* Operating table and computer liked to literally spin around during initialization due to someone using `dir` as a loop counter without declaring it as a local variable.
Fixes runtime when screwdrivering the defib to remove the powercell.
Husked people can no longer be revived. This is because otherwise they could become alive again but remain husked.
* Its much easier to test out and decide what explosion scalar is nice if you can configure it.
* As an added bonus, by setting it to zero this lets you disable multi-z explosions altogether without turning off all of multi-z.
* Creating new objects is cheap, in fact comparable to the cost of getting it out of the pool, so it doesn't help there.
* Placing items in the pool is far more expensive than letting them garbage collect due to the resetting of vars and such.
* Instead of each individually controlling fire doors, setting or clearing alerts now simply calls firedoors_update() which considers both fire and atmos statuses before deciding to close or open the doors.
* Preserved existing "party" alert status for posterity.
* Removed obsolete setting of mouse_opacity, it is always zero on areas.
* Fixes https://github.com/VOREStation/VOREStation/issues/1464
1) Printouts should have the time, otherwise it's awful in a filing cabinet when just looking at the paper names, to find anything.
2) Advandced scanner printouts don't read the correct thing for reagents and omit them entirely from printouts.
3) Advanced scanner (and in fact no medical tools) can tell you ingested reagents, leaving diagnosis of this a mystery, so now the advanced scanner shows stomach contents.
Added some helper procs for stasis things, and also allows using grabs on sleepers like the advanced scanner because that inconsistency between the machines was bothering me.
Adds them to loadout options and departmental uniform lockers as appropriate.
One new (Old Woman Attire) as equivalent to old man suit.
Some are unused, but now skirt sprites exist.