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A bit of cleanup, refactoring, and bugfixing... 1) The supernova code now uses enums to represent states, and those state transitions now all happen in `supernova_process` instead of being scattered around. 2) Some state transition bugs were fixed - e.g. the HUD is now disabled when the camera cuts to the external view, instead of when the camera stops moving; and the particles start and the simulation stops when the comments say they do. 3) There is now a game_settings.tbl flag to make the HUD countdown timer reach zero when the supernova hits, instead of reaching 5s. This only affects the HUD display; actual timing is not changed. 4) Don't apply lightshafts if the supernova glare is in effect - partial fix for #4152.