Speedhack protect tune

This updates the calculations in the speedhack protection code to more appropriate values now that the USER_RUNNING_SPEED had been increased lately and matches the real player movement speeds.
This also does the calculations in a better scale.

This also rewrites the speedhack-protection to a different design:
Instead of making a deny/allow decision on a per-move base (bad for fluctuating global latencies) the speedhack-protection is now implemented using something like a "token-bucket" pattern.

The server adds tokens to your bucket according to the maximum distance you could have moved. A moved then is denied if it would consume more tokens from the bucket than left in it. So moves which are bigger than allowed reduce the amount of tokens, moves which are smaller than allowed (or stopping) will increase the amount of tokens (up to defined maximum).

Token maximum size is defined in settings.kod (piMovementBucketMax) and is usually a very high value (due to scaling).