Fixes and balance

Just Another Patch

Fixes:
-Fixes Medibot behavior; they should  announce when someone is in a critical state now and not behave quite so badly in terms of healing/chasing someone.
-Fixes flashes not giving the "fails to blind so and so!" message
-Fixes the Prototype SMG being invisible
-Fixes the C20r mags not properly updating their sprites
-uncomments napalm chemical reaction; incendiary grenades should behave properly now. (just don't expect them to work well in a large open area; these were designed for FEA atmos).

Balance

-Refactors the entirety of spray-bottle coding--will allow for greater control over future additional spray bottles
-Behavior is largely the same, though using 10 unit sprays limits the range to 1 tile, while 5 unit sprays will allow for the sprayer's full range (chemicals move significantly faster than they previously did). This also means there's real reason to use 10 units over 5; 10 units will apply more actual reagents than 5 will.
-Overall spraybottles have the same range; pepperspray range, however, is now 4 instead of the prior 3.
-Chemsprayer still the most overpowered weapon of all time
-Polytrinic and sulfuric acid cannot be added to spraybottles; the chemsprayer is immune to this restriction
-Removed the chemsprayer from R&D
-added a lock to the large energy crossbow
-changed the syndicate tech origin on energy relays to "power storage"; you'll need legitimate syndicate gear to get illegal tech levels now
-uncomments/re-adds shotgun darts (the shells you load up with reagents)
-Removes the ability to remove/add a cell to energy guns (stun batons are still a go); the cell you start with is what you get (the ability to upgrade guns was leading to high-value/special items like Cap's laser gun and the advanced energy gun being more or less a moot point--it also skewed the balance of a typical firefight involving tasers and eguns).