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Split dgmEffectsInfo table into two with a new table dgmEffectsAction…
…s so there weren't any unutilized fields in the previous single table design by having to add a few new fields. dgmEffectsInfo contains each attribute modified by an effect and how to modify/unmodify it. dgmEffectsActions table contains one row per effect on which state it is active, is it subject to stacking penalties, is it going to nullify an effect that went active in the Online state, etc. SQL file updated to create both tables. ModuleDB.h/.cpp and ModuleDefs.h and ModuleEffects.h/.cpp all modified to make use of these two tables and pull data from them to be stored in in-memory objects for use by the ModuleManager later. Added checking and setting for CPU load and Power load attributes in the Ship class, just in case the dgmTypeAttributes table does not contain those for one or more ship types. Enabled Armor Hardener group to be a basic PassiveModule in the ModuleFactory.h file.
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