Extra charges can now be used to reduce the cool down of a wizard's spells. This effect can stack to different levels depending on the spell.
Reworked the equation so that you gain a constant cooldown reduction per rank
Additionally all spells can now use all 5 spell points now (though the functionality to have spells that don't follow this rule is still there).
The new variable "cooldown_min" defines (in deciseconds) what the cooldown should be if all 5 spell points are used on it.
For example if you had a 100 charge_max and a 60 cooldown_min, every rank used on that spell would reduce charge_max by 10
Specifics of how the cooldown is affected for each spell has been commented in
Gingerly nerfs the cooldown reduction on flesh to stone and magic missile
Radiation Collector analyzing

Checking a collector's last power output via analyzers has been moved to multitools, because that actually made sense (betcha didn't know this existed, I know I didn't)

Analyzers can now be used to check the gas level of the tank in a loaded radiation collector (yay no more crowbars)
You can also use them on pipes to check gas levels (yay no more pipe meters)

Codewise, the several inconsistant instances of the analyzer code have been moved to a single proc. The following have been converted to use this:
-Pipes (they didn't have this before. Also changed the attackby code to be less dumb...)
-Pipe tanks (you know those big ones in maint everyone forgets about)
-Portable Atmospherics (canisters, air pumps, scrubbers)
-Flamethrower
-Tanks
-And now collectors
Janitor PDA now locates the cart, removes old bucket locator
Merge branch 'master' of https://github.com/tgstation/-tg-station into radcollectors
Updated changelog.html to include a bit about the sec hailers
Cleanbots now clean up blood trails
Made door crushing better.
No more dirt beneath windows
Sec Hailer: Day 1 bug fixes

Added a check to the verb to prevent dead people and ghosts using the masks

Changed the obj sprite for the black mask's eyes from purple to green, to match the mob sprites
Added Lemon-Lime cans to vending machines
Removed the black mask, it really did look too much like a gimp mask.
Color scheme is now: HoS Red/Blue, Warden Red only, Officers White

Recolored the blue mask, should look much better now:
https://dl.dropboxusercontent.com/u/95696802/Commits/secmask/newblue.png

Moved the ..() in the departmental lockers after the departmental equipment so that they're at the bottom of the pile instead of on top, which was annoying
Fixed cable coils disappearing when combined
Vending machines now list Lemon-Lime as "Orange"
Improved crush(). (No invalid emotes, blood properly applied)
Fixed a redundant else fucking crush() up.
Re-adds buildmode to ghosts

Also makes buildmode more consistent for AI
Fixes mobs not moving pulled objects
- Fixes malf. AI being rolled by someone that cannot be AI due to client age restriction on a server that has a database enabled for that.
- Removes an outdated round type description from malfunction mode.
- Fixes AI/cyborg blob (for now you won't be able to roll blob if you get either job)