Refactored, and fixed interact adjacent controls
Moved locked vehicle interactions to vehicle.cpp, since pickup also
accesses use_controls
Added alarm part definition. Plan to make flag ON_CONTROLS mean it can
only be installed on controls. Plan to make flag DIFFICULTY_REMOVE mean
that the difficulty property should be used when attempting to remove
it.
Rearrranged failure probabilities
Added menu option to try and stop an active alarm from the controls.
Fixed initial activation of controls from starting engine and other
weirdness
Added alarm spawn on vehicles that start off locked.
Added alarm flag to alarm. Removed hardcoded epower usage of alarm.
Added chance car is locked without key. Moved init of alarm below damage
of controls block. Added method for checking if an alarm is installed.
Added checks that alarm is installed.
Fixed compile errors
fixed has_alarm_installed check./ Moved alarm spawn block so it works
with debug cars.
Made damage probabilities more human readable.
Added chance something damaged when vehicle is locked.
Fixed up rebasing
Added hotwiring as a long action, proportional to mechanics skill.
Adds missing description of filling water container, so hotwire message
works. Adds hotwire activity to abortable group.
reroll scenario key
Check character type directly
added wool patches
Revert "added wool patches"

This reverts commit 5e030a6945e12782cadfa4b01614b4c2302779c1.
Revert "Revert "added wool patches""

This reverts commit 0f5ec1c8471ba2c77ab3ed75c6baa9e9643630cc.
more wool patches

Added wool patches > wool thread and cutting up items to make wool
patches.