Deleted saved games no longer quit the game unnecessarily
Return user to main menu after reset settings instead of quitting
Reset saves as well as settings
Play "beep" when resetting and string cleanup for deleting a save slot
No longer allow player money to reach negatives
preventing splitting if it would allow the player to bet more than they have
Merge pull request #1 from CalebJohn/card_games

Prevent split when player does not have enough cash
Display inventory item names

problems with overflow text if the item description exeeds 70
Tooltip annex
tweaking
Removed unnecessary lines as pointed out by matthewbauer
Cow in town dies after the blacksmith is killed.
Fly that circles over the dead cows body
Merge pull request #2112 from niamu/card_games

No longer allow player money to reach negatives
Added flies.lua. Flies can be added to any node in any multiple desired.
Cleanup and commenting of code.
Check to make sure that the fly node is there when the cow is dead.

There is some weirdness when re-entering a level where nodes are added
and removed multiple times. level:hasNode() lets us check to see if
the flies are there or not.
Save state of White Crystal

After the user has placed the White Crystal in Hawkthorne Entrance, keep
the door open permanently. This make it more convenient navigating
through the level because the door acts like a normal door once it the
crystal unlocks it.

This is implemented by adding a property to hiddendoortrigger called
"saveable" that when set to true, sets the variable
"doortriggers.sprite" to true, indicating that the crystal has been
used.

The saveable property could be used in other levels to make doors have
"permanence" although I have only tested it on
caste-hawkthorne-entrance. This functionality makes less since in
valley-chili-fields-2 however because the door is truly "hidden".
delete NAMESPACE variable per DaNiwa's request
Updated saving to all hiddendoortriggers

Now there is no option for "saveable" door triggers as in Niamu's
suggestions. This means that all doors that are opened or shown with
hidden door triggers should now include a property called "trigger"
which indicates the trigger that it is used by. This is needed to
make doors open as soon as the level is rendered.

Affected triggers include:
* Dean's Office 2 (dalmatian)
* House (painting)
* Chili Fields (skull)
* Castle Hawkthorne Entrance (pedestal)

New hidden door triggers should now have that property or else the
loading from save feature won't load properly (the door will need to be
"fixed again").