-Mounted flashers can now burn out their flashbulbs (5% chance)
-Flashbulbs can be removed using wirecutters and replaced with a working flash
-Portable flashers now appear disabled when not anchored, if there is no flashbulb, or if the flashbulb is broken
-Updated changelog
Reduced code duplication
Changed it so only portable flashers get burnouts

Added spare flashes to security weapons crate.
Reduced burn out chance to 4%

EMPs have a chance of overloading flashbulbs.
Merge pull request #709 from Ikarrus/flashbulb

Portable flashers can now burn out their flashbulbs (4% chance)