Adds New Bomb/Bomb Cores + A BIG bomb bugfix

Adds a training bomb that doesn't explode but rather lets you know it would have exploded. Upon detonation or defusal it will give you your current score and rescramble the wires for another go. It should probably be added to the map somewhere in a pull that follows this.

Adds a badmin bomb that lets you summon in a number of whatever you want with var editing, it defaults to a single cookie.

Adds a specially skinned badmin clown bomb that summons in a 100 clowns by default. It honks!

Fixes a HUGE bug where, thanks to machinery automatically adding themselves to processing, bombs were ticking down two seconds at a time. This does mean that all bombs are now "nerfed" to twice the time it took before. Whether this is a good thing or should result in the timer going "back" to 30 seconds to keep the timing consistant is an open quesion.
Partial commit for the cyborg UI upgrade, which gets rid of the pop-up window for module selection, instead displaying the available modules in storage-item like fashion.
- Clicking on an item in your modules list now instantly moves it, the delay between click and it moving to the active module slot, which is seen in the video, is no longer there.
Adds new nuke toy, plays nuke sound when attack_self'd

Cooldown of 5 minutes
Adds a visible_message to the nuke toy when it is used
Span classes
Merge pull request #1 from RobRichards1997/Span_classes_for_erro

Span classes
Adds "surround" arg to playsound, which enables 3D sound

Defaulted to on
Also changes the toy nuke to use it
Adds a badmin bomb that lets you var edit the explosion (for pure firebombs and stupid huge explosions [remember to toggle the bombcap first])

Changes how wire shuffling works to cut down on abandoned wires.

Removes a rogue processing_objects I missed before
Minor nuke toy edit

Moved the user.visible_message call out of spawn()
Removed the now obsolete sleep() call and put the delay in spawn()
Removes the deliverychute entirely from the machinery ticker and updates his flush() proc with his parent that I fixed long time ago. Because someone though that copypasting was the best idea to make new machines.
Anyways I'm not planning to keep touching this for a while, if you want to remove the copypasta, please, do it.
If there's a wall on top of the exit of a disposal pipe, the disposal pipe will now shoot the stuff to the wall anyways because being stuck in the holder inside of pipe sucks.
Merge pull request #2296 from Aranclanos/ProperDisposalFix

Disposal fixes
Merge pull request #2275 from JJRcop/nuke-toy

Adds new nuke toy
Merge pull request #2257 from errorage/2014_01_06_borg_module_ui_update

Cyborg module selection UI update
The wire dialog will now properly close.
Refactored some of the code into procs.
Small feature: bombs tick louder when they are 10 seconds or less left, nuclear bombs were given the same treatment but with 20 seconds.
Fixed a bug with the syndicate bomb wire datum not using the CanUse().
Merge branch 'master' of https://github.com/tgstation/-tg-station into pr/2251