Guns harmonization

Ugh, I wasn't looking forward to this, but it needed to be done.

This is mostly a harmonization patch. Over the past 1.5 years we've accumulated a plethora of different an unused bullet types with names that don't really match Bay or TG well--meaning when something new is released, you either have to piece together what bullets are which and with what casing, or make an entirely new one. Either case, this standards bullet, ammo casing, gun, and magazine names with TG--since that's where our gun system originated from to begin with; should further changes need to be made in the future, this will make it MUCH easier for furture coders. Despite the huge code changes listed--mechanically everything is the same.

Other Stuffs:
-Names of guns changed to be far more generic and descriptive of what they are (c20r doesn't tell a player much, but submachine gun does)
-Suppressor now works on the Syndicate Pistol (Stetchkin), Syndicate submachine gun (c20r), and Prototype SMG (the gun R&D makes)
-Suppressor can be made at R&D with very high tech+illegal levels.
-Axes the Uzi (this was an adminbus item anyway)
-Can remove individual bullets from ammo boxes now
-Fixes the pulse rifle not having an in-hand icon
-Makes the laser cannon far heavier and only able to be worn on your back
-Adds in the Tommy Gun (adminbus item)
-Adds in the improvised shotgun (you will NOT be able to make this yet)

Nuke Ops:
-Adds in the c-90gl, AKA: Syndicate Assault rifle. This is the big brother to the c20r; it costs 18 TC, has a 30 round capacity (compared to the c20r's 20 rounds), and fires bullets that do more damage (but they do NOT stun you like the c20r does). It also has a single-shot grenade launcher on it; you can switch from regular firing mode to the launcher mode using an action button in the top-left corner of your screen.

Map
-Mostly changes to the admin room to make light of removals/additions--sorry I didn't map-merge this.