Guns related bugfixes

### Guns related bugfixes

* fixes #3765 (shotguns sawing off)
   * you can't saw off a shotgun with unactives energy weapons (e.g esword)
   * added a _can_shoot_ proc that check if clicking next would trigger a shot
   * fixed being able to infinitely saw off a gun
   * fixed being able to start multiple sawing at a time
   * tidied the blowing off process : now, if trying to saw off a guy, __any_live_ammo__ in the gun will go off on the use
   * bullets were not qdel'ing correctly on gun blowing up, so i made them del() instead (i didn't found an obvious reason for the qdel() to fail).
   * some notifications tweaks (no firing message displayed on clumsy and blowing up)
   * sawing off starting/finishing are now broadcast to visibles players.

* fixes #994 (clumsy guns firing)
   * removed the need for recursive calling (no more bad luck 6 bullets foot shooting)
   * clumsy won't trigger if the gun can't fire (* click *)

* fixes #6443 (laser tags firing without vest on)

* fixes #6262 (optimizing revolver reloading)
For any gun with ___internals___ magazines (revolvers, shotguns, grenade launchers, ...) reloading will replace spent ammo if there's more ammo than magazine size (supposedly these magazines are easily accessed for direct spent ammo replacing).

if you have to write comments explaining what your magic numbers are, make defines
#define SAWN_INTACT 0 #define SAWN_OFF 1 #define SAWN_SAWING -1 etc.