Rebalance stats on heatblades

tweaked some values.  heatblades now do 10% less cutting damage than
their base weapons, but do 10% more bashing damage.  Inactive heatblades
-1 to hit compared to base, active -2 to hit.
More rebalance

After reading the comments, I think I went overboard with nerfing these.
New changes are:
same bashing and cutting damage as base for both active and inactive,
also -1 to hit.
As these weigh more than the standard blades, they also swing slower.
Reduce damage on Louisville Slaughterer

per Dwarfkoalas's suggestion, does slightly less bashing damage; all
those gas-soaked rags pad it a bit.
More Louisville Slaughterer changes

Now requires a small amount of Nomex fabric, to keep the bat itself from
burning.  When it's used up, it reverts to a "burnt out Louisville
Slaghterer" that can be rebuilt into a new Louisville Slaughterer with
fuel and rags, no additional Nomex is needed for the rebuild.
Trying to make dropped fireblades start fires, help needed

Trying to add a block of code that causes a fire whenever a weapon with
the "FIRE_WHEN_DROPPED" flag is pulled from your hands in combat.  It's
not working.  Anyone know what's wrong with this?
Revert "Trying to make dropped fireblades start fires, help needed"

This reverts commit 29c2e3b783dc5b5ded5d7c7cbc57d1d5b7e4eafb.
Merge pull request #5145 from NaturesWitness/heatblade-remodel

(Ready) Heatblade Remodel project
Adds piercing category

No formal "Piercing" damage, but sine there's a skill, the weapons that
use it ought to be categorized as such.
Merge pull request #5174 from KA101/Piercing-category

Adds piercing category