Blast Door Refactor

- Blast doors completely refactored and moved to one file.
- Subtypes can be easily created by modifying few variables, instead of overriding ton of procs every time
- TODO: Add dedicated repair for blast doors, using Plasteel.
- Code properly commented, viva la understandable code.
DME update
- Adds/removes few files from Baystation12.dme
Updates references
- Changed referenced to old blastdoor type to new type, removing compile errors
- Fixes small issue in blast door file which caused compile error
Resolves map conflicts
- This fully finishes first implementation of refactored blast doors.
Blast Door Repairing
- Blast doors can now be repaired with plasteel. 1 sheet repairs up to 150 HP of damage, or up to 10 emitter blasts damage.
Minor Adjustments
- Fixes updateicon issue
- Adds notification when trying to crowbar working blast door.
Icon States
- Again, i know. I am an idiot. Changed animation icon states to proper ones.
Repair time adjustment
- 10s delay changed to 3s
Merge branch 'dev-freeze' of https://github.com/Baystation12/Baystation12 into blast-door-refactor
Merge pull request #7576 from Zuhayr/dev-freeze

Master into dev-freeze
Makes shotguns not break on point-blank fire.
Fixes #7563
Fixes #7574
Prevents power drain from functioning on piping (#7567)
Merge pull request #7579 from LightningIron/dev-freeze

Makes shotguns not break on point-blank fire (fixes part of #7358)
Prevents power drain from functioning on atmos canisters. (#7567)
Fixes a runtime with embedding a deleted weapon.
Fixes #7564 and buffs the dead man's switch explosion radius (#7567).
Fixes #7572
Merge pull request #7580 from Zuhayr/fixes

Fixes