Genetics fixes

Fixes issue with getting target in remote talk, remote view and empath
Fixes Empath  not recharging
Fixes inability to cancel remote view
Fixes Grays not starting with remote talk
Removed two debug comments
Merge pull request #390 from Bone-White/master

Removed two debug comments
Fixed the font tag on mouse traps description.

Conflicts:
	code/game/objects/items/weapons/storage/boxes.dm
Fix for bloody hands yanking shit
Fixes xbow tension not being rest when fired
Fixes #5915

Also allows checking remaining engine charge by examining, and removes
the verb.

Conflicts:
	code/modules/vehicles/cargo_train.dm
Fixes runtime in train/explode()
Made missing limbs not process.
Moved code in processing so that ORGAN_DESTROYED limbs won't process wounds and chemicals. They still need to process once to actually fall off (too lazy to change that)
Made dropping limbs remove all wounds and germs. Instead, one big wound is spawned on parent organ. Damage depends on the organ.
Removed missing  limbs bleeding on their own, since that's what that wound is for now.
They still would ache until surgically mended anyway.
Fixed possible issue with amputation not fixing the rotten limb.

Conflicts:
	code/modules/organs/organ_external.dm
Added suggested new type of wounds for stumps
Fixes #5946 and cuts down on duplicate code across Life() procs.

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/silicon/ai/life.dm
	code/modules/mob/mob.dm
Compile fix
Adjusts train supply costs
Fixes a few issues with get_wound_type()

Fixes damage causing "healing" wound types that can't bleed.
Fixes flesh wounds not bleeding the instant they heal any damage.
Fixes infection fever causing burn damage
Fixes burn description saying it is salved when not
Fixes for grid_check random event.

There was an issue, when APC with removed cell in area was powered at power_restore() proc, making area allways powered despite APC was not working.
Removed part of code which unpowers area directly, bypassing the APC process code. This makes grid_check event less laggy and smooth. Downside is lights not being shut down immediatly.
AI SMES still not being affected after this fix.
Conflicts:
	code/game/gamemodes/events/power_failure.dm
Checks for SMES Z level at power_failure.dm

Little fix which checks Z level of SMES before drying it up at grid_check event.
WTF in world
Fixes #5953

Conflicts:
	code/game/machinery/doors/airlock.dm