Initial room layout, JC fight.
Merge remote-tracking branch 'upstream/master' into D3

Conflicts:
	classes/classes/GlobalFlags/kFLAGS.as
Roughing in doppleganger fight, basilisk fight bad ends, gameover linkages.
Doppleganger mostly roughcoded I think.
Incubusmechanic Roughcoded.
Living Statue
Living statue roughed in
Starting on the gardner.
Gardner loss scenes.
Start of gardener win.
Starting on Centaur loss scenes.
That should be all the content roughed in from D3P1 docs. I'll actually get to making this mess runnable tomorrow.
D3 Compiles. Still a few pieces missing (mostly actually initiating the fights) and then testing/tweaking.
Rigged up some slightly different handling for the D3-style roomed dungeon layout (ala TiTS-esque).
Tweaks to doppleganger.
Fixed loading a save from a game over in D3 putting you instantly back in D3.
Added a derivative function of startCombat to skip the "Next" prompt before displaying the combat menu. (startCombatImmediate)
Shifted all of the Incubus Mechanics D3 scenes into a child class available through D3.
Added a quick scene variant for using the elevator to leave D3 if the player fought the mechanic and defeated him.
Fixed Gardener typo (hue).
Doppleganger wait override
Tweaked a bunch of doppleganger stuff;
moved scenes out of core D3 class
tweaked combat text
added a lazy as fuck means of handling other player specials-- doppleganger has no attacks of its own etc.
Pre-emptive version bamp
Fixed more save stuff for loading from a bad-end whilst in D3
Moved the rest of basilisk content out of core D3 class
Tweaked a bunch of Jean-Claudes combat stuff