Added better comments to bladder script.

Clarified some parts of the code, and what the constants meant.
Updates Keni Family home interior.

Redid the interior to be more in line with the rest of the maps.
Adds 7*2 tile vertical buffer and 9*2 horizontal tile buffer, to make the movement more free within the map.
Updated teleport from Dali North.
2nd floor remains closed (where I'm guessing the adults sleep).
Most of the interior content is reused from the old map, to keep the style. Weapons were removed, since I'm not sure if they served a purpose or not.
Merge remote-tracking branch 'etranz/master'
Resets face and name for sleeping girl.

Adds \nm[] and \face[] to make sure we don't carry over old name and face
definitions from another event.
Updated Ren sisters home.
Updated condition change -> event updates.

Added wrappers for the event handlers, so you may now call it with anything that can use a call method. You still need a wrapper of some sort for the marshalling, but it doesn't have to be anything advanced.

Map events will now also listen to variable changes, besides switches which existed before.
Makes bladder switch event driven.

Instead of updating the switch with every fixed bladder change tick, the switch will listen to any changes to the bladder, and modify its own value appropriately. Note that his may have some unintended consequences if it fires updates outside of the current interpreter iteration (i.e. things may disappear, or event may exit half way through), but I haven't seen any of that yet.

This makes it possible to script changes to the bladder variable without having to wait up to 18 seconds for the game to realize this.
Merge remote-tracking branch 'etranz/master'
Merge branch 'bladder'
Update for Clairia Village.

- "C_Slave 7.png" renammed to "C_Slave 7 - Church.png"
- Added items "Soft Tits' breast milk" and "Voluntary Slave Pass"
- Made slight changes to Erica's Farm.
- Made some small changes and added a few characters to Clairia Church.
- Added a few characters to Primrose Inn & events for the Primrose
family.
Clears triggers at map load.

The triggers for switches and variables will now be cleared before adding new ones, to avoid amassing huge amount of unnecessary data being stored here.
Fixed incorrect check.

The refresh will now make sure that the event hasn't been fired before, not if it's of the type Array.
Adds extra triggers checks.

If the @triggers variable isn't set (e.g. from a demarshalling of a save game) the script will no longer crash.
Adds visibility option to bar.
Updated path.

Changed the path since it didn't really merge with the surroundings.
Further nil checks for triggers.

Adds further nil checks before clearing the event triggers array. This is
to fix issues with save games where the init hasn't been run on the object
for switches and variables.
Makes the removal of events triggered explicit.

Calls the clear method of the queue and history of game events that are
triggered in each tick. This makes it explicit that we want the content
removed from the lists, rather than just changing where the variables
points to.
Updates the goblin cave entrance.

Continues the mountain range theme set by the east junction.
Changed teleport events in east junction to work with the new map.
Changed teleport events in Goblin Caves to work with the new map.
Redid Goblin walking, so you're not forced into a cutscene like event when you see him move.
Merge branch 'goblin_caves_entrance'
Fixes player not getting killed.