Mecha fixes

Prevents mech actions from acting on the user's inventory.  Fixes #1487.
(Almost) fully prevents inventory use from within a mech, to be more consistent.  The internals GUI button still works on the theory that it's emergency equipment.
Mecha HUD hiding

Hides the user's inventory (as per F12) when they enter a mecha, since it is essentially unusable.  Pressing F12 will reveal it, as will exiting the mecha.  If your inventory is hidden before you enter the mech, it will remain hidden when you leave.
More correct fix for #1164 that does not introduce new bugs (oops)
Re-adds the ability for mobs to turn when clicking on a wall object in their square (APC, etc)
Re-adds ghost shift- and alt-clicking, sorry about that.
You can now deconstruct cyborgs

	This is a less destructive way to extract the MMI from a cyborg.
	Also, you can no longer use broken flashes for eyes.
Made cyborg deconstruction a bit harder

You now have to lock down the cyborg via a Robotics console, or cutting
the lockdown wire on the cyborg, in order to deconstruct it.
Cyborgs can now unlock themselves

New verb added that allows Cyborgs to unlock themselves if they are locked.
Cyborgs are not able to lock themselves again, and will need a roboticist or someone else with access to assist them.
Fixes the transformer being jammed from too many items in the entrance.
Fixes the transformer borging more than one person at a time.
Cyborg construction now stores endoskeleton for deconstruction to use

When you construct a cyborg now, the endoskeleton is stored in the mob, where before it was deleted.
Cyborg deconstruction now checks if there is a stored endoskeleton. If there is, it deconstructs it. If there isn't, it spawns new parts like before.
Also, there is now a burn_out proc for flashes, since the feature was previously copypasta.
Improved word attainment for Cult

mind.dm - Added a known words list to the mind datum

cult.dm
-**REDUCED RECOMMENDED_ENEMIES BACK DOWN TO 3** - this was one of those band aide fixes we tried ages ago, I really don't feel cult needs more than 3 starting cultists now. Power of three and all that.
-Cultists get a message when grant_runeword gives them the last rune word
-Remove_cultist nullifies the new cult_words mind list on deconversion (Coming Soon™)

runes.dm
-Convert will now try up to three times to give the converter a new word (in testing this seems plenty to get most of the words)
-Sacrifice is now guarenteed to give a new word if the normal checks are passed for a word to be given
-Sacrificing the sacrifice target will reward the sacrificer with up to three words, previously they got fuck all.
-Upped the probablity for words to be given
--Live humans will always give a word
--Dead humans has been increased from 40 to 60
--Monkeys have been increased from 20 to 30
Merge branch 'master' of https://github.com/tgstation/-tg-station into cultbugs
Removed a colon from APC code on a really weird case of MALF AI YAY THAT SHIT

anyways it won't runtime anymore
Merge branch 'master' of https://github.com/tgstation/-tg-station into cultbugs
changed the grant rune proc calls from colons to periods
Fixes landmark for plaguedoctor costume not spawning the mask.
Lame.
Putting deconstruction code in a proc for organization and later use
Fixes #1591 by setting the default icon_state to an icon state that actually exists.
 * Dead bodies won't cause fireball to trigger anymore.
Merge pull request #1589 from SuperSayu/clickstuff3

Mecha, hud, and click fixes
reverted the starting cultist number for now
Merge pull request #1639 from Intigracy/doesanyoneevencarewhatInamemybranch

Fixes landmark for plaguedoctor costume not spawning the mask.