Removed the auto-update from exosuit fabricates. They were huge lag generators, loops inside of other loops each process() tick.

This will help to reduce lag.

Ported from tgstation 3e9ccc506bc8ca6014281755e0a1a765fa987f49 8e191ebac99dc1f93b1b03a89784212f31f4b985
Removed the process() from firedoors, reducing the amount of machines of the gameticker on 222.
Added the proc latetoggle() for firedoors, it will be called each time that a firedoor closes, open or recovers power. This proc will check if the var "nextstate" is active, to open or close the firedoor.

Ported from tgstation e78bec322f8728808e462d20ae543acec46c6feb

Conflicts:
	code/game/machinery/doors/firedoor.dm
SecHUDs and medHUDs (including pAIs and odyssesus) won't create a fuckload of images per tick and then disposal them, lagging like retards.
Now each human will have a list of HUD images, that will be refreshed if it's required, say, a medic walking near you with a medHUD will refresh both medical images.
The list, called hud_list, uses seven defines for all the images, defined in the __DEFINES.dm

I also added a check for not rounding the health bar if the pacient it's dead, fixing some issues with showing dead people in critical or with possitive health.

Conflicts:
	code/__DEFINES.dm
	code/modules/clothing/glasses/hud.dm
	code/modules/mob/living/carbon/human/human.dm
	code/modules/mob/living/silicon/pai/hud.dm

Ported from tgstation 1b016f86ce629b9ff2e3b337de4a46afc04dd673
Set radio speakers off by default.

The idea was taken from tgstation 77181c5514e961df7cc8243d972eccbbb7292791
Push sparks lag to GC this should greatly reduce lags.

Test: 20 emitters shooting for 10 minutes. No lag. Along with other various tests.

Ported from tgstation: 11c12765667a7b7433a38f2be5366597021bf9e7

Made the effects of EMP pulses get garbage collected. Less lag on the singularity (around 20 effect del per 5~10 seconds)

Ported from tgstation: e62295e98e3d17113cd247fd77459ea00ef795e3

Conflicts:
	code/game/objects/effects/effect_system.dm
Changes on how some simple hostile mobs search for targets, they now make a list of mobs at sight with the heareable() proc and add the mechs of a new global list instead of checking all the atoms in a radius of 21x21.
The new global list is called mechas_list, it contains all the mechs (sadly the 8 mechs of centcomm are added to this list, just to avoid problems with other servers with different maps)
Clowns, goats and spiders still use the old way to track targets (the view() proc).

The goal of this commit is to reduce lag, it will be really noticeable on the carp migration event, they should be 70% less laggy.

Ported from tgstation df1b5394da6cc301ed3b96728db42c038a8eef04

Conflicts:
	code/__HELPERS/global_lists.dm
	code/modules/mob/living/simple_animal/hostile/hostile.dm
Porting antilag patches from tgstation.

Exosuit fabricators:
   3e9ccc506bc8ca6014281755e0a1a765fa987f49
   8e191ebac99dc1f93b1b03a89784212f31f4b985

Firedoors:
   e78bec322f8728808e462d20ae543acec46c6feb

Huds:
   1b016f86ce629b9ff2e3b337de4a46afc04dd673

Radio:
   77181c5514e961df7cc8243d972eccbbb7292791

Effects:
   e62295e98e3d17113cd247fd77459ea00ef795e3

Simple animals:
   df1b5394da6cc301ed3b96728db42c038a8eef04
Add vents in RnD. Add emergency wall closets in hallways and medbay
Add simple map cleaning util for linux