Improvements to bleeding and wounds

Wounds now have a bodypart property.

Changed bleed rate infliction to a more basic linear addition. Now, each
inflicted wound will stack up the overall bleedrate by just adding the
wound bleedrate to the player's overall bleedrate.

Increased chances of knockouts based on bleedrate and wound count.

Added a function to return the number of wounds per body part in an
array.
Minor item fixes

Changed medical item behaviour:
Bandages lower bleedrate to an almost meaningless amount (but an amount
nonetheless) unless the rate is already below that threshold, in which
case bleeding is stopped completely.

Medkits do the same but also apply painkiller effects.

Doctor bags remove 1 wound and stop bleeding altogether. They also still
apply painkiller and morphine effects.

Fixed a bug with ammo items spawning with vast amounts of ammo when
random(amount - 1) + 1 would result in random(0) which gives any 32 bit
integer value.
Added debug messages to safebox code

Trying to track a possible "missing box" issue.
Added new inventory screen UI for wounds

New UI displays wounds on each body part and current effects (bleeding,
hunger and infection).

Next plans for this UI is to display drug effects in the list too so
players know what drugs they are under the effects of.

Also removed the bandage+medkit=doctorbag craft combination since the
medical items work differently.