Rename header guard defines to not use c++-reserved names

* as pointed out in issue #842
adjust names to match other header files
Adjust header guard defines for uniformity

* Append underline to header guard defines to match the others (except ui_)
* Add guard to header files GlobalShortcut
* Adjust mklic.pl script to add guard to licenses.h,
and add updated licenses.h.
Prepend Projectname to header guard defines

* some few (4?) files actually already had it
add path (sub-src) to header guard define
categorize scripts (move example scripts for serverside into subfolders)
Add guard define to licenses.h
Make sure mklic.pl always outputs LF endings
Upload european portuguese translation
add new translation pt-PT to project files

* add new pt-PT translation to mumble project files
* qt-pt is already added (for the pt_BR translation)
Apply patch #960: add preprocessor #if for OpenBSD

It seems the include file <netinet/in_systm.h> has to be included not only by FreeBSD but also OpenBSD, as reported and patch supplied in #960.
Update Hebrew translation by patch #366

#366 submitted an updated ts file. This has been integrated.
Add Hebrew translation to project files

It was removed for the 1.2.4 release because it was unfinished. Now that we have an updated translation, as because this is after 1.2.4 add it again.
lupdate translation files - mainly for HE

Lupdate the translation files. This changes mostly just line-numbers. But for HE this fixes the markup, and escapes certain characters.
Adds positional audio plugin for Sub Rosa

Does not include context or identity information.
Implement copy constructors, minor cleaning

* Implement copy constructors for classes with allocated memory.
** ServerDB gets a private not implemented copy constructor to effectively prevent copying, as it uses the static db field as a member.
* Fail hard on subsequent ServerDB instantiations
reduce varscopes
Prevent overlay from disappearing on D3D DLL reloading.

This is confirmed to fix the missing overlay in Guild Wars 2.

When D3D was used by a process thus loading the DLL, but then unloaded we did not inject on subsequent loading of the D3D DLL (in the same exe). Guild Wars 2 did un- and reload the DLL when switching from their launcher to the game.
This commit introduces HardHook::reset() and checks for inactive hardhooks for a newly loaded DLL.

The changes were submitted on sourceforge
https://sourceforge.net/p/mumble/bugs/909/#bf9e
comments. more elaborative debugoutput, consistent prefixing.
Code formatting, smaller refacs, robustness.

* Performance: Prefix increment in loops.
* Check VirtualAlloc return
* Check for successful memory allocation in cloneCode
* Swap assignment of pCode and uiCode
(if alloc were to fail and not assign, uiCode shouldn't be nulled either)
* declare statics before non-static members
* Introduce variables replacing magic constants
* Reduce varscopes
Reduce varscopes and improve debugtext.