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
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
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").
Prevent triggers from being activated twice

This prevents the trigger from being activated again by the user once its
door has been opened. This prevents annoying messages from constantly
pestering the user.
Merge pull request #2111 from niamu/delete_save

Don't quit the game when we reset settings or delete a save
Avoid loading level twice on LeaveLevel()

Every time we run Gamestate.get() we are actually loading a level again.
In this change we can avoid the need for that call and only load the level
required on Gamestate.switch()

This should make loading subsequent levels at least twice as fast since we
aren't duplicating work any longer.
Check for dead cow on Cow:enter() rather than Cow.new()

This solves all of the problems I was having with level functions
not being accessible and makes everything much cleaner.
Check all levels by name rather than comparing the entire table
Assign names to all non-map levels
undo 2 year changes