Changes security clothing, armor, and syndicate rigs

- Reverted the security officer jumpsuit to the pre-ausops jumpsuit, made some touchups to it. This is because Ausops/steelpoint sec officer jumpsuit's red color was really muted and looked like shit in my objective opinion.

![ss 2014-12-11 at 02 43 45](https://cloud.githubusercontent.com/assets/7247232/5392825/86691578-80df-11e4-8605-79d04a572e1d.png)
- Tweaked the HoS jumpsuit a bit, it's now got less XBOX HUGE shoulder pads that go through his trench coat.

![ss 2014-12-11 at 02 44 32](https://cloud.githubusercontent.com/assets/7247232/5392829/9fcd4a70-80df-11e4-8f04-ae0a91f13608.png)
- Security officers, the warden, and the HoS will now roll up their sleeves when they adjust their jumpsuit instead of rolling it down, primarily because it looks a lot cooler to have short sleeved security officers. Just trust me on this one.
- Completely gutted jumpsuit armor from the game. Because it's shit. I added some extra radiation shielding to the engineering hardsuits to make up for their lack of jumpsuit rad protection though.
- Fixed the berets to not look like absolute shit, by adding a single pixel to some dirs.
- Removed hailer function from the sec gas mask. The HoS still has a 'SWAT MASK' like the death squads get, the old fashioned 'full mask' that cannot be adjusted but has the hailer. Sec borgs still have a hailer as well.
- Renamed cap and HoS formals to 'parade' uniforms to match the captain's parade tunic and cap.
- Added some new formal suits for the HoS and warden, that spawn in the back of their lockers. Hopefully these stylish business dress shirts will go better with the trench coat than the previous red jumpsuit did. Rip in peace jensen jumpsuit.

![ss 2014-12-10 at 10 15 00](https://cloud.githubusercontent.com/assets/7247232/5390055/0983f6a6-80ba-11e4-876e-b929ed5afd7d.png)
![ss 2014-12-10 at 10 15 11](https://cloud.githubusercontent.com/assets/7247232/5390056/0acdebca-80ba-11e4-9241-03f60442b94a.png)
- Tweaked the helmets to look more like pre-tacticool helmets. More grey, and more like beepsky in other words. Also reverted the armor to look like older grey armor as well.

Overhauled how nuke ops work. I completely removed the syndicate SWAT helmet. I removed the armor from their lockers. "Holy fuck Paprika nerfing nuke ops!!!!" I hear the tormented screams already. But don't worry,

![a](https://cloud.githubusercontent.com/assets/7247232/5390170/8541af08-80bb-11e4-8fe6-0e8eb26f673e.gif)
![b](https://cloud.githubusercontent.com/assets/7247232/5390173/8da2be30-80bb-11e4-8b30-98ee09a0ef32.gif)

![b1](https://cloud.githubusercontent.com/assets/7247232/5390207/fc3190ba-80bb-11e4-982a-bb93f47f9cb6.gif) ![a1](https://cloud.githubusercontent.com/assets/7247232/5390206/fb6534fc-80bb-11e4-9514-7b90d7fb9b53.gif)

Nuke op hardsuits now have two modes, combat and travel.

**Hardsuit:**

Travel - Protected from space. Protected from syringes. Slowed somewhat.
Combat - Not protected from space or syringes. No slowdown.

**Helmet:**

Travel - Protected from space. Protected from syringes. Bright helmet 'eye' lights that can blow your cover in maint.
Combat - Not protected from space or syringes. No lights, stealth mode for NVG usage in the dark.

Switching modes makes a distinct noise to people close by, as well as changes your mob sprite. This is to stop the irritating bullshit of changing your clothes.