Simplifying audible messages

* Create the audible_message() proc to replace most instances of   " for(var/......mob/M in hearers(...)      show_message(..., 2)"
* Fixes a few cases of deaf people being able to hear audible messages.
* Adding a couple missed say().
* fixing typos and missing emotes in emote lists.
* Removes object_talk() proc.
* fixes not being able to hear audible messages when in a closet in the dark.
* Fixes #3782 
No,  it won't be. Or shouldn't be,  anyway.
Op 24-sep.-2014 21:19 schreef "phil235" <notifications@github.com>:

> In code/game/objects/structures/crates_lockers/closets.dm:
>
> > @@ -250,7 +250,7 @@
> >  		if(!lastbang)
> >  			lastbang = 1
> >  			for (var/mob/M in hearers(src, null))
> > -				M << text("<FONT size=[]>BANG, bang!</FONT>", max(0, 5 - get_dist(src, M)))
> > +				M.show_message("<FONT size=[max(0, 5 - get_dist(src, M))]>BANG, bang!</FONT>", 2)
>
> I mean, if I replace the for(...)+show_message(..) by just
> audible_message("... get_dist(src, M)..") then the "M" will be undefined.
>
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> <https://github.com/tgstation/-tg-station/pull/4815/files#r17993893>.
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