Doubled the shot capacity of the taser
AI can now anchor/unanchor itself.

Add a Toggle Anchor Bolt verb to the AI that allows it to toggle his
'anchored' var and be dragged around. You cannot use the bolt verb in a
locker,disposal, pipe , on a mule or as a card.

Tested Interactions between AI and items :
-While the AI can be dragged, it cannot be pushed. You can however,
while dragging it, move it around on tiles(by clicking on said tile),if
you get stuck.
-Cannot be grabbed or click dropped into the gibber.
-Cannot be grabbed or click dropped into Cryo.
-Cannot be put in the DNA scanner.
-Cannot be put in the morgue, or the incinerator.
-CAN be grabbed or click dropped into a disposals bin, and flushed.
-CAN be put inside a locker. Once there's a locker below and you can
close it, you can drag the AI around - event if it's normally anchored.
If you open the closet while the AI is anchored, the Ai will still be in
a anchored state. Note that it's possible to do this trick without
needing to drag the Ai over a locker, PRIOR to this commit.
-Can drift in space, and  can be mass-driver'd. Also Anchors don't work
in spess.Also Ai goes blind in spess. Honk.
-Can be pulled around on edges in space as normal, slip interaction
works normally.
-Can be telescience'd if unanchored.
-You can get on a mulebot!

Notable problem :
-Ai can be buckled/unbuckled to a chair, and when unbuckled it reverts
to an anchored state.Can be solved by using the verb again. Not a real
issue, but notable.
-Dragging an AI in open space can be a bit of a problem. If you take
sharp turns while jetpacking, the Ai will still drift in the previous
direction. You can stop the AI course by jumping by getting in front of
it. Dead AIs were however able to go through you, but Gia found a fix.

"Doesn't that defeat the purpose of the intellicard?"
No, because you only use the card for 3 cases :

1. In case of Rogue AIs, and it is unlikely it will let you drag it
around.
2. In case od dead AIs, in which case it will still need to be carded in
order to be resurected.
3. In order to steal the AI, and generally they don't like that as well.

So the intellicard will still show uses if this commit gets pulled.

Many thanks to Giacommand for babysitting me and helping me through the
coding and testing stages of this commit. Also, first baby commit, ho!
I've thought of this when Gia decided to change Telescience to not drag
anchored mobs, and realised that this create a lot of fun options for
the AI (rogue or not). Most of the interactions seems to be clear of
bugs, and I didn't get any runtimes when testing (except something about
NanoUI, but Gia and me assumed it was unrelated.)
Unanchored AIs can now be pushed and can bump.
Moved up Bump() in silicon.dm, and tested it.

According to my tests, unachored AI and Borgs behave as normal when
bumped by a mob.

A human can swap places with a borg if both have help intent on when
moving...
But a borg can't swap places with a human if both have help intent on,
if it's the borg that's moving. Apparently it's a normal behavior,
tested it on Sibyl.

AI don't have intents so they just get pushed.

pAIs aren't affected by bump, as they seem to act like as objects when
walked over or thrown.
Decoys seems to be some old MALF module that isn't in use anymore, so I
didn't touch it.

Conflicts:
	code/modules/mob/living/silicon/ai/ai.dm
	code/modules/mob/living/silicon/robot/robot.dm
	code/modules/mob/living/silicon/silicon.dm
Adds new nuke toy, plays nuke sound when attack_self'd

Cooldown of 5 minutes

Conflicts:
	code/game/machinery/computer/arcade.dm
	code/game/objects/items/toys.dm
	icons/obj/toy.dmi
Adds a visible_message to the nuke toy when it is used
Adds "surround" arg to playsound, which enables 3D sound

Defaulted to on
Also changes the toy nuke to use it

Conflicts:
	code/game/sound.dm
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()
Patches some logic holes in ZAS, specifically rebuilding and deletion. Fixes #4273
Fix multiple bugs with catwalks.
* Fixes catwalks not having space underneath them
* Fixes not being able to build catwalks
* Catwalks destructible with screwdriver
* Catwalks autoupdate icons with neighbors

Conflicts:
	code/game/turfs/simulated/floor.dm
	code/game/turfs/simulated/floor_types.dm
	html/changelog.html
Fix atmos control computer.
Fixed #395: Cut down posters can't be replaced.

Conflicts:
	code/game/objects/effects/decals/contraband.dm
Compile fix
NanoUI PDA optimizations no more sortAtom every tick on every PDA.

Should be noticably better on large population servers.

Conflicts:
	code/game/objects/items/devices/PDA/PDA.dm
Merge pull request #21 from ZomgPonies/master

11/01/14