Guns related bugfixes

### Guns related bugfixes

* fixes #3765 (shotguns sawing off)
   * you can't saw off a shotgun with unactives energy weapons (e.g esword)
   * added a _can_shoot_ proc that check if clicking next would trigger a shot
   * fixed being able to infinitely saw off a gun
   * fixed being able to start multiple sawing at a time
   * tidied the blowing off process : now, if trying to saw off a guy, __any_live_ammo__ in the gun will go off on the use
   * bullets were not qdel'ing correctly on gun blowing up, so i made them del() instead (i didn't found an obvious reason for the qdel() to fail).
   * some notifications tweaks (no firing message displayed on clumsy and blowing up)
   * sawing off starting/finishing are now broadcast to visibles players.

* fixes #994 (clumsy guns firing)
   * removed the need for recursive calling (no more bad luck 6 bullets foot shooting)
   * clumsy won't trigger if the gun can't fire (* click *)

* fixes #6443 (laser tags firing without vest on)

* fixes #6262 (optimizing revolver reloading)
For any gun with ___internals___ magazines (revolvers, shotguns, grenade launchers, ...) reloading will replace spent ammo if there's more ammo than magazine size (supposedly these magazines are easily accessed for direct spent ammo replacing).