//Changelog A5
//Fixed being locked to melee from a Knockout powerup as well as a few minor bugs, closed the pit during the underworld
//Added the ability to start waves in the underworld
//Added a "witching hour" feature to the underworld, that causes players to respawn from ghost form every 90 seconds
//Added more strengths to the reward room
//Only Robots are "stunned" by the gatebot effect now
//Bombs that fall into the pit are now reset, furthermore the pit now has a door that closes when the underworld starts, you can also manually close it by sending Trigger to relay_closepit
//Doubled the time needed to cap gates (20 seconds VS 10)
//Added foward upgrade station, added alternative pathway for gatebots; an underpass leading to the street. Removed player spawns from the middle building; all players spawn in the far building, added another exit to said building.
//Starting working in displacements
//increased the ammount of yellow skeletons that spawn from underworld bots while in the underworld to 3 (from 1, with 3 seconds inbetween)
//Fixed the Merasmus bot dying when Merasmus went into hiding; causing the rest of the wave to spawn prematurally
//Mission Changes:
//Fixed Fools having tags and AI modifers they should not have while in non-gatebot mode
//Wave 4-replaced babyface scouts with gatebot bonks, gatebot jesters only spawn at the south spawn
//Wave 5-reworked this wave, now has alot of mini demomen