Door general consistency fixes

All doors are now completely consistent with one another. You can move through an opening/closing door as long as the animation is more/less than halfway completed. As in, if a door took 10 seconds to open, you would be able to move through it after 5 seconds. If a door was closing, you would be able to move through it until 5 seconds have passed, then it would become dense. 

Get it? Okay good. This stops airlocks from being stupid 'tap your foot and wait for the animation to complete' which is generally obnoxious with the slower run speed.

Firedoors now act like airlocks when they close on people, they will reopen if someone is standing on a fire door tile because if I made it crush them I foresee many raging "AI ROGUE" screams when the firelocks close.

Airlocks will CRUSH after 5 seconds of their animation if the safeties are off. AIs will still have to properly time crushing, but it will be easier now that you don't have to wait for the full animation to complete in order to crush someone. And now that people can run through doors that are closing, the odds of people getting crushed by doors that have safeties toggled off without you even having to look at them have skyrocketed.

Pod doors like shutters and blast doors now act the same way. You can run through them after 5 ticks(?) of the opening animation or before 5 ticks of the closing animation. Remember, blast doors don't have safeties :^)

Fixes https://github.com/tgstation/-tg-station/issues/6020
Fixes https://github.com/tgstation/-tg-station/issues/6153