Code effeciency project:  Handle_Organs (human/life())

We do a bit of pre-processing to see if we want to do checks on all the organs.

First we don't even do preprocessing unless we have damage of some kind
afterwards we process what is hurt until it gets better or overall we get worse
when we go ahead and check everything else out again.

Can add a safety check in life every 30 ticks or so go ahead and check every organ again but I don't think it's needed.

Conflicts:
	code/modules/mob/living/carbon/human/human_defines.dm
	code/modules/mob/living/carbon/human/life.dm
	code/modules/organs/organ.dm
Oops
Code effeciency project:  handle_environment (human/life())

Before:  We process a whole lot of bullshit for no real reason most of the time because temperatures are perfect.

Now:	 We check if our temperatures and environment are within normal bounds and get the hell out of the proc.

Also:    Mobs that are long dead or just dead mobs spawned at round start won't process Life(), those 3 clowns don't need Life(), those jerks.

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
Code Effeciency project:  Damn monkies Life()

pretty much the same effeciencies from human/life()

no need to updatehealth() over and over and over
no need to process environment if everything is normal
etc.

Conflicts:
	code/modules/mob/living/carbon/monkey/life.dm
Code effeciency project:  handle_virus_something() (human and monkey /Life())

2 for loops is more expensive then what we're doing here.
Also we check to see if virus2 is populated before starting a for loop

Conflicts:
	code/modules/mob/living/carbon/human/life.dm
	code/modules/mob/living/carbon/monkey/life.dm
le typo face
Killing blob spores can now infect you with the blob
Disabled smoothwall for now.
Replaced the brig objective with debrain objective
Added an objective to protect other traitors
Removed the steal coin objective: We have no mint and no money bags
Fixes #4589

Signed-off-by: Mloc-Argent <colmohici@gmail.com>
Fix for #4589.

Conflicts:
	code/game/machinery/doors/airlock.dm
Blob announcement changes.
Hostile mobs will now destroy windoors
Blob balance tweaks.

Blob will now eat items placed on it.
Blob does not produce light anymore (take that dionas)
Shield blobs now have same brute resist as normal blobs
Attempted to lower the CPU load of the "Pulse" proc.
Tweaked random event chances
Added speciesist objective
Blob spore infection is now curable, added indication for blob infection
Muh pod equipment

Conflicts:
	code/modules/projectiles/projectile/beams.dm