Merge pull request #5 from Aurorastation/master

Update
Lighting nerds on fire part one

FIRE.
Bumps SMG bullets to something not stupid.

18 per gun.  36 per box.  Not 30.  Die.
Burstfire part one.

I won't be here today and this is for Sue to mess with okay.  There's
still some work to be done.
Burstfire part two

Burst toggles added.  Added a burstfire x-ray laser that's only
marginally deadlier than the normal laser.  But.  It is cool.
Global moveable variable for Machinery

Add a variable "moveable," should control whether or not you can unwrench a specific machine and move it about later.
Merge pull request #1 from Aurorastation/development

Development
Chemistry Things Moveable

Makes the chem dispensers (and assorted children), chemmaster and grinder moveable.
Vending machines moveable

Should make all vending machines moveable, those that make sense and shouldn't be bolted down heavier than a nun's uniform, anyways.
Operating Table moveable

Makes the operating table moveable.
Vamp nerfs and other things.

Diseased touch costs 200 blood now. unlocks at 200.
Many vamp abilities increased in cooldown.
Screech shatters windows in a wider range.  Cost bumped to 90.  Cooldown
doubled.
Vampjaunt cost bumped slightly.
Hypnotize cooldown cut in half.
With the addition of firecode, vamp shadowstep and jaunt now extinguish
your being on fire.  More things that light vamps on fire will be added
soon.  Expecting nerfs from now on to be vamp counters instead of
ability nerfs.

Tweaks burstfire.  Rapid three-shots, and then delay as opposed to rapid
three-fire shots and then more rapid three fire shots.
Added rapidlaser, added to R&D.  Barely higher damage output/time than
normal laser.  I timed it.
Added Lawgiver, added to R&D.  Heavy research reqs.  Must decon a
decloner orplasmapistol to unlock it, so idiots won't be discovering it
as easily as you think.  Lawgiver hi-ex does average 30 damage on
explosion with low chance to KO.  Shot myself and mobs a ton of times.
Unconsciousness is very rare.  Pretty weak but very cool.  Might
actually buff it, undecided.
Adds incendiary rounds.
Nerfs mental focus.  It blasted you by 10-- that's enough to send you
literally offscreen.  Downed to 5.
Nerfed chemsprayer more.  It's now a huge item, w_class 5.  Cannot be
backpacked.  Cannot be bluespace backpacked.  Totally forgot about
defibs.  Will mess with later probably.
Orderable Atmospherics Equipment

Part one,

Adds the supply_packs to the orderable items list. They will arrive empty, but will otherwise work as of initial coding.
Actually fixes burst delay.

Burst delays last between 5 and 8 worldtimes, depending on just how
automatic your automatic is.  Shut up.  Actually coded this myself!
Kind of happy with it.
Defib, vox fix, burst/lawgiver bugfixes

Vox no longer die to death as soon as they inhale any O2.  It's still
painful, but not as painful.
Defib added.  After someone dies of suffocation, you have five minutes
to give them the zap.  Works better on nakeds.  Works poorly on clothed
and armoreds.
Detective revolver nerf.  Because die.
Removes leap.  Triples pressure damage from space.

Space is supposed to kill you really fast, but because ZAS is
consistently broken, no one ever takes the compound burn damage with the
brute.  So, to compensate, because I hate fun, space is going to become
deadlier.  Until ZAS fixes, I suppose.
Added custom gear requests.

Hats, shoes, scrubs.  Requested from
http://auroraserver.freeforums.net/thread/1707/custom-loadout-suggestions?page=1&scrollTo=18088
up to my post.
Change log

If I missed something out it's because I missed it or thought they
should have to hunt for it.
Fried food Nerf

nutriment 30 - Nope now 10.
Fixes.

Buildable crossbows did not have sprites.  They do now.  It's hacky and
imperfect but works.  Can now store drawn-back crossbows because die.

Forgot some = signs in the preferences_gear that was causing compiler
errors.  Fix'd.
Vote counter fix

- It didn't actually take away the last_vote_time from the worldtime