Added admin logs for mechs.
Fixed the mech sleeper sprite.

The logs are:
Mob logs for clamp, drill and "empty" hits, and syringe gun and sleeper injected reagents.
Also all the different ranged guns.
Added an admin notice and server log for the honkerblast, wormwhole generator and gravity catapult. These notices have a quick jump to mob, admin-PM and (?) button. They are pretty cool.
There is a check for an object's turf, in the closet's mouse drop proc. Fixes #854.
Removed unnecessary checks.
Added missing icons for the bins.
Remote resources support.

There is now a PRELOAD_RSC define in code/_compile_options.dm. Setting it to 0 will allow you to use on-the-fly rsc downloads, or the new remote rsc features.

Normally (PRELOAD_RSC == 1) the game will send you all the resources for the game that existed at compile time, this is the long-delay before joining the game...but it means that the game isn't sluggish later on due to trying to download icons and such. Which is good, but uses a lot of bandwidth.

On-the-fly behaviour (PRELOAD_RSC == 0) is when the game only downloads icons when you see something for the first time...this is often responsible for things being briefly invisible on slow connections.

Remote RSC behaviour (PRELOAD_RSC == 0 and some urls defined in config/external_rsc_urls.txt), is a mixture of the two above behaviours. It allows you to connect without downloading lots of resources immediately. However, once you connect it will select a url from a list of urls which hold zipped up copies of the tgstation.rsc. This allows the load of downloading those large files to be distributed across a few cheap web-servers or free upload sites...whilst the main game-server is freed up for other stuff. Should preloading from a remote url fail, behavior will revert to on-the-fly.
Quick fix to a smoke runtime.
2 new AI sprites.
Added Red October AI Core sprite.
Added Xeno Queen AI Hologram sprite.
Modified AI code so players can use the new sprites.
 * Detective scanner can receive more detail from blood reagents.
 * Detective scanner no longer scans the reagents of mobs.
Map Update

-Redid the HoP office (https://dl.dropboxusercontent.com/u/831776/hopdop2.png)
-Added more walls to the north side of the AI chamber to plug up the holes you could stand in to hide from the turrets
-Added another table in the prison wing to make it easier to see the items
-Replaced loose tools in armory with a single toolbox
-Replaced electric chair in abandoned satellite with an electropack
-Added a little bit more fluff on centcom
-Tweaked engineering maint a little bit so the camera would no longer be able to see into the dead end
-Added missing multitool to atmos
Re-electrified Admin Office grille

Removed some excess machinery from centcom
-Fixed mining dock door being all-access
-Added a darker floor for the HoP office to make it stand out more.
-Replaced a bunch of computers on centcom with fake structures
-Replaced some dead-end doors on centcom with fake turfs. Muh fourth wall!
AIs can interact with fire doors

AIs can now open and close fire doors if they are powered and unwelded.

This is done so the AI could more freely manipulate the doors without needing to use a fire alarm each time. It would let them seal off areas without triggering the annoying alarm, and also let them close firedoors that one guy with a crowbar opened up.
Reverted changes to HoP office by https://github.com/tgstation/-tg-station/pull/767

The maint has been made more useful by swapping around some r-walls
https://dl.dropboxusercontent.com/u/831776/hopdop3.png
Updated MetaStation v28M-III-C Clean.dmm to MetaStation.v29E.dmm
-Rearranged items in engineering, a little easier to use now.
-Made theatre bigger by getting rid of wasteful doublewalls near it.
-Better camera distribution in the dorms and science.
-Moved camera off glass in the Garden.
-Added hazard stripes to maintenance in central command module
-Added Ian Shirt + Latex Gloves + Tie-dye shirt in hidden places
-PA camera is now EMP-proof
-Missing holopads added to robotics and R&D
-Science guard locker is now the correct type (not engineering locker)
-Pointless windoor in robotics removed, as well as those in the funeral parlour and tool storage.
-The CMO now has access to the genetics auxiliary access bolt control buttons.
-Morgue acccess added to chef and roboticist.
-Made a multi-purpose half-built space-platform above arrivals.
-Reduce tinted windows, replaced them all with full-tile-tined-windows, walls, or normal windows again.
-Made the art room a bit better
-A few other small fixes and changes

Full Image: https://dl.dropboxusercontent.com/u/858120/Static/SS13/MetaStation/13-07-01%2016-41%20v29E%20Full.png
Feedback Thread:
http://www.ss13.eu/phpbb/viewtopic.php?f=6&t=358
adds a gimmick health hud

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
Merge pull request #875 from Ikarrus/fireai

AIs can interact with fire doors
Merge pull request #869 from Ikarrus/mapdoot

Map Update
Merge pull request #864 from Ricotez/redoctoberxenoholo

Red October AI Core and Xeno Queen Hologram
Merge pull request #858 from Giacomand/smoke_runtime

Quick fix to a smoke runtime.
Modified the checks that the pulsed wires do on APCs after the spawn() timer finishes. They will now react properly regarding if the wires are cut or not.
revert bcaf291

Signed-off-by: Cael_Aislinn <cael_aislinn@yahoo.com.au>
Added a chance (3%) for cameras on z1 to be disabled at round start.