Power suits

Power suits code (based on power suits from /unused/), with interface, some weapons and submodules included. Some sprites are missing, feel free to contribute. No way to get this ingame yet, badminspawn only.

This was coded by russian coders, so grammar in texts is shitty. It needs some descs too. Again, feel free to contribute.

These types are ready to use ingame:
/obj/item/clothing/suit/powered/syndie - has reactive armor plating, servos, pneumatic amplifier for meele, L6 SAW mounted on right hand and Bulldog mounted on left hand for ranged combat. Requires powered boots. Has no atmospheric seals, so it is not vacuum-proof.

/obj/item/clothing/suit/powered/syndie/supercell - like above, but with a bigger cell.

/obj/item/clothing/head/powered/mining - has basic armor plating (can be removed and upgraded, see code), servos and atmospheric seals. Requires boots and helmet. Just like a mining hardsuit, but supports powersuit eqiupment.

HOW TO USE:
1. Spawn armor and gloves. Spawn boots and helmet if they are required by armor type.
2. Equip it all.
3. Press "Toggle armor" on "Power armor" tab.
4. Wait.
5. Use meele and ranged weapons by clicking on "harm" intent with empty hands. Use equipment from "Power armor" tab.

To replace a power cell, use a screwdriver on powersuit to remove old cell and then use new cell on powersuit. You can replace powersuit's cell even without shutting it down, if you have no equipment using power (servos included, so stand still).

To remove equipment, crowbar a powersuit with no cell. To install equipment, use it on powersuit with no cell.

P.S.: I hope shaft miner's powersuit will be added ingame.
I'm not sure how much people apreciate a grumpy old /tg/ maintainer complaining on nt, but this could probably be done by overriding the drop() proc instead of a series of checks.