Related to bug #970085: If NoCD mode is enabled, do not read files from the hard disk mimicking the CD-Rom.
Related to bug #986351 If a unit about to be abducted is part of a team, it will be removed from that team. Otherwise the team would wait for a member that will not come. If the abduction changes the owner, the unit would still obey the enemy's orders (script only).
Related to bug #896156: Units requiring operators or powering buildings placed by the UnitDelivery SW will deactivate automatically.
Minor optimization: Do not recheck the tech tree whenever a Techno requiring an Operator is activated or deactivated. It should be enough to do this on buildings, because disabling units cannot affect base power or prerequisites.

The recheck was needed to update super weapon charging. This still works as intended.
Related to bug #912894: Another approach for the wild locomotor behavior when an abducted unit is unloaded from the abductor. This creates a new clean locomotor, which should have no information about the unit's last position.

For now, this is quite experimental and you might notice weird things.

Bonus: Made abducting a unit currently pulled by a Magnetron work.
Clear the waypoints assigned to a unit when abducted. Otherwise they resume their old duty after unloading.

Minor change: In similar cases (IsLocomotor weapon effect, for instance) Force_Track is called with empty coordinates.
Merge branch 'various-fixes' into v02

Conflicts:
	src/Ares.version.h
	src/Ext/WeaponType/Body.cpp
Related to bug #896139: The default value for Survivor.Pilots was initialized (using the Crewed= setting) in rulesmd.ini. Thus it was not possible to change this value in game modes and maps without restating Survivor.Pilots every time. But it was possible to disable survivors in all files, because if the Crewed= setting was set to no later, no pilot would escape.

Now the default value is Survivor.Pilots=-1, which means, use the actual Crewed= setting.
Related to bug #896155: When a carryall unloads a hover unit using PoweredBy= that was disabled when it was picked up, the unit will not start hovering when it still has no power.
Fixed the use of uninitialized memory that could occur if new sides are added in files other than rules. The pilot type list increases its capacity and sets the count of items accordingly, but it did not initialize the newly allocated items.

Minor change: Added a way to reset the side-specific crew without triggering a parser error in strict mode.
Minor optimization: Do not retrieve the same information for each iteration of a loop.
The Survivor.PilotChance tags had the same problem Survivor.Pilots= had: The default was set to CrewEscape from rules, and even if the following files changed this setting, the old default value would stay.

Now, the actual CrewEscape value is used, if Survivor.PilotChances are set to -1.
Related to bug #896300: Another Survivor problem. Whenever the TechnoType parser detects a newly added side, it would set Survivor.SideX= to the side's Crew= currently set. If the side's Crew= was overridden later, it would not reflect this.

Now, after all files have been parsed, the pilots not yet set will be set to the side's Crew= as it is used in the game. At the moment, this is implemented in Invalidators, but it really should go to a CompleteInitialization method on the TechnoType.
Cleaned up ImmuneToEMP parsing by removing most of the special handling. As long as the value isn't set in any INI, the default will be used, calculated from the techno's final properties. Previously, the special handling was there to ensure this, but it failed, because it didn't use the Customizable's Read() method. Instead, it set the value manually, which marks the Customizable as "customized" after reading the first INI, ignoring the others.

The default value is now calculated in the Invalidators hook. It should be moved to a better spot like a to-be-created CompleteInitialization method.
Apparently, since its first commit more than two years ago, "Deliver.Buildups" (aka "SW.DeliverBuildups" back then) did not work correctly and Ares always treated it as enabled.
Related to bug #988341: Wrong house used for firing SW (for AI and for AutoFire SWs). It checked the player's house for money, so the result differed for each player in a network game.
Negative EMP.Threshold values didn't work. Check for the Parachute animation directly, because HasParachute is true even if there is no parachute.
Service release: Copy over the GetHeight() change from the EMP. Otherwise, aircraft that is currently starting might not get destroyed by the PoweredBy= logic. Also included: Code reuse.
Minor changes, no change of behavior. Conditional block reversed, parentheses added.
Version number bump.