Added DECORATE for the T-Bomb
Berserk should heal to full health
Whoops, Shield scripts were running haywire in multiplayer after respawning
Small changes to map events and a few other things
Recolor shield accessories, All Auras is no longer murderous

- All Auras is now more tame, and will use the standard curved Energy-based
  formula instead of giving completely random amounts of auras to every enemy,
  so the player isn't murdered immediately by 50 shadow enemies in the start
  room.
- Restored and tweaked most of the Shield Accessories to use sensible colors
  indicative of what they're best at, and note down the form for coloring them
  for future reference.
Rewrote Collection mission stuff to be not insane, also added the 3 missing loot items courtesy of Sgt. Shivers Master Sprite Robot 9000
Don't get trapped forever and ever if Megaboss doesn't trigger due to the level check
Player view camera textures need to be reset on respawn in multiplayer or else if you are hit with the confusion status effect, it will use the view from your old corpse for the effects
Condense all of the map checks, re-roll when one's not possible

This fixes map event chances actually being far lower than usual due to some
events being rolled but then immediately bailing and turning the map normal
again.
TeleportMonster() function for Megabosses to use to get out of sticky situations
Merge branch 'master' of https://github.com/Kyle873/DoomRPG
Move the MonsterPositions dynamic array into the LevelInfo struct so we don't need to keep recreating and populating it in different places as well as making sure it can be properly freed when no longer in use
We need to init Event on first load so we don't get garbage events.
Fixed up DEFhud, RLhud and SShud for the RLArsenal patch as well. Hopefully.
First Megabos added: The Sloth, also made a ton of tweaks to monster and the Megaboss code in general
Merge branch 'master' of https://github.com/Kyle873/DoomRPG
Remove super-temporaries
CharSave stuff
.
Probably should make re it still compiles