Can drop flashlight, mags spawn in piles, etc.

Added magazine spawns in bullet piles. If a mag spawns, no individual
bullets will spawn in the pile. The magazine will spawn with between 0
and capacity bullets in it.

Flashlight can be dropped if weapon is holstered, and no mags are in
hand.
Only one flashlight can be carried at a time - prevent picking up
unwanted flashlights.

Fixed r_10 to adjust the height of the uppermost bathroom furniture (it
was all floating above ground and looked weird.
fixed flashlight always spawning in item piles

no longer spawns flashlight in every pile.
Undisable recoil.
Fix r_10, which Ztdgz failed to do correctly, perhaps due to Unity.
Also, I forgot to commit earlier a graphical update.  Lights are forced to be pixel when within ksleepdistance, which is 20 by default.
Further tweak the lights and fix the gun spawning in wrong.
Make the revolver shoot out of the right cylinder.
There's probably some other things done in here, but don't ask me what those are.  Truth be told, I've completely forgotten by now.
Realism Fix: The revolver's cylinder is now locked when the hammer is pulled back.
Improves the flashlight a bit.
The magic glow around the player when it's turned on is disabled, and the beam is now 45 degrees wide and has three times the range, though much less intensity.
This means that the flashlight can actually, you know, work like a flashlight.
Unfortunately, this does not fix problems induced by the games prebaked lightmapping in the form of vertex colors, which makes flashlights less bright in darker areas.
Dying in slomo no longer causes you to die very, very slowly.
Made the movement silky-smooth rather than jerky, especially in slomo.
Also, I discovered that the magazine loading was excessively jerky, and fixed that.
This may just be an illusion, but the game's framerate seems to have shot up immensely as a result.