More suit fixes
Nuke ops fixes
I dont even know anymore
First commit for nations gamemode, setting up the framework I'll be using.
Second commit for nations, respawning is in, splitting in teams is in. Time to get to work on the actual capture mechanics.
3rd nations commit, moved nations to datums to make things easier down the line.
APC bugfix after someone messed with mah areas!

This was probably bound to happen either way the previous version was based upon a faulty understanding of how the areas worked this is much more robust and only messes with the master areas
and master areas needing power updates call power updates for the each of it's child areas.  Also added where messing with SMESes called for an update on all areas power consumption, probably
not required but doing so either way.

We also rebuild the active_areas list every 5 minutes, if you get a engineer that wants to build a new area off of the station with APC's set rebuild_all_areas in the master controller and it will
update instantly, otherwise wait 5 minutes.  The only downside to this 5 minutes is you might get free energy until that area becomes active.

Conflicts:
	code/controllers/master_controller.dm
	code/modules/power/apc.dm
4th Nations commit, Finished framework. Rest of gameplay code is within the flag object's attackby and dropped procs.
Nations commit 4.1 forgot maybe this I have no idea if I'll need it but probably.
More work on nations, got most of the flag procs ready. Really missing the vassalage system.
Beepsky will no longer attack monkeys while doing weapons authorization checks.

I'd say it's a holdover from monkey epidemic but the truth is this is cael code that is being changed, it's been that way for over a year and I still can't rap my head around why these lines were put in.
Adds languages to DNA2 cloning records
Uncomments application of languages to clone

Conflicts:
	code/game/machinery/cloning.dm
Fixes inhale_pp ratio

The amount of inhaled gas used shouldn't approach infinity as inhale_pp
goes to zero, should it?

Also the amount of gas used should decrease with inhale_pp as the
oxyloss is being caused by the fact that fewer moles are entering the
bloodstream.
More sensible oxyloss scaling
Should fix #702, volume pumps always outputting.
Should fix #727 for humans and monkeys.

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
Image pooling for human unconscious/oxygenloss/fire&bruteloss screen overlays.
Tested and Fixed #826

Conflicts:
	code/game/objects/items/stacks/stack.dm
Refactor get_turf proc.