Stun baton nerf

Adds agonyforce var to stun batons, which causes halloss and eye blur.

Also did some clean up of stun batons, and fixed the stun baton's bcell
var being of type weapon/cell/high instead of weapon/cell.
Taser cleanup and fixes

Fixes cloaking devices and deadman switches being included in taser code
somehow.
Merge remote-tracking branch 'upstream/dev' into stun-baton

Conflicts:
	code/game/objects/items/weapons/stunbaton.dm
	Made all obj/item/weapons have "swing_hit" as their default hitsound.
	Made hitsound not play when the attack misses.
Adds siemens_coefficient handling to stun batons
Merges taser and stun baton effects

Makes the code for handling stun weapon effects much cleaner.
Moves electrocute_act and emp_act from living.dm into living_defense.dm
Adds disarm effect for stun weapons and hands
Allows the use of stun weapons to show up in autopsies
Makes humans scream if taking enough halloss
Fixes siemens coefficient not blocking stun disarm
Handcuffs now require an aggressive grab
Stunbaton fixes and cleanup

Apparently harm intent is "hurt", not "harm"
Cleans up weapon embedding code

Removed weapon embedding from human/apply_damage(), as it didn't really
belong there. As well, used_weapon is intended mainly for autopsy info,
so it didn't seem appropriate to use it to embed things.
Removes duplicate code from human/bullet_act

Also moves stun projectile handling up to living/bullet_act, as all the
human specific code has been moved to other procs
Merge pull request #5862 from mwerezak/stun-baton

Stun Baton Nerf