Re:Hoverpod support and exo-suit toys

I managed to legit break my repo somehow last time, so once again!


Adds the passenger compartment, jury-rigged laser and full hoverpod support. Passenger compartment is more or less the sleeper without the medical do-dads, which can be placed on all suits. The jury-rigged laser is the normal laser with a nearly triple cooldown and power use that can fit on working-class exosuits.

Also adds the ion "cannon" to the RnD research list. It's just the ion rifle for mechs, not exactly admin-spawn only. Does some other minor stuff with exo-suits, too.

While it compiles nicely and works and all, there are three minor problems;

Hover pods don't have lights. You can turn them on, they don't do anything. The original pods were the same. I have no idea why, because it should behave perfectly fine like every other exo-suit. The hoverpod doesn't general a ion exhaust like jetpacks do - novelty only. There is no support for the occupant in a passenger compartment - or sleeper, for that matter - to let themselves out, as I still was not able to figure out how to give a mob marked as occupant a verb to eject, which would then run go_out.


For Zuhayr's comment's on the last request; can_attach sadly cannot be condensed. It was condensed before, at the cost of requiring anything added to that list to be a combat mech - and a lot of set up is required for the weapons to work. Now the weapons page works similiarly to the rest of the equipment, being on a case-by-case basis with only one outlier.
Which is why the parent proc was commented out and instead added to each weapon individually, similar to other mecha-equipment. Not sure why you quoted the original, there!

The previous interation, as well as changes to the parent proc, didn't allow for it to be overwritten for whatever reason. Either the call was completely ignored, unlikely, or it was added onto the requirements - adding a call for etc/working would mean the target would have to be both /combat and /working, which is impossible. The Honker gear works because it is still a /combat. Why does it do this? I don't know! It doesn't make sense. I tried a few alternatives, though they still didn't work. Doing it individually doesn't change really change anything, however.