Debraining humans visually change their appearance.

https://dl.dropboxusercontent.com/u/831776/debrain1.png
https://dl.dropboxusercontent.com/u/831776/debrain2.png
Placing a brain back into a human calls update_hair(). They will look bald.
A fix for a runtime that would occur if you tried to re-brain a monkey.
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.
Fix for runtime when debraining a mutantrace human.
Since the captain doesn't spawn in his armor suit anymore I was finding it hard to tell him apart from the HoP at a glance, so I made a new armored vest just for him.

-Created Captain's Carapace item
-Made sprites for the new item (this is my first attempt at spriting, be gentle)
-Swapped the armor the captain spawns in and that in his locker to the new carapace item

https://dl.dropboxusercontent.com/u/95696802/Commits/tortlepowa/carapace.png

Additional minor edits:
-Added flashlight and t-ray to Hazard's vests equipables
-Added Pepperspray to detective coat's equipables (amazing no one noticed this before... heh)
-Copied Detective Coat's equipables over to the Detective's Vest
changed the mob sprite front view slightly
Merge branch 'master' of https://github.com/tgstation/-tg-station into capcarapace
Pushing Urist McStation config changes to be ready to pull.
Okay, these are the real sprites
Merge branch 'master' of https://github.com/tgstation/-tg-station into capcarapace
Made item icon bigger
Changed the description to something more fitting of a thing that isn't a TMNT reference
Add captain's rank badge from his tunic
Added some highlights to the shoulder pads
changelog.html
COIN UPDATE

-Removes the unused/dumb access stuff from space cash.
-Fixes a bug where dice would vanish if you used a hand labeller on them.
-Moves space cash/coins/mint sprites into their own file, economy.dmi. Moves mineral sheets into mining.dmi.
-Coins are flippable! Features unique flipping sprites and sound effects, and two-headed coins.

-Oh and better sprites for wooden closets too.
Knew I was forgetting something: updated the resting sprites to match the standing
Moved the getbrain(src) to be used with the h_style code.
Hahaha remember that time when I commited code that didn't compile??

-Fixes my typo.
Changed stand_icon to face_standing so update_body won't have to be used to clear it.

Used update_hair(0) instead of update_hair()