Guns, preliminary cult changes, damp rag

Changes to laser cannon: 80 burns a shot and fires faster.  Scaled to be 2/3s better than lasers instead of the original 2x.  Even with the 80 damage, the cannon was 2/3s -worse- than lasers pre-change.  And that's with 80 damage.  They had 40.  Laser cannons were actually 1/6th as effective as lasers before these changes.  Greater details in comments on each file.

Change to plasma-pistol, making it a rapid-fire sidearm.  Fire delay 0, battery capacity reduced to 5 shots only.  It shoots fast, stuns after 3 hits, and (barely) crits if you can land all five.  I think it has a nice niche.  More details in the commits, as before.

Wizard force bolts bumped up to 40 because wasting a spell slot for a half-damage laser that knockbacks is kind of silly when you can rob the armoury.  It is now -slightly- better than a laser, and only slightly.  

Damp rag changed to INGEST, like syringes.  You should be able to chloroform people now, although chloroform doesn't work anymore since chloral just weakens you forever now.  So, um.  Right.  

Several cult deconversion methods added to the loyalty implant and antidepressants (since they behave kind of like antipsychotics and they're close enough, really.).  All these are commented out because I have pretty much less than no idea of what I'm doing and would really like it looked over by someone who does!  Thanks.