Fixes wrong wound types being used

This fixes the autoheal bug, which was being caused by wound types such
as tiny bruises from being used even for large amounts of damage.

I imagine that relying on the order of the list returned by typesof() is
always a bad idea.
Separates the sharp flag into edge and sharp

Now weapons can properly cause cuts without necessarily having a greater
chance to remove limbs.

Also separates is_sharp, has_edge, and can_puncture.
Bullets are now properly sharp
Fixes many small wounds protecting against...

...internal damage.

Also removed started_healing() proc because it doesn't actually report
whether the wound is healing and isn't really used for anything.
Fixes #5224
Merge pull request #5263 from boopcat/happydrones

Fixes #5149
Fixes wound merging

Fixes wound merging completely ignoring things like bleed_timers,
bandaged and salved states, etc.
Fixes bruises not having the right damage_type set
Species claws are now sharp
Adds sharp and edge flags to appropriate items

Went through as many /obj/item/weapons as I could find and added sharp
and edge flags where appropriate.
Breach detection update

Now only triggers for abnormally low pressures.

Allows breach detection to trigger if an alarm was already raised in an
area for a different reason.
Fixes ID computer's missing Security section
Fixes large amounts of damage being carried by minor wound types
Fixes bleeding checks not respecting merged wounds
Fixes projectile sharp and edge flags being ignored
Adds diona unarmed attack type
Adds thrown object sharp and edge flags
Fix lighter burning random body parts
Fixes apply_damage ignoring species mods

Also adds some adjust*Loss type procs for adjusting the damage on
specific body parts. apply_damage() should be the standard way to deal
damage to a mob, though.
Fixes armour being applied to projectiles twice