Improved the comments in the header of scripts.
Added a module for setting whether an explosive specialist (canDeactivateMines = 1) is required for defusing.

Made it possible for scripts to call StartDefuse with a unit and explosive, if it is passed a player it will execute the startdefuse on that player, if passed an AI it will sleep for the defuse time then defuse the explosive.
Added a clacker and defusal kit to all explosive specialist classes
Changed AGM_Explosives_Specialist to AGM_isEOD
Merge pull request #607 from CorruptedHeart/ExplosiveImprovements

Explosive improvements