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.
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.
Hahaha remember that time when I commited code that didn't compile??

-Fixes my typo.
Medals
-Added a locked box of medals to be placed in the Captain's Office. It contains medals the Captain can award his crew.
-Added pinning medals onto others, provided their jumpsuit is exposed
-Added a message when you try to add an accessory to a jumpsuit that already has one.
-Fixed up emagging lockboxes
Removed Brig (Holding Cells) and Forensic Lockers (Detective) accesses from HoP's default list.
Added brig and detective access to the HoP's "regular" access list.
Merge pull request #452 from Ikarrus/hop_access

HoP Access Fix
Merge pull request #450 from Ikarrus/medals

Medals
Merge pull request #444 from Cheridan/Coins!

COIN UPDATE
Merge pull request #401 from Aranclanos/HUDiconsRevamp

Small revamp of medHUDs and secHUDs. Fixes del() lag (this time 5real).
- Removes mimes' ability to speak. Clowns cannot break their clumsy nature, so mimes should not be able to break their silence.
Removes /obj/effect/projection and /obj/effect/shut_controller. Amends the name of /obj/structure/showcase to be lowercase.
Moves /obj/effect/decal/mecha_wreckage to /obj/structure/mecha_wreckage. Does not update the map.
Standardises and updates text styling in mecha_wreckage.dm.
Moves /obj/effect/alien to /obj/structure/alien. Does not update the map.
Moves /obj/effect/alien/acid to /obj/effect/acid. Adds a new sprite for acid.
Standardises and updates text styling in code/game/objects/effects/aliens.dm.
Adds luminosity back to weed nodes.
Changed machine frame to automatically generated required component description and to update the amounts as components are added.
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.
Fixed the pinpointer ignoring z-level changes and directing the user to a nonsense location if the disk is on a different z-level
Fixed the robot sight modules, eg mesons not clearing on death.