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.
Removed all the spawn(0) from bump code and the special check for turfs that rolan7 made a while ago on the mob different Bump() procs.
Added a special check on move() code, only when you're pulling something. If the loc of what you're pulling is the same after you moved, you'll execute the pulling. Otherwise you'll stop pulling. This is to avoid pushing something that you're pulling and moving it back, looking like you didn't do anything. This was "handled" by the spawn(0) procs.

Reworked cyborg recharge stations, they aren't part of the death() and Bump() procs of cyborgs and they act like lockers. Click them to open them and again to close them. Added a sprite for when it's closed with no occupant inside (it's just the closed sprite with red lights instead of a blinking green light).
 * Detective scanner can receive more detail from blood reagents.
 * Detective scanner no longer scans the reagents of mobs.
The attack() of cigarette packets is now updated to the storage procs and stuff. It will pick the first object of the contents instead of creating a new cigarette and generating issues.
Syndicate Bomb Tweaks

Syndicate bombs are now structures rather than items. This means they cannot be hidden in lockers and disposals anymore. They also can no longer be used as grenades by crafty traitors.

They now audibly beep as their timer counts down, which is a visible display that can be seen when examined.
Golem runes work again - Resolves #769.
Additionaly golem faces now inherit from breath masks instead of gas mask so all the golems aren't forever unknown
Added missing .dm file
Added missing sound file
Updated the description of the bomb.
Light bulbs will first drop on the floor before being picked up. Because of the TK grab object on their hand, TK users will be unable to pick up the light bulb and it will stay on the floor.
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.
Using the quick_equip() verb will no longer make you drop your item. It will also stop udpdating all your HUD, instead, it will only update the overlay of your active hand. All other HUD and overlay updates are already handled on the item movements.
If there's no slot available it will show the "You are unable to equip that" message.
Fixes #713
Added a chance (3%) for cameras on z1 to be disabled at round start.
 Increased the number of players required to play double agents.
Merge branch 'RemoteResources' of https://github.com/Carn/-tg-station into RemoteRes

Conflicts:
	code/modules/client/client procs.dm - Resolved
Merge pull request #899 from Aranclanos/APCPulseWires

APC pulse wires exploit fix.
Merge pull request #865 from Giacomand/dscanner

 * Detective scanner can receive more detail from blood reagents.
Merge pull request #901 from Petethegoat/camfuck

Added a chance (3%) for cameras on z1 to be disabled at round start.
 Small optimization.
Merge pull request #907 from Giacomand/double_agent_update

 Increased the number of players required to play double agents.