Refactors lists into #defines, promptly cries. This part is agony and still worked on.
Simplemobs can play injury sounds as well, selecting a sound based off a global list.
Pain emotes occur based on updatehealth(), with respect to silicons and such.
Pain emotes also occur at a 60% chance on traumatic shock.
Simplemobs can also play death sounds based off the species sounds lists.
Add Mouse, Robotic, Spider, None as options to the voice list.
Fixes runtime/bug with Silicons (borgs) trying to get species var.
This PR adds the following sounds;
Death sounds
Scream sounds
Pain sounds
Gasp sounds
The sounds are organized into a category under character setup - navigate to the VORE tab and select one based on your preference. If Unset, or not chosen, it will default to whatever the icon base is for your species - for instance, Vulpkanin will get the Canine sounds.
Sounds are grouped into 4 major lists so far, with plans for more once I get more files;
Canine (Scream/Gasp/Death/Pain)
Feline (Scream/Gasp/Death/Pain)
Cervine (Scream/Death only)
Generic/Human (Scream/Gasp/Death/Pain)
Vulpkanin use Canine sounds. Tajaran use Feline. Humans get Generic/Human. Cervine is unset on any species, allowed to be taken by customs.
Vox have a pain sound.
This also enables **pain** emotes. These can be manually done with *pain, or triggered automatically on taking an injury. The pain trigger respects species pain mods - for instance, if you have Major Pain Tolerance, you'll hear yourself growl in pain far less than someone who has Intolerance.
Pain is **not** triggered by spicy food or hallucinations, as those two add halloss on directly. Only effects that apply damage will add on pain.
You can test out these sounds in the Character Setup panel. See [here](https://streamable.com/o9wr9g), and here:

A demonstration of human sounds is available [here](https://streamable.com/hqwpel).
Canine sounds [here](https://streamable.com/41d0oj)
Demonstrations of it during combat [here](https://streamable.com/y4nxea) and [here](https://streamable.com/gj2gl3).
These can be muted by navigating to Sound and setting the Mob Injury Sounds variable, seen here:

Species that currently lack sounds have had their audible sounds disabled to prevent jarring human noises from playing on non-human species. This can be overridden upon request, but for now, it will serve as hopeful inspiration to encourage additional files.
As above.
Traits now have an unlimited amount for negatives, given they are intended to harm you.
Positives have a cap of 6 total.
Prior to this, one could do 6 positives and two extremely expensive negatives, but no other 'fun' negatives.
Now, one can still do 6 strong positives, but as many negatives as they like.
IDEALLY this will allow for custom setups with a lot of small-cost negatives for higher cost positives.
Assuming Tankiness PR comes in before this, it will need adjusting to account for this, but, assuming one powergames to get the ABSOLUTE best traits possible (using the tankiness PR):
Positive:
High Endurance - 3
Burn Resist, Major - 3
Brute Resist, Major - 3
Increased Pain Tolerance - 2
Extreme Hardy - 3
Sharp Melee - 1
Traits Left: 0
Points Left: -15
Negative:
Reduced Biocompatability, Major - -8
Conductive Major - -3
Haemophilia - -2
Extreme Photosensitivity - -2
Points Left: 0
Extremely low healing (30% effective heals, meaning a heal for 10 will only heal 3)
Double incoming taser/electrical damage
Bleed 2x as fast
Flashes stun 2x as long. (This trait in particular is badly in need of an overhaul so it's not free points on 99% of rounds).