Reworks ranged stuns / Adds advanced taser

Adds advanced taser to RND. The child of the taser and disabler.
![gif](https://cloud.githubusercontent.com/assets/7247232/5554762/f0896b8a-8c27-11e4-97c5-b028db4eca08.gif)

- Taser electrodes now have a range of 7 tiles. That means they are useless for chases in hallways(unless you're good and predict where people are going to ambush them), great for arrests in departments and defusing situations as they've always been.
- Disabler shots now have limitless range, like proper laser beams. They also penetrate windows and grilles like laser beams. However, the stamina damage has been reduced from 34 to 33, meaning they do 99 stamina damage in 3 hits, not enough to stun a fully healed person, but anyone with even 1 point of damage will take the stun.
- E-guns' stun mode converted to 'disable' mode. This is to provide additional value to advanced eguns (which have stun electrodes) and also to reduce the sheer amount of ranged stuns in the game.
- Most bullets will now deal heavy stamina damage in addition to their regular damage.
- Ebow bolts now have the same 7-tile range as taser shots.
- Converted ranged var to apply to all projectiles. If you want to have a ranged projectile (like an actual crossbow you can pick up the bolts of after you shoot them) you can now easily apply it to any projectile, and also modify what happens after the projectile reaches the range. By default, it qdels the projectile, but as I did with the electrodes, it makes the 'spark' effect.
- Removed tasers from security officer lockers, replaced with disablers (affects the warden as well). Security officers will spawn with tasers now, to reduce the amount of 'free tasers' simply lying around. They are a powerful tool despite their range being nerfed, so the 'spare' tasers have been moved to the armory:

![ss 2014-12-10 at 12 15 56](https://cloud.githubusercontent.com/assets/7247232/5373384/ec93e3ea-8009-11e4-9509-87456df2a1ce.png)

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