Show medi kit quantites in inventory
even guided missiles drift

but they do so by a fixed amount, based on faction, of all things.
chryssalids only infect humans
fix some stuff when intercepting with multiple landing craft
fix accuracy adjustment
fix for some melee and medkit related stuff

make them both use validMeleeRange, and make validMeleeRange store the
position of the tile a valid melee target was found in. this avoids the
need for deriving the location later, removing the need for copy/pasted
defective code and making everything look all neat and shiny
extend the last waypoint line.
fix a bug.
fix a small miscalculation in efficacy

don't grenade single targets unless morale is in the danger zone
enough about the freaking blaster launchers already.
if i hear one more god damn word about blaster launchers...

i swear to god Alice, BANG, ZOOM! Straight to the moon!
reorder Inventory in ruleset

order will be used as priority for iteration. order follows vanilla.
all hail the order.
refactor/rewrite auto-equip routines.

smells like vanilla. om nom nom.
make auto equip optional.
whoops.
one out of three ain't bad...

it's TERRIBLE.
somehow i put the wrong TU value on the wrong ship but somehow managed to
get the tile number right.
make some adjustments to auto-equip algorithm

give a more even distribution of clips, and load all weapons.
fix basescape inventory issue

gotta set the "nofloor" flag to false now, otherwise setUnitPosition()
function in deployXcom() called by runInventory() fails and as a result,
no units are placed, none are selected, and the inventory state pops on
init().
no heavy weapons for weaklings
medkits should only stack if they have the same charges