Stuns, Stamina, and Slippping changes

## It's time for controversy
If you're unfamiliar with the stamina system (Most people are actually unaware it even exists), here's how stamina works:

-Stamina damage heals naturally over time. 
-If your actual damage + stamina damage is greater than 100, you are weaken(5)'d. 
-Stamina damage, like normal damage, slows you down, so the easier you are to hit the more stamina damage you have on you.

>**1. Removes instant weakening/stunning from many, many projectiles in the game. Instead, they now do large amounts of stamina damage to compensate.** This means no more one-shot ranged stuns, for the most part, for security AND antagonists.
>2. **Non ranged stuns are untouched. Except unarmed attacks, see below.**
>3. **Water slipping has been changed**; Slipping on a water tile that someone has sprayed with or splashed with water will cause you to slip and drop your carried items, but you will NOT be stunned. Slipping on a water tile from a standard mop will have the original stunning, for janitors to lord over the station with. The advanced mop uses the former, so another "benefit" to upgrading your mop. Lube still works as-is.
>4. Unarmed attacks deal stamina damage, and can knock you down briefly, **but only after you have stamina damage on your person.**
>5. **Disarm shoving is gone.** Disarm now just.... disarms. If someone is hogging the pod, just punch them. They deserve it. They'll eventually be weakened by stamina damage and forced onto the floor.
>6. Brute force weapons dealing damage to anywhere but the head deal **max(Forcex0.75, 10)** stamina damage in addition to the damage they already do instead of RNG knockdown. Armor does not protect against the stamina damage, but still works regularly for the brute damage. Attacks to the head are still RNG, but require stamina damage to be on your person to knock you out, so it's "protected" RNG.
>7. The disabler is now the standard security sidearm. Bumps up the point cost of the crate to match tasers. **Bumped up the disabler range to 9 tiles**, it was a little hard to catch people on the edge of your screen.
>8. Adds a nice little bit of animation for punch knockdowns / weapon knockdowns while people are standing.
>9. Ebow has been reduced to a 7 tile range, like the disabler is at.
>10. Magazine sizes for some weapons have been adjusted to compensate for the changes.
>11. Secborgs get disablers, Eguns get disable mode, Adv Eguns get electrodes. Keep in mind that electrodes have unlimited range, unlike disabler beams...
>12. Adrenaline Implants / Changeling Adrenaline now both heal 50 stamina damage in addition to their previous effects

This one's gonna get heated. What this does is turn combat in SS13 into a little more complicated than "Shoot with taser, cuff", and prolongs firefights. **Keep in mind that prolonging firefights tends to aid the person that has higher amounts of people on their side. Which in most cases, is the Station.** Do we want this to happen? I'm interested in seeing it, but it's impossible to really see what the effect this will have on the game. If you've played lasertag, which uses stamina damage, that is slightly similar to what this would be like.


![melee_quantize](https://cloud.githubusercontent.com/assets/4465459/5448663/9c2d7ac6-8499-11e4-9ecc-a73a2706e700.gif)