Heads may use ID Modification Consoles to manage their department

-Heads may modify ID access for their department using ID computers
-Heads may only modify access that they get by default
-Heads may demote IDs if they are able to stip away all access from their card
-Heads may not modify a card's name or title, except when Demoting an ID
Fixed compile error
what the fuck is wrong with your proc declarations
Merge branch 'deptmanagement' of https://github.com/Ikarrus/NTstation13 into deptmanagement
Revised Department Management Functions

-Heads may only edit access to their own departments
-Demotion button will check if the job is a subordinate of the head instead of checking if the person has any access left
Added a use delay to medical items

Bruise packs and ointments will now have a delay when using it. Applying medical items on yourself will take considerably longer than having someone else apply it on you.
-Augs, cyborgs, and mechas now have use delays on repairs
-Added a check to do_mob() so you can't 360noscope heal all of your parts at once by quickly switching between zones
-Added a new span class "Success" which is in a pleasing green color.
After 3 god damn years the Clown Planet returns. Nerfs the fuck out of the HONKBlaster since you'll be able to build multiple.
Mineral Storage Access

Mineral Storage gives you access to the ore redemption machine, instead of keeping a list of req_one_access for various jobs. The intention is to make it easier to manage accesses and make it more clear who could use the machine.

Miners and their superiors now have access to the machine. If this becomes an issue I can adjust it.

Relabeled Mineral Storeroom access to Mineral Storage since the storeroom doesn't exist any more.
Added Mineral Storage access to CMO.
Reverted Bartender Changes
Adds more shit to the map.
updates the honk
Moved mineral storage to delivery office
Reduced use delay for augs from 8 seconds to 6
Prevent generating culture bottles with no cooldown
Resolved Conflicts:
	code/game/jobs/job/captain.dm
	code/game/jobs/job/civilian.dm
Fixes Inverted Hair Shading

When they were first converted to a white base they simply inverted it, making everything backwards

I did not fiddle with the contrast this time and kept it strictly to fixing the inverted highlights, so there shouldn't be any severe lines as it may look on TG code.
Merge pull request #433 from Ikarrus/mineralstorage

[Port] Mineral Storage Access
Merge pull request #442 from Ikarrus/hairshade

Fixes Inverted Hair Shading