small things this update

I don't have any big plans.

Currently: Berets, universal recorder, camera, clipboard added to custom gear prefs. //new: flasks, pens, zippo.  up for discussion: alien suit modkits.  not added yet.  

(Shitty) Tcomms runtime fix.  Rest of Tcomms does not actually work.

Protopistol nerf: Protopistols are stronger than they're meant to be at the moment because we don't have a rifle variant.  That means they have to be a bit bigger.  w_class 3.  They can be w_class 2 when we get w_class 4 rifles and they get pointnerfed hard.

Vamps: Hypnotize now a free power, cooldown increased.  Space bats
nerfed, but ability now summons two as before since they don't kill each
other anymore.  Vampjaunt brought back down to thirty.  Holy water
ignites and burns vamps.

Laserpointer permablinding severely nerfed.  Bad idea in retrospect.

Added things to custom gear prefs.

All energy weapons made more accurate, to compare with bulletweapons
being generally way more deadly.  Snipers/modulasers accuracy buffed, to
account for aiming at a distance being broken.

Isocubes.  They're done but need a sprite.  Pocket dimension that you
suck highly dangerous criminals into.  Spell edits were mostly to
contain wizards and vamps from poofing out, which would cause them to be
permastunned since only getting ejected removes the permastun.

Built turrets start unlocked.  Table cover against people with guns buffed significantly-- they are sturdier now, and have a higher block rate.  Because cover should be worth something.  Removes hulk allcapsing.  Fixes wizard laser eyes.  Fixes pulse rifle firedelay (Its firedelay used to be 24, so its unwielded firedelay was like a million.  That's silly.)  Turrets now fire electrode/high like all other tasing implements.  

Adds wheelchairs.  Note for sounds to pass to skull: Please insert wheelchairs into map.  thanks.  

Shotgun shell crate changed-- doubled cost.  Contains several shellboxes: slugs, incendiaries, blanks.