Solution for Issue #35 and Issue #36

Map:
-Added spawn points for security paramedic and mining foreman
-Added additional RIG to mining EVA due to extra person in mining
-Changed access of main doors to sec office to 63 (sec doors) to allow
access of security paramedic. All doors leading to equipment etc. remain
1 (security)

Items:
-Added mining foreman's jumpsuit. Identical to mining jumpsuit, except
shirt is blue instead of purple
-Added security paramedic encryption key
-Added security paramedic headset

Security Paramedic (compared to security officer):
-Reduced access within security department to movement, without access
to equipment, to reflect intent of not being a security officer.
-Added access to medical
-Changed equipment to include labcoat, the alternate security outfit,
medical rather than security backpack etc, a medical PDA, and a first
aid kit. Removed handcuffs, flashes, et al.

Mining Foreman (compared to miner)
-unique jumpsuit, compared to ordinary miner
-message for miner on entry informs them that the foreman is their
superior

Character Setup:
-Adjusted maximum number of lines on Set Preferences to prevent third
column containing only atmos tech popping up
-Properly set up new jobs such that they appear with equipment on the
setup screen

Jobbans:
-Added mining foreman to cargo-wide jobban
-Added security paramedic to both medical and security jobban
Fix for Issue #38

-Corrected inventory paper
-Added missing wrench
Further fix for Issue #38

Apparently the list in the forum post was inaccurate. Updated the paper
once again to reflect the actual inventory.
Added a bunny sprite

Added a bunny and bunny_dead to icons\mob\animal.dmi at HappyKitten's
request.
Added supermatter console icon set

Added custom icons for the supermatter computer to the file at
icons\obj\computer.dmi which includes supermatter, supermatter_alert:0,
supermatter_alert:1, supermatter_alert:2 (which is animated blinking
red), supermatterb, and supermatter0.

I followed other computer console standards as far as I saw on the dmi
file.  Make an issue if the icons are missing something, thanks!
Add .db to gitignore

Added .db files to gitignore for Gerry.
Set species now adds new species language.

Resolves #1
This is a dirty fix but it will work. If an admin sets to the wrong
species first they will still have to remove the incorrect language.
This should be more properly addressed in the future.
Added Traffic Control Computer

Closes #43
Improved Supermatter Ejection Process

Anchored Supermatter
Mass Driver now un-anchors all objects on it.
Closes #12
Added Transfer Shuttle Command

All admins can now access "Call Transfer Shuttle" verb under Special
Verbs tab.
Closes #6
Fixed Engineering Maintenance Door Access Level

Closes #47
Fixed SSD snorers

You now must have a client to automatically snore.
Closes #45
Cloaked Mobs Don't Appear as HUD Icons Now

Big fix. Moved var/stealth to human.
Cloaking devices toggles var/stealth of the user.
Hud now checks for stealth var.
Moved Stealth Define

Moved the var/stealth define to living_defines.dm in the
mob/carbon/living class. This is to correct an issue that #s brought up
with more than just humans using cloaking devices.
Added No PDA poster

Added nopda to icons\obj\contraband.dmi file.  This is in response to
the new eRP rule, and will potentially go on walls in dorms and fire
closets.  Places people eRP.
Alt titles for assistants

Compiles. Not tested otherwise. Resolves issue #55.
Donor & Mod Power Restoration

Restored Powers to Mods and Donors
For an exact list see commit changes.
Closes #20
Resolved Area Conflict & Updated Armory Area

Resolved Conflict with EVA and Engineering EVA Storage Areas
Added Tank dispenser in Eng Storage & Set Eng EVA Storage to hold 0
plasma tanks
Add Armory area under ai_monitored for AI alert for the Armory.
Gave donors & Mods Asay
Don't let Mass Driver Break laws of physics!

Stop mass driver from unanchoring itself.