Defibrillators

Collaboration with @scoopscoop
Defib sprites by @scoopscoop
EMT jacket from NTstation by @MrSnapwalk

Adds Defibrillators:
- Can jump people out of death state if they are in their bodies and not past the point of no return (3 minutes currently)
- After some time (~1m) of sitting dead, defibbing corpses will revive them with brain damage
- Uses cells, about 10 charges with default cell (highcap)
- Has a 5 second cooldown after each use
- Failing uses charge
- Can be emagged for a heavy stun and some burn damage

![gif](https://cloud.githubusercontent.com/assets/7247232/4852892/6fad9d88-6080-11e4-9066-27121787033d.gif)

Adds EMT jackets (labcoats):
- Available in new medical doctor wardrobe with scrubs
- Child of labcoats
- Moved nurse outfit to medical wardrobe

![ss 2014-10-30 at 03 02 24](https://cloud.githubusercontent.com/assets/7247232/4852943/314d2030-6081-11e4-8dc0-d9203b18945c.png) ![cool](https://cloud.githubusercontent.com/assets/7247232/4852955/52923636-6081-11e4-834a-ff920c5901a8.png)

Updates map:
- Adds medical wardrobe to med storage
- Adds cell charger at main desk


Defibbing only jumps people out of death and back into crit while healing 5 oxyloss damage. If they have outstanding damage from lasers, bullets, or eswords in the face for example, the patient will not be able to be defibbed and die immediately from their severe wounds. This makes the medical scanner more useful for EMTs before defibbing people to check if they have severe damage that will need reconstruction at a cloner from their genetic data.
I semi-recently made a mob function called [get_ghost()](https://github.com/tgstation/-tg-station/blob/07ff02b7c40a1b83dd4405557fc2785bcc9ca04b/code/modules/mob/mob.dm#L887) which returns their ghost if it exists and they can re-enter their corpse. I suggest you use that, then you can replace the code in [line 308](https://github.com/tgstation/-tg-station/pull/5564/files#diff-68194c84a19264d844c35298f67e7ed4R308).