Burglar Alarm for Captain's Display Case

-Breaking the Captain's Display Case will now trigger an alarm, bolting all airlocks in the room as well as notifying the AI (after a 3 second delay)

Nowadays, I'm seeing far too many Captains breaking their display case with little repercussion. Keeping the gun in the case used to have value when the AI was able to watch over it (hear people breaking it), but since the AI was moved there's no value in keeping it in there besides to avoid being accused of powergaming.

This change is meant to add incentive for Captains to keep it in the case (Extra Security), humiliates them from taking it (bells and whistles will draw everyone's attention), and makes the steal objective a little more unique from the other ones.

Traitors would need to create their own escape route first, or be extremely predictable jump down the disposal outlet. An alternative to bolting the airlocks (should it be seen as being too extreme) would be to simply drop firedoors instead.
-Burglar alarm is now an area/proc
-Burglar alarm automatically clears after a minute
-Fixed runtime with cyborgs receiving burglar alarms
Changed the area check to check for areas that can never be powered (Space, asteroid) instead of just checking the name
empty weapon click
span fixes
buff to condensed capsaicin
volume edit
Fixed /proc/select_active_ai_with_fewest_borgs()
Fixes fix
Incendiary shotgun shells are now dragonbreath shells.
Adds meteorshot.
Welders won't weld if they're off. Welders won't finish welding if Toggle Open was used in the process.
Minor Announcements

Head of Staff announcements (ie the ones made via request consoles) are now "Minor Announcements". While head announcements are unchanged, other in-game notifications have been expanded to use their format, including when the Captain joins the game, and early shuttly launch notifications.

They're basically meant to be big and noticable, but not as annoying and spammy as Priority Announcements.

I wanted to include a sound for them, but I've been unable to find one I was satisfied with.
Added a sound.
Changed Captain's arrival announcement type to General
Advanced Shotshells

adds 3 new types of shotgun ammo. make them by crafting the special shell in RND, and then using table-crafting to make the unique ammo.dmi

meteorshot, made with compressed matter cartridges
pulse slugs, shotgun rounds with the properties of a laser weapon.
dragonsbreath rounds, area-of-effect flame weapons.
renames ammunition/bullets.dm to ammunition/ammo_casings.dm, which is more accurate

splits RND designs up into their own files
Minor Announcement format expanded to include Alert Level changes and Emergency Declarations
Brig cell timers notify SecHUDs when the timer has expired

Helps Wardens keep track of prisoners and hopefully reduces re-arrests of released prisoners

It's all in a new proc, broadcast_hud_message() which handles securitron arrest declarations as well.
Adds unique meat types for throwing mutant races in the gibber
They can still be used in any recipe human meat/meat will do for
Eating fly/slime meat isn't a good idea
Recipes for mutant meats could come later

File this under "stuff I wanted to do a year ago but couldn't because mutantraces were so trash but now its not so why the fuck not"
absolute paths for kitchen and bar stuff
absolute paths for the structure folder files

Conflicts:
	code/game/objects/structures/crates_lockers/closets/secure/cargo.dm
3 absolute pathing files