Cell changes

This was originally only going to be a small patch, but meh.

-Lowers the cell charge in APCs to 2500 (previously was 5000)
-Lowers the energy cost of lethal laser guns from 1000 to 830 (you can now get 12 shots off instead of 10. NOTE: this does NOT apply to energy guns; this is only laser guns that fire ONLY lethals)
-Lowers the energy cost of the laser cannon from 1250 to 1000
-Fixes laser tag guns not working
-Changes effect of getting shot with a laser tag beam (while wearing a laser tag vest) to HalLoss damage (instead of just a flat out instant weakened state---ie: no more one shot instanwins for laser tag)
-Reworks bear traps a bit; they'll now deal damage and play a sound when activated
-Part exchanger holds more; it can now hold up 50 items (up from 14) and has a combined weight class of 100 (up from 28)
-Brings the handcuffs breakout time in line with the other cuff breakout times (60 seconds instead of 120).
-Lowers wall and portable flasher weakened durations (from 10 to 5 for wall and 8 to 4 for portable) and lessens the eye damage they can cause.
-lowers the weakened duration on flashes from 10 to 5.
-Increases the hit cost of the cattleprod from 2500 to 3750 (oversight when costs were adjusted)
-Lowers the agony amount the cattleprod causes from 60 to 42 (again, oversight)
-Implementes Tirizene; a reagent that causes HalLoss
-Added Tirizene to parapens
-Reworks pushing to its original status, but the weakened duration has been halved (from 4 to 2)
-Disarming will no longer cause guns to "go off in the struggle"

Overall, this should improve combat situations by a decent amount by making them more dynamic