C4 now explodes on detonation, Stechtkin pistol fix

The Stechtkin pistol now works properly, C4 will now create a small
(Welder tank) sized explosion upon being detonated.
Misc. changes
Nukeops Weapons Rework

Nukeops now start with a Stechtkin Pistol instead of the C-20r.
In addition, they now have more items available to purchase in their
uplink (Exclusive to Nukeops). They are as follows:
C-20r - 6TC
L6SAW - 10TC
C-20r Mag - 1TC
L6SAW Mag - 3TC
Stechtkin Silencer - 1TC
Advanced Medkit - 3TC

The prices are, of course, subject to change as we observe further
Nukeops rounds.
Bullet damage tweaks

Upped the L6's bullet damage due to how high the cost of it is. Subject
to change, as always.
Merge pull request #194 from SamCroswell/master

Nukeops Weapons Rework
Cyborg hud modules now have proper icons

Before: http://puu.sh/8yK5W.png
After: http://puu.sh/8yKYc.png

Conflicts:
	code/game/objects/items/robot/robot_items.dm
Merge branch 'master' of https://github.com/ZomgPonies/Paradise
Little changes to object pool system.
Remove debug.
Make sure clones don't already have a body
CASE: Guy gets backed up at genetics. Guy gets facehugged. Guy pops as a xeno. Guy gets cloned. Alium is left clientless.

Conflicts:
	code/game/machinery/cloning.dm
Fixed a savefile bug with saving skin colors for taj etc
Adds Mentors.

Adds a config option MENTORS which sets the variable config.mods_are_mentors
Adds a rights level of R_MENTOR which gets msay, private message, aghost, notes, and a new proc for checking for new players (requires database support).

If the confic option for mentors is set then

	the ckeys listed in moderators.txt file will instead be set as mentors, you can still make moderators by adding them in admins.txt

	staffwho will show Mentors instead of Moderators as the heading above the listing of non-admins.

Also:  Players now get a message gently reminding them to click the name of the staff member to reply instead of ahelping over and over.

Conflicts:
	code/controllers/configuration.dm
	code/game/verbs/who.dm
	code/modules/admin/admin_ranks.dm
	config-example/config.txt
Thermite Effectiveness Scaling with Volume

-The more thermite is applied to a wall, the faster it will burn
-Scales between approx 10-25 seconds
-Rwalls have a higher minimum threshold and burn time
-Applying thermite to a wall now leaves a visible stain on the wall

Conflicts:
	code/game/turfs/simulated/walls.dm
	icons/effects/effects.dmi
Added a sound effect to igniting thermite so it's not a silent stealthy move.
Thermiting walls leave admin prints
Made crafting entirely datum

Now it can be useful
Maybe
Probably
I hope

Conflicts:
	code/_globalvars/lists/objects.dm
	code/game/atoms.dm
	code/game/objects/structures/tables_racks.dm
Readding the old recipes, as examples

Not sure if it will help, but hope so
Readded the crafting to tables

Well at least now i can brag about how you can do this with just few
lines

Conflicts:
	code/game/objects/structures/tables_racks.dm
Makes this shit actually work

Yeah, also added crafting controller to debug controllers(who will need
to debug crafting, but whatever)

Conflicts:
	code/controllers/verbs.dm
Removing debug shite