WIP on refactoring the context-based combat PR
Supermatter shards now don't announce anything
Fixed compile error because I don't know how istype() works
Fixes the 'drone' sprite for borgs.  The eyes are now actual eye sprites instead of attached to the base sprite.  No more pumping 40 shots into a secborg and wondering why it won't die.
Adds option for medical module to use the medical drone sprite.
Adds sprite for surgery and mining.  Mining will no longer use a medical sprite (why???)
Supermatter code formatting
Moved shard to the bottom of the file, tweaked its values.
Also added the time between delamination and actual explosion (pull time) as a separate val and lowered it for the shard.
Supermatter warning now has its own proc. Fixed some SM bugs.
Added logging for when SM explodes. The delay of regular warning was made *higher* (from 15 to 20 seconds) because of a bug; Delay of the emergency warning was lowered (from 30 to approx. 12 seconds). The announcement of 'returning to safe levels' now happens only once. The  spawn .. explosion and irradiation and hallucinations are now also applied only once (which means they may need some tweaking, but I have no idea if they stacked anyway; mainly the code should now be much more efficient).
Fixes #7128
Made suit boots children of magboots.
Several hardsuit fixes.
Fixes #7187
Fixes #7186
Fixes some colour macros, removes inactive jetpack icon for rigs.
Fixes #7179
Set the hazmat rig to use the medical rig icon for now. Woo placeholder sprites.
Refactored mag grippers a bit. Kinda hate myself for writing them the way I did, but hindsight etc
Working on some suit bugs, attempted to fix the welding overlay issue with no success.
Merge pull request #7183 from Zuhayr/dev

Hardsuit fixes.
Merge branch 'unarmed' of https://github.com/Zuhayr/Baystation12 into unarmed
Merge pull request #7176 from Amunak/super-patch

Supermatter fixes, code cleanup and refactoring. Shards don't announce anything.