Rewrites gun.dm. Reorganizes the firing procedure into logical procs and cleans up some unnecessary variables or demotes them to the subtypes that actually care. Energy weapons that create their own projectiles no longer care about in_chamber. Launcher support is much more natural now.
Cleans up duplicated cyborg energy weapon power supply code. Adds support for energy weapons to recharge from external power sources, unifying cyborg and hardsuit mounted weapons. Incorporates the cyborg taser recharging mechanism. Cleans up laser tag gun duplication
Changes path strings to actual paths. Changes relative paths to absolute paths.
Renamed several targeting vars to make their purposes more clear.
Fixed targeting not handling firing correctly for certain subtypes.
Sin-Pockets can be self-heated using the future magic of producing heat by mixing chemicals.
Each heated pocket contains: Doctor's Delight - 5 units, Hyperzine - 5 units, Synaptizine - 1 unit.
Overconsumption is definitely possible by the careless.
Makes the concealed cane use non-del methods.
- Adds Red and Blue simple pipes for mapping use.
- Adds empty CO2 PH and N2O canisters for mapping use.
- Reworks asteroid outpost areas. Old areas kept in separate file for downstream compatibility
- Modifies engineering shuttle to work with next commit.
- SMESs no longer have to be charged above certain level (~5%?) to actually begin outputting power.
- Fixes SMES related bug caused by previous commit
- Adds high capacity, high IO and basic coil types.
- Adds two additional types of SMESs which contain new coil types by default. These will be used in next commit.
Adds Paramedic job as outlined on the forums. Reduces MD access to EVA,
adds some minor EMT clothing stuff, and fixes#8020 and the medgreen
armband while I was piddling around in sprites.
EMT alt title and indent fixed.
Now less broken.

The Icarus is now fireable in gun form. The point defense mode fires several lasers one after the other so that it can penetrate. The main gun mode fires a modified meteor. Also added an "abstract weapon" which has the projectile type settable for admin shenanigans.
Walls now lack an armor variable, which is replaced with buffed health. Normal walls take 4 shots with a normal laser or 5 emitter bursts to destroy. Reinforced walls now take 20 normal laser shots or 28 emitter shots.
Added some proactive runtime protection to logging for projectile impacts. Without a valid firer, the jump button is linked to the victim.