Don't ever make time slow down unless there are hostiles present.

After all, what's the use of it? So now, the slider being lower than
max doesn't mean that you have to wait for all your shields to come
back before time will speed up when there aren't even any enemy ships
around.
Fixed autonav time resetting to work with *all* hostiles.

The previous method only worked for *enemies*, which meant that
other hostiles (normally generated by mission scripts) were being
ignored. The new method takes all hostiles into account.
Require damage for slowdown when slider is below "enemy presence".

I also added a 2-second delay after time is reset, before speeding
up again, to give you time to react when you take damage. A minor
side effect of this is those times when enemy presence is detected
for one frame, which I think is incorrect (maybe due to the way ships
spawn?), are going to be much more noticeable.

Conflicts:

	src/player_autonav.c
Added a fix for those times when ships are spotted for one frame.

I think that is a result in a defect in spawning of ships. Anyway,
I worked around it by requiring enemy presence for two frames in a
row to trigger time reset. It works as it should. This makes the
system much smoother.

Also made it so the delay for speeding up time again is only used
for damaged-based time resets.
Some small improvements to autonav speed resetting.
Fixed a typo.
Merge branch 'speedfix' of https://github.com/onpon4/naev into tmp
Added a hint about autonav speed reset.

Conflicts:

	dat/events/neutral/npc.lua
Removed unnecessary stuff from mission.xml.

There were a few empty <cond> tags and self-closing <flags/> tags.
These are useless, so I removed them.
Merge branch 'bugfix' of https://github.com/onpon4/naev into tmp
Make deactivating an outfit early cause a shorter cooldown.

Previously, deactivating an outfit early caused you to have to wait
for the full cooldown. This doesn't make sense. I changed it to make
the cooldown amount proportional to the time the outfit was running.
Fixed stats not being recalculated when outfits turned off.

This was driving me nuts: the "emergency" shield booster worked
while it was cooling down if you deactivated it early because of
this, and worse, it kept draining your shield when deactivated while
landing, making you stuck there if there wasn't an outfitter on the
planet! It's fixed, now; there were a couple places where stats
weren't being recalculated where they should have been.
Fixed most outfits being broken by a recent change.

More specifically, I didn't realize that o->stimer could be
"infinity" and that most outfits have it set to this. This was
causing a problem with the formula I was using, understandably
(in real math, the result would be infinity, though apparently the
result in this case was "-nan"; either way, it's a problem). This
has been fixed by only using the new formula if o->stimer is not
INFINITY, and otherwise using the old way of just using the full
cooldown every time.
Added intro text to the start script.

My sister was overwhelmed by all of the tutorials and the complexity
of the game, so I've added a short introduction to the start of the
game, to give you a quick introduction, enough to get you going
without being too heavy.
End the start event all the time.

I made a mistake and got rid of the ending of the start event in
one part of an if statement. This has been fixed.
Added some text to the intro.
Simplified the start text.
Modified the intro to conform to the new startup text.

The intro I added, showing you controls and such, is set at right
after a flight exam and explicitly says that the ship you pilot is
a gift from your instructor, so the line about how you take a ship
and fly off is conflicting now. It doesn't really add anything, so
I just removed it.
Increased the energy usage of the Emergency Shield Booster.

The text describing this outfit claims that energy use is
"disproportionately high", which is complete nonsense. The cost
before was *incredibly* cheap. It has been more than quintupled,
to 160. This amount of energy usage does not render the outfit
useless for small ships, though it does make the energy usage
actually a problem for these ships.
Fixed bad grammar.