Added admin logs for mechs.
Fixed the mech sleeper sprite.

The logs are:
Mob logs for clamp, drill and "empty" hits, and syringe gun and sleeper injected reagents.
Also all the different ranged guns.
Added an admin notice and server log for the honkerblast, wormwhole generator and gravity catapult. These notices have a quick jump to mob, admin-PM and (?) button. They are pretty cool.
There is a check for an object's turf, in the closet's mouse drop proc. Fixes #854.
Removed unnecessary checks.
Added missing icons for the bins.
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.
Quick fix to a smoke runtime.
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).
2 new AI sprites.
Added Red October AI Core sprite.
Added Xeno Queen AI Hologram sprite.
Modified AI code so players can use the new sprites.
 * Detective scanner can receive more detail from blood reagents.
 * Detective scanner no longer scans the reagents of mobs.
Removed the emp_act() of humans, mob/living has a better one.
This will stop EMPs affecting twice items on humans.
Map Update

-Redid the HoP office (https://dl.dropboxusercontent.com/u/831776/hopdop2.png)
-Added more walls to the north side of the AI chamber to plug up the holes you could stand in to hide from the turrets
-Added another table in the prison wing to make it easier to see the items
-Replaced loose tools in armory with a single toolbox
-Replaced electric chair in abandoned satellite with an electropack
-Added a little bit more fluff on centcom
-Tweaked engineering maint a little bit so the camera would no longer be able to see into the dead end
-Added missing multitool to atmos
Re-electrified Admin Office grille

Removed some excess machinery from centcom
Removed the sleep(10) on the New() of the turrets. This will stop the exploit of making several turrets by spamming the last step on the turret construction.
The cover of the turret will also spawn at the New() of the turrets, instead of waiting for the next process() tick.
Fixes all the lack of sprite updates while constructing a turret and added the "you need two sheets of metal" message that Rolan7 made on his pull request. (which I'm closing muahaha)
Updated the type of radio that Ian accepts, I changed it a while ago to reduce it lag so now Ian is rejecting it.
-Fixed mining dock door being all-access
-Added a darker floor for the HoP office to make it stand out more.
-Replaced a bunch of computers on centcom with fake structures
-Replaced some dead-end doors on centcom with fake turfs. Muh fourth wall!
AIs can interact with fire doors

AIs can now open and close fire doors if they are powered and unwelded.

This is done so the AI could more freely manipulate the doors without needing to use a fire alarm each time. It would let them seal off areas without triggering the annoying alarm, and also let them close firedoors that one guy with a crowbar opened up.
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.