Merge pull request #214 from SoundScopes/master

Bug Fixes & updates
Config & Map Fixes 13AUG2014

Fixes job access and map issues with disposals.
Merge pull request #217 from skull132/development

Config & Map Fixes 13AUG2014
Merge pull request #218 from Aurorastation/development

Update 13AUG2014
Merge pull request #5 from Aurorastation/master

Update
Lighting nerds on fire part one

FIRE.
Bumps SMG bullets to something not stupid.

18 per gun.  36 per box.  Not 30.  Die.
Banner Optimization

Really small thing, but it can work as a switch for the simple anchored var, instead of doing another var to affect it. Dumb originally, better now.
Burstfire part one.

I won't be here today and this is for Sue to mess with okay.  There's
still some work to be done.
Merge pull request #220 from SoundScopes/master

Quick Fix
Merge pull request #221 from Aurorastation/development

Update 14AUG2014
Burstfire part two

Burst toggles added.  Added a burstfire x-ray laser that's only
marginally deadlier than the normal laser.  But.  It is cool.
Global moveable variable for Machinery

Add a variable "moveable," should control whether or not you can unwrench a specific machine and move it about later.
Merge pull request #1 from Aurorastation/development

Development
Chemistry Things Moveable

Makes the chem dispensers (and assorted children), chemmaster and grinder moveable.
Vending machines moveable

Should make all vending machines moveable, those that make sense and shouldn't be bolted down heavier than a nun's uniform, anyways.
Operating Table moveable

Makes the operating table moveable.
Vamp nerfs and other things.

Diseased touch costs 200 blood now. unlocks at 200.
Many vamp abilities increased in cooldown.
Screech shatters windows in a wider range.  Cost bumped to 90.  Cooldown
doubled.
Vampjaunt cost bumped slightly.
Hypnotize cooldown cut in half.
With the addition of firecode, vamp shadowstep and jaunt now extinguish
your being on fire.  More things that light vamps on fire will be added
soon.  Expecting nerfs from now on to be vamp counters instead of
ability nerfs.

Tweaks burstfire.  Rapid three-shots, and then delay as opposed to rapid
three-fire shots and then more rapid three fire shots.
Added rapidlaser, added to R&D.  Barely higher damage output/time than
normal laser.  I timed it.
Added Lawgiver, added to R&D.  Heavy research reqs.  Must decon a
decloner orplasmapistol to unlock it, so idiots won't be discovering it
as easily as you think.  Lawgiver hi-ex does average 30 damage on
explosion with low chance to KO.  Shot myself and mobs a ton of times.
Unconsciousness is very rare.  Pretty weak but very cool.  Might
actually buff it, undecided.
Adds incendiary rounds.
Nerfs mental focus.  It blasted you by 10-- that's enough to send you
literally offscreen.  Downed to 5.
Nerfed chemsprayer more.  It's now a huge item, w_class 5.  Cannot be
backpacked.  Cannot be bluespace backpacked.  Totally forgot about
defibs.  Will mess with later probably.
Orderable Atmospherics Equipment

Part one,

Adds the supply_packs to the orderable items list. They will arrive empty, but will otherwise work as of initial coding.
Actually fixes burst delay.

Burst delays last between 5 and 8 worldtimes, depending on just how
automatic your automatic is.  Shut up.  Actually coded this myself!
Kind of happy with it.