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
Stuff
Allows chaplains to hold religious stuff in their robes, also emergency oxygen tanks.
Adds holiday priest suit to the list, I forgot it.
Fixed some container escape issues
 * Eh, found a bug where if you try to setup the round multiple times then it will keep multiplying the config var. Made it calculate it in every instance of it being used.
Fixes pipe bug.
Issue https://github.com/tgstation/-tg-station/issues/1669 and its duplicate https://github.com/tgstation/-tg-station/issues/1099
Fixes the HE pipes.
 * Simple animals will now consider invisibility when attacking and choosing targets.
 * Renamed SA_attackable to CanAttack(). Moved relevant code into there. Should make mobs more responsive with their targets.
Resolved "cover" vs "panel" terms conflict in cyborgs, "cover" wins

Correcting every instance of calling the "cover" a "panel".
Also, tweaks to cyborg deconstruction so it's more forwards-compatible.
Ambrosia wreaths

Lets you put ambrosia leaves on your head, olive wreath style. Cue SS13
Olympics. Hopefully security doesn't beat you up and confiscate it.
http://i.imgur.com/58aEHUw.png
Fixed being able to escape moving lockers
Fixes exploit fix, exact amount of materials will allow building now.