- TED time to kill has been halved
- TED now continually warps you back if you manage to escape, instead of killing you
- TED field is no longer dense
- Chronosuit now does not carry items with you if they are outside the suit, which is the belt, back, and hands.
\ The TED is an exception
-SPRITES SPRITES SPRITES
-Hopefully fixes create_antag and team problems
-Fixes the Inactive Eye on follow list
-Removes redundant and adds needed checks
-Neater adv camera code
-Minor balance tweaks
-Fixes instant first activation of glands
-Adds 3 mostly negative glands
-Adds anti-tracking helmet to agent equipment
-Makes experimental dissection ignore clothes
-Way out for trapped humans : Mash random buttons
-Abductors now virus immune (also golems and skeletons)
-File cleanup
-Teleporter functionality for camera
Moves most of the code from violin up to instrument and makes violin a child of it. (Guitar is a child of it as well.)
Fixes violins on Metastation and Box due to the repath, adds the guitar to both.
A generic check for antags now exists in check_finished, and overrides a lot of checks in specific modes. Specific checks are still needed if you have special means of determining antag viability (blob cores), or things to do when specific antags die (summon events).
In situations where mulligans are on but fail, the round will usually lurch on as "extended" but in wizard/malf/blob/ragin mages the round will end then and there. This mirrors current behavior.
Config settings are fully customizable and for the most part defaults mirror existing behaviors:
Revolution, Shadowling, Gang, Ragin Mages and Monkey are noncontinuous and will end with the death of all antagonists.
* There is a change here in shadowling in that rounds with living thralls but no living shadowlings will continue until the thralls are delt with, as they can still raise their dead master.
* Abductors not ending with the death of all ayyliens if there are still probe victims around is likewise a change. If the dev of abduction would rather have it default the other way, we can do that.
* Monkey being noncontinuous is a change, but given how monkey mode works, it really only makes sense.
All modes that are continous use the mulligan system by default, remember that this will only come into effect if EVERY antagonist dies, so modes with many antagonists are very likely to only mulligan extremely rarely because if even one isn't slaughtered and is instead brigged or otherwise neutralized nonfatally the mulligan will never come. A nice little bonus for security not to kill everyone!
Fixes a bug where shuttle stranding could occur in continous rev modes (not something on by default)
Probably buggy as hell in initial commit. Please no quick merge