Major overhaul to all weapon and damage code

This update completely changes the way weapons and health work in the
gamemode.

The changes are well documented here: http://wp.me/p3I4RD-8f and here:
http://wp.me/p3I4RD-87

In short, weapons no longer remove large chunks of health from players.
The health bar is referred to as "blood" now and players will bleed at
varying rates depending on the severity of their wounds.

The severity of a wound depends on many factors affected by the weapon
used and its ammo. Firearms have muzzle velocity and calibre, different
calibres have different base bleed rates. The resulting bleed rate
inflicted on a player is the base bleed rate modified by formulas that
use the distance to target and muzzle velocity.

Melee weapons have a base bleed rate and a knock-out chance. The lower a
player's blood is, the higher chance they have of being knocked out.

This overhaul affects a few other scripts in organisational and
practical ways.

This update adds new callbacks: OnPlayerShootPlayer and
OnPlayerMeleePlayer.
Updated Bayside testing map

Added more useful loot generation.

Fixed include lines.
Minor fixes
Improvements to defence logging

New logs allow easier recreation of destroyed defences for hack
investigation by outputting CreateObject friendly data.