First pass.

Misfire means the round didn't work as planned. Since these failures are
determined solely by the weapon's durability stat, they should be
classified as weapon malfunctions, not as failings of the ammunition.
Also, some guns are basically immune to malfunction in the fashion that
we're simulating here (like revolvers, single-shot weapons, laser guns,
bionics, &etc) so I've added a flag that can be used to make some guns
immune to the standard malfunction chance.
Adding NEVER_MISFIRES flag for fancy ammunition like military-grade stuff and lasers.

Now all ammunition that doesn't have the NEVER_MISFIRES tag has a one_in
(1728) chance of being a dud that doesn't fire. Now we're beginning to
separate ammunition quality from firearm quality.
Missing flag!
Reloaded rounds and recipe bugfixes!

First pass on this part, hold on for the really good stuff that's yet to
come!
Firearms damage! Wear and repair with a recipe and new toys to play with!
Tweaks.
Tweaks, fixes, and two new gunmods.
Recoil absorbing stock gunmod.
Made the suppressor that players produce via crafting into a crafted_suppressor with reduced stats. Slightly buffed OEM supressor.
Three gunmod recipes.
Recipe integration.
Comments formatting.
Flag fix.
MOAR formatting.
Add freetype as dependency to Linux SDL build
Rearange armor iteminfo
prevent dropping of undropable items
Moved handle_gun_damage to its own function, as requested.
Merge several fixes.
Merge expanded firearm deterioriation.

Conflicts:
	data/json/item_groups.json
	data/json/items/ammo.json