BONES

I finally started to work on this.

All bones are now a collection of variables and flags inside the limb object. Bone breaking is a seperate flag from organic/cybernetic ones to avoid rewriting various checks, especially if dismemberment gets added.
Fixed a bug where the slowdown from bones was calculated twice.
Tweaked the bomb explosion chances a bit, mostly because all the other lower explosions had a bigger break chance then the one that could actually gib you, and most limbs have a *1.5 breakchance.
Made bone agony a bit fairer: instead of all your bones hurting you while moving, it picks from one currently broken bone. Still dangerous. Chest will do oxygen damage and head will do brain damage on top of fatigue.

Bone mending surgery:
Scalpel -> Hemostat -> Retractor -> Hand -> Cautery

Optional goals:
 cryo's Nano template to show broken bones.