Added chambers for mag.type guns
Adds new sprites for mags and removes " " from paths
Revert "Adds new sprites for mags and removes " " from paths"

This reverts commit 72ad6072ec5af553272c3bad16da2ef9c9983fce.
New mags
Ammo shit
Bullets now have non-spent sprite.
Shotgun ammo now have spent overlay instead of empty shell.
Fixed typepaths and sprite modulo
Removed "spent" . Uses AC.BB instead.
Replaces loaded.len with getAmmo()
Sprites & Fixes
Weapons now have states without magazine and without bullet in chamber.
Updated update_icon()
Fixed loading weapons with different mags. Now you cant load your pistol with smg mag.
Now you can load bullet in chamber and unload it
Merge remote-tracking branch 'upstream/bleeding-edge' into Bleeding-Edge
Merge pull request #1 from smet19/Bleeding-Edge

Bleeding edge
Rewrite of machine code
- The most common attackbys now use a common proc and a flag system
- The following flags now exist : EMAGGABLE, SCREWTOGGLE, CROWDESTROY, WRENCHMOVE, FIXED2WORK
- Machines have had flags appropriately added with inherited procs to replace copied code
Added windoor fixes. This was real torture.
Updated map to new version
Merge remote-tracking branch 'upstream/bleeding-edge' into Guncode
Fixes merge conflicts
Merge remote-tracking branch 'origin/Bleeding-Edge' into MachineRecode

Conflicts:
	maps/tgstation.dmm
Fixes to field generators under the new system.
Updated shield gens to the new system.
Added new system functionality to kitchen, bar, and botany machines. Apiaries now work properly. Added an open panel overlay for the biogenerator. The other machines might get wrench movement, but they need circuits mainly.
Updated smartfridge circuits and changed the way the acceptance system works, due to new deconstruction.