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Split pf_normal_map_iterate() to two functions depending on if extra cost is needed or not
pf_normal_map_iterate() uses more CPU than any other server function, by far, at least when AIs are involved. In some autogame setups it alone has been profiled to use over 50% of CPU time, and typically it's around 30%. So any tiny optimization to that function matters. Of course, optimizing it is not easy any more.
One thing I'm about to investigate is to almost duplicate it to a sibling function that just doesn't do any extra cost handling. That function could be used instead of full pf_normal_map_iterate() when get_EC is NULL.