Update to player data saving and defenses

Player data save code is now all in a separate script file. Player data
has been converted to a new file structure, each player has two files
now: one contains just the item data such as inventory, bag type and bag
items, the other contains all other values such as health, armour, food,
etc. This new system makes it easier to add new values into the data
file without having to re-structure the data for inventory items (which
always had to be at the end of the file, which meant adding a new data
key would mean shifting that data down)

Re-organised include order.

Removed some old code for converting passwords to hashes.

Changed the model ID of the timer device item.

Added Keypad item which now uses the old timer device model.

Removed passenger drive-by return-to-car code, it was buggy.

Fixed overheat script and added overheating to Hunters and Hydras.

Vehicle UI is now partially hidden when on a pushbike.

Fixed a bug with Armour not giving armour points when used.

Added more restrictions to handcuffs, tasers and disarming. Unconscious
or cuffed players can't disarm other unconscious or cuffed players.

Lowered revival time to 6 seconds to fit the animation.

Re written most of the torso code to better work with gutting and player
torsos.

Added loot spawns to Bone County.

Fixed a bug with "/unban" command being case sensitive.

Removed "by" from ban reasons to conceal identity of undercover
administrators.

Added developer command "/vowner" to find out the owner of a vehicle.

Disabled Area 69 doors until a suitable puzzle is made to guard the loot
inside the base.

Updated tutorial to highlight the wrench rather than medkit (which was
removed from new spawned characters)

Fixed a bug with player vehicles without trunks spawning with container
ID 0.

Updated defences code with movable defences which can be made by using a
Keypad item with an existing vertical defence part. A 4 digit key code
is requested for the user to enter which will be required to make the
defence part move. Also added the ability to remove fort parts by using
a crowbar, both of these interactions only work when the player is
standing behind the defence part.

Added script MapMover, still doesn't work as intended though.

Renamed "MovementDetection" to "HackDetect" as it now does other types
of hack detection such as weapons or jetpack.