Stun changes

This is a stun rework in an effort to curb ranged instantaneous stuns (but not fully eliminate them)

Stun Related Changes:
-Electrodes now have a range of 7; once they hit their max range, they fizzle out and disappear
-Disabler shot is now a beam (was an energy shot) and deals 36 stamina damage as opposed to the previous 33 (this means it's not blocked by windows)
-Various bullets now deal stamina damage as opposed to being an instant stun; stunshots still retain their instantaneous stun though, via their combination of stamina and regular damage
-The range of a few stun weapons (crossbow, ninja stars, etc) now have range limitations on them; the crossbow range is now 10; once it reaches the end point, the projectile will fizzle
-Added a range of 7 to the Nuke Ops Assault Rifle grenade launcher.

Gun related Changes 
-Energy guns now fire disabler beams and lasers (no more electrodes); you'll be able to get 10 laser shots off or 20 disabler shots off before recharging.
-Advanced Energy Gun is unchanged; it will still fire lasers and electrodes as it's a high-end research item
-Pulse Rifle unchanged
-Adds in Advanced Taser; this is a hybrid taser; it fires electrodes or disabler beams; it can fire 5 electrodes or 10 disabler beams.

Advance Taser and Taser related changes
-Tasers more or less removed from the game
-Removes the tasers from security officer's, Blueshield's, Customs', Pod Pilot and Brig Physician's lockers.
-Officer, Customs, Blueshield, Pod Pilot, and Warden will spawn in with an Advanced Taser in their suit storage slot
-HoS's secondary energy gun (in his locker) replaced with an Advanced Taser
-Just about any recipe or crafting related thing that utilize a taser will now use an advanced taser instead

Equipment Changes
-Sec Cap now has some basic armor on it (not as good as a helmet though)
-Warden Spawns in with his armor and hat
-Security officers spawn in with their armor and a sec cap


Non Stun/sec Related Changes
-Adds in the mining scanner to miner lockers (dunno how useful it will be with our current mining system)

Map Changes
-Reworks the armory's design a little
--Secure doors on equipment removed
--Armory now has 3 Advanced Tasers
--Stun Batons removed