Double agents can now be picked for late joiners.
This works by keeping a list of players who are applicable for double agents and then after a certain number of them are picked it will tell them all to kill each other.
Increased the amount of double agents that start in the round (x1.5).
Added checking for the other awaiting agents, to make sure they are still alive, human and not disconnected.
Small fix.
Update for power code to remove some bugs and fix some functionality
Functionality
========
*Cables can now be placed across each other and not connect, just like cables placed in the map editor.
*Alternately by leaving a "node" or "dot" in both cables you can have these cables connect

Bugs Fixed
=======
*Unconnected cable networks which share the same powernet and power are no longer created when adding cable to nodes or removing nodes on top of smooth cable

Code changes:
==========
*Adds denode proc that should be called when a wire is added to causing it to no longer be a "node" (i.e. terminates in the centre of the turf)
*Adds propagate_network proc that traverses the graph adding every cable to a new network while removing the old one
*Adds call to denode in the cable_join proc
*Fixes mergeConnectedNetworksOnTurf() to only connect cables that are both nodes
*Adds a get_marked_connections() proc to cable which finds all edges connected to it's endpoints regardless of whether they have a powernet(as opposed to get_connections())
 * Small fix to the modifier changer.
clarified a comment
creating a get_marked_connections method for machines that doesnt check for powernet==null
making propagate_network non recursive
 * Small bug fixes.
 * Added some code for offsetting the bearing, not used yet.
 * Runtime fixes.
 * Fixed teleporter teleporting AI eyes.
Stuff
Allows chaplains to hold religious stuff in their robes, also emergency oxygen tanks.
Adds holiday priest suit to the list, I forgot it.
Fixes some bugs.
Rotation offset is enabled.
Angles use only one decimal place now.
 * Added an angle offset, to make it even harder to use telescience.
 * Obfuscated the distance a bit.
* Rounded the distance and seconds.
* Removed obfuscation.
 * Rounds the time.
Fixed some container escape issues
 * Telescience now works on bluespace crystals, which are special crystals which unlock power settings from the telescience computer.
 * The telescience computer starts with 3 artificial crystals.
 * The crystals can be crushed to blink or you can throw it at someone to make them blink a short distance.
 * You cannot teleport the AI or any anchored mob (unless they are buckled to an office chair).
 * You can make the bluespace crystals from slimes or from research.
- Updates readme file.
 * Lowered the origin and required tech for the bluespace crystals.
 * Commented out the distance value that you receive, making it harder when calculating.
 * Added materials to the origin tech (organic crystal only) and raised material required to make new bluespace crystals.