Added a hit sound to the Saurian Skirmisher line's ranged attack
Made SOUND:POISON not work on unpoisonable units
Made feeding use unplagueable instead of not_living
Merge branch 'master' of git://github.com/wesnoth/wesnoth-old into tmp
Merge branch 'master' of git://github.com/wesnoth/wesnoth-old into tmp
Updated animationWML for the Saurians and Dwarvish Thunderer line
Fixed the Dragonguard halos
Remove an unused member variable.

Discovered by clang.
Remove an ambiguous overload.

The overload between a pointer and unsigned is ambiguous. It also now
adheres to our coding standard: use a reference when a pointer may not
be NULL.
Remove no longer needed old-style-casts.
updated Indonesian translation
gui2: Ignore SDL_SYSWMEVENT events on X11

These events are emitted for clipboard functionality after setting
Wesnoth as the clipboard owner, but they are already handled in
src/event.cpp. GUI2 handling them too results in unnecessary extra calls
to our handle_system_event() function, which may lead to the clipboard
being cleared, at least on KDE.

This commit fixes this issue by ignoring SDL_SYSWMEVENT on X11 too in
X11 land, instead of ignoring it only on Win32. No idea why it was
specifically ignored on Win32 only and not on every other platform that
isn't X11 to begin with, though. Hopefully mordante will review this
commit later.
fixed a small mistake
Merge pull request #73 from bumbadadabum/tmp

Updated AnimationWML for the Saurian Skirmisher and Dwarvish Thunderer lines
Changed the Masked Thunderer line to use the new {MISSILE_FRAME_MUZZLE_FLARE_MISS} format
Merge pull request #75 from bumbadadabum/tmp

Fixed a small bug that caused THoT to crash
Updated "mp_game_settings" after MP scenario is played.

Now mp::lobby is able to display a correct scenario name, number of
turns and map_data for all scenarios in a campaign.

Some "mp_game_settings" are still not being updated to their correct
values after an MP scenario. For this to happen, mp::configure could be
splitted to gui and engine classes and the new engine class could be
used along with mp::connect_engine to update those values.
Fixed game's "map_data" init during "store_next_scenario".
Updated game's information in server during the next scenario init.
Updated "mp_game_settings" after campaign's entry point was changed.