Refined the implementation of the AStar algorithm :

*Reorganised and commented used procs for better visibility/maintenance
*Redid the PriorityQueue class
*Changed the euclidian distance to the byond one (so that we don't calculate float and square root when it's not necessary)
*Made the AStar algorithm use the closed list instead of just filling it
*Some optimization in the open list sorting : last entered is first in case of f ties, slightly less tiles are checked now
*Changes the order directions are checked when adding adjacents turfs to make for more 'realistic' path (read less 'drunk pathing' with lots of diagonals)
*Fixed some turfs densities not being check for diagonal movement
*Closed firedoors are now correctly seens as blocked by the algorithm
*Cleanbots now only moves in cardinal directions, like other bots.
*Updated the info text at the beginning of the file a bit
*Absolutely unrelated : simplified the turf.Bless() proc
Adds ERT suits, colorcoded for each role.
Buffs deathsquad armor to rival hos coat.
Makes minor modifications to centcom.
Fixes spec ops IDs not having access.
Merge pull request #828 from Menshin/LetsBeAStar_NT_Edition

Dedust an ancient dark ritual : A*
Merge pull request #831 from Neerti/ert_sprites

Adds ERT suits, colorcoded for each role.
Add Rockdtben back to Changelog
Merge pull request #835 from Rockdtben/patch-1

Add Rockdtben back to Changelog
its alive

its ehlife!!!