Blood-red hardsuit usability feature and syndicate loadout adjustments

- Removed syndicate 'blood red' SWAT helmet.
- Removed the armor from the syndicate personal lockers.
- Added a pair of normal black sneakers to the syndicate personal locker should they want to be stealth ops and disguise as crew without noslips. (they spawn with combat boots currently)
- Syndicate hardsuits now have two modes, Combat and Travel on both the helmet and the hardsuit itself.

![helmet](https://cloud.githubusercontent.com/assets/7247232/5426657/8007854e-8318-11e4-8831-cba991f71b5f.gif)
![suit](https://cloud.githubusercontent.com/assets/7247232/5426673/351ba780-8319-11e4-839f-31ad0b36a9f7.gif)

**Helmet Travel Mode:**
Illuminated eye lights for easier visibility in dark space (and also for balancing.)
Pressure-sealed.
Immune to syringes.
Hides the identity of the user.

**Helmet Combat Mode:**
Eye lights turn off, allowing for stealthy NVG usage.
No longer pressure sealed.
Vulnerable to syringes.
Does not hide the identity of the user (however, wearing a syndicate gas mask will anyway.)

**Hardsuit Travel mode:**
Pressure-sealed.
Immune to syringes.
Bulky and suffers from slowdown.

**Hardsuit Combat mode:**
Not pressure sealed.
Vulnerable to syringes
No slowdown.

I considered adding different armor values to this, but I figured combat/travel mode having different armor values would be weird. I think the changes between the modes address most of the issues with syndicate inventory right now. I kept the ability to store the hardsuit and helmet in your backpack because syndicates might need to stash it in their satchel for stealth opping and I don't really want to nerf that.
It really doesn't matter these are both toggles and it works better to have them in the attack_self rather than overriding update_icon