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.
Adds a precursor rigsuit called the Xenotech rig, assuming I did the non-code name changes correctly. It's rather resource intensive but overall worth the research and materials.
Double checked the speed, should be fine on normal gygaxes, won't outspeed teshies anymore but are still zoomy. But also gave the AADG meme speed because poor thing needs to keep it.
Tried to nerf the gygax mob's insane freaking speed. They're way too fast, and need curbing. Well, so do player mechas but that is an issue for a more skilled coder or when I have less active projects and more frustration on their stronkness.
-Templates now include a var for max dimensions, load/unload adjusts to match the template size instead of always using the max size limit
-4 shuttle landmarks per z-level, landmarks move based on the size of the submap to never be terribly far away
-Users can now choose which map to delete when maps are full
-Overmap POI objects will now move once if spawning on top of another POI object
-ChangeArea and shuttle landmark runtimes fixed
-2 map errors fixed
Soo I love the hivebots but oh dear they're so freaking easy. They are so weak, and die so easily. The radiation and Ion bots feel like the biggest threat.
So added a new purple branch called Precursor.
All have a nice shield, and hopefully pack someform off high offense.
Machine Gun - Should be a stream of bullets.
Laser - Fires a precursor beam.
Lobber - Lobs a special 'precursor' version of the energy artillery shot.
Also turned the tank class of thinks into blue, similar to ablative/durasteel although a darker color.
Might add loot tables to the precusor ones when I figure that out. And might have spelled precursor wrong somewhere.
And with the new hivebots, just plopped them into the derelict engine.
Makes it so the dead ringer doesn't allow you to negate every single encounter by thwacking yourself in the foot beforehand.
Hopefully deadringer is now an escape tool.