- Adds the Syndicate depot, an outpost heavily guarded by turrets, and
proofed against telescience.
- Fixes gun_turrets not ID'ing syndicate agents properly, adds support
for different bullets.
- Adds support to make an area un-accessible to telescience. I wish
there was a better way to handle that in the telescience computer, but
noone I consulted could seem to figure a way out. Simply set the area
tag in question's tele_proof to 1 to disable telescience in that area.