Medea Destiny in-world; anim

Medea: Added support for posture collar neck locking using provided
~PostureOverride animation, or another animation named in
g_sPostureAnim. Supplied animation locks head and neck and priority 6 to
ensure overriding. If the animation is found in inventory, animation
menu will have a "☐Posture" as button defined in POSTURE. Button will
not show if animation is not present. Also responds to chat commands
"posture on" and "posture off". Posture is saved in settings with the
token (g_sPostureToke) posture=1 when active, and read back from
settings/defaultsettings notecard when settings are sent by settings
script. Posture is reposed when animations refreshed and when
permissions are granted (i.e. on attach) if g_iPosture is TRUE.

Removed reset on rez. CreateAnimList now happens if g_iNumberOfAnims
changes instead of each rez. Much more sensible. requestperm() removed
(let's not have single use functions! Bad! Naughty!) and permission
requested in attach event instead, saving the unnecessary
if(llGetAttached()); call. run_time_permissions is added to allow
restoring posture. Also, good practice to have it. Probably should store
permission in an integer to save llGetPermissions checks. We should
consider if we want to refresh poses here rather than having all poses
scrapped on rez as current. Added remenuing to the animation menu where
sensible.