Avoid a hack to play the underwater sound properly
Store the underwater sound to easily stop it
Slightly randomize time between environment sounds

We should use the "Minimum Time Between Environmental Sounds" and
"Maximum Time Between Environmental Sounds" INI/fallback settings, but we don't
have them.
Apply drowning damage based on the update duration

1 damage every 0.33 seconds is 3 damage a second. Applying it this way avoid
having to track another stat.
Remove some unused functions
Update the watched Ptr when changing it
Cleanup some redundancy
Avoid needlessly copying the MagicEffects
Modify the current magicka and fatigue when the base changes
Avoid reconstructing strings for updating the dynamic stats

Attributes still do this, but they change infrequently enough that it doesn't
matter.
Werewolves can't activate activators
Merge remote-tracking branch 'kcat/master'
fixed reference loading code (editor)
Fix weather sounds persisting on a new game