alert windows that close themselves after enough time.
Tasers will now cause movement slow downs on the first hit

Before:  Tasers do 40 halloss damage and that drops to 39 on next life() tick so most people won't be slowed down by the first taser hit.

After:  If you have any halloss you will slow down some.  I've set it at 1 delay for every 10 halloss, this might need adjusting (15 instead of 10 possibly)

Conflicts:
	code/modules/mob/living/carbon/human/human_movement.dm
Tweaks infections

Conflicts:
	code/modules/organs/organ_external.dm
Chem Master won't resize it's window by adding a scroll bar on selection.

Fixes #5574

Conflicts:
	code/modules/reagents/Chemistry-Machinery.dm
screen_shake (meteors, etc.) made more robust and works with aiEyes

Before:  multiple screen_shake's could queue up prior to screenshake being set on the mob setting
oldeye on the last one to queue up to be the random location from the previous screen shake
so sometimes peoples clients were stuck on a location instead of back on the mob.

Now we set screenshake before the spawn so we don't spawn up multiple screen_shakes on the same mob.

Test:  Be ghost, hammer the spawn meteors secret 10 times or so, watch as your camera returns back to your mob.

Yay.

Conflicts:
	code/modules/mob/mob_helpers.dm
PDA ID link will no longer overflow with long names/jobs.

Screw you Billybob Bo-Bob-George III, Atmospheric Technician

Fixes: 5287

Conflicts:
	nano/templates/pda.tmpl
Crew Monitor will no longer show "weird characters"

It has been talked to and feels very sorry for it's actions.

Well that and NanoUI doesn't like byond text-macros (/improper) in this case, so we just sanitize it just incase the crew monitor isn't playing nice that day.

Conflicts:
	code/game/machinery/computer/crew.dm