unusable w/o power and fingerprint when bumped open.

Leave fingerprints when mob opens via bump.
Unusable when unpowered
windoor drops more stuff on destruction

drops 2 glass shards, 2 rods, 2 cable pieces.
unpowered windoor can be forced with crowbar, emag, eblade

unpowered windoor can be forced open and closed with crowbar and open with emag, eblade
mecha & bot w/o access trigger deny animation when bumping.

* mecha & bot w/o access trigger the deny animation when bumping the windoor
* secure windoors close faster when bumped open by mecha/bot.
fix indentation
Emag can't open unpowered windoor
indentation again..
and again
windoor->window
Makes trays a subclass of bag.
This somewhat changes how items are placed on them, but for the better as it's more consistent with existing mechanics.
Hitting someone with the tray still scatters the contents around!  Works on nonhumans.
Placing icons on the tray still makes them show up on the tray.  Using the tray on a table now places the items onto the table, or places the tray itself if it's empty.  Robots can't lose their tray this way, I checked.
Service borgs can actually use their tray to carry things!  Trays can hold all sorts of stuff, as long as it's small...
A service borg can carry the nuke disk around.  The pinpointer does follow it correctly.
If the service borg stashes its tray module, dies, explodes, gibselfs, or is forced to stash its modules by damage, it drops all the tray's contents on the ground.

Fixes #236 (service borgs can't use trays) and #2991 (Items on food trays can't be picked up).  Didn't address #1919, the layer issue.

Fixes the "bajillion lines changed" with the maps.
Fixing checks when forcing windoor.
changeling armblade can force open unpowered windoors.
Added attack cooldowns to a few objects

Includes:
-Fire axe cabinets
-Captain's display case
-RD's lab cage
-Added cooldowns to turrets. AIs rejoice!
-Added attack cooldown for space vines and simple animals
-Reduced some duplicate code in constructs.dm
Extra period
Fixes Fire Alarms activating without power

* removing var/working and using NOPOWER and BROKEN flags instead.
Over-eye hair improvements

-Long Over eye looked like two different hairstyles layered on top of each other when it was made, giving it a weird spiky look around the face area when seen from the side. I've completely redone the side sprites.
-Regular Over eye had inconsistent side sprites which made it look a lot longer than it should.
Fixed AI sat antechamber turret controls starting off despite the turrets starting on

Causing mass confusion and general disarray.
sliceable snacks no longer infinitely stack