, but I have no idea if they stacked anyway; mainly the code should now be much more efficient).
Merge pull request #7176 from Amunak/super-patch

Supermatter fixes, code cleanup and refactoring. Shards don't announce anything.
Merge pull request #7172 from Neerti/11_29_14_minor_borg_drone_changes

Minor changes to drone borg sprite.