After the game has determinded that the wizard is dead it will check if there's any traitors alive. "Traitors" in this instance means apprentices and survivors the wizard may have created with contracts/summon guns/summon magic. Thus if the round still has a chance of being interesting (survivors) and/or the wizard has a legitimate chance at revival (apprentices) the round keeps going.
*Span classes the whole update
*Spellbooks no longer vanish after being used, instead used spellbooks now have various bad effects should they be attempted to learned from again (the original reader won't acidentally fall to this, as they will just say "I've already read this"). Leave em out as traps for people or properly dispose of your trash! Or...
*The charge spell can now attempt to recharge one use spellbooks so someone else can learn the spell. This only has a 20% success rate and will destroy the book should it fail (even if the book was actually unused). You can't attempt this on the wizard's spellbook
*The "staff of nothing" (functional) placeholder now uses the generic staff sprites
*Spellbooks can now be placed in bookshelves just like normal books
*The teleport spell won't yank anchored things anymore, but as a consolation it will warp the entire contents of a tile should it be targeted. The code has been tweeked so this shouldn't effect the server too bad even if large numbers of items are warped to unique locations this way
the teleport wand now uses do_teleport
the polymorph wand now uses wabbajack in both instances
You can now click on yourself while holding a wand to cast it on yourself in addition to clicking on the wand itself.
Changed how guns/magic are given out slightly. Previously no antag could get a gun/magic thing (including survivors made by the spell in the case of multicasting) but now antags who aren't the wizard or an apprentice of the wizard also get one.
Fixed a few bugs on accidentally burning charges by click in places tht wouldn't actually fire the wand/staff
Clicking on a transit station with a grab or harm intent will cause you to attempt to empty the contents of the pod onto the floor, takes 4 seconds
Clicking on a transit station with a grab item in the aggressive state or above will cause you to attempt to stuff the grabbed mob into the pod, takes 6 seconds
EDIT1: Caused stuffing people in pods to stun them for 5 seconds to assist transport of captured persons
Fixes an issue where someone spamming a wand might lose charges without actually firing the bolt
Removes a few missed bugtesting lines
Adds a var (variable_charges) to be disabled for wands with assured max charges for future use