comment out sprite conversion since we dont currently fully support 16bpp
Added BAMSprite2D.cpp and SDLSurfaceSprite2D.cpp to GEMRB_Android.mk
Updated TODO, likely still things missing but I don't remember anything
important right now.
Workaround for the self-contained Android build environment.
Fixed a few wrong method calls in GemRB.java.
Merge pull request #3 from peschwa/android-fixes

Android fixes
BAMSprite: take renderflags into consideration when doing pixel lookup
GemRB uses <SDL.h> not <SDL/SDL.h>
SDLVideo: add a translator for Region -> SDL_Rect
attempt to fix compiler incompatibility with "compound-literals"
typo fix
forgot to stage all the corrections for previous commit

today is not a good day :(
GUIREC::GetStatOverview: ignore proficiencies with invalid strrefs

reported by hadrian
Revert "don't print version string as "favourite spell" if there is none"

This reverts commit eed9eca61cbab8f134d82d9a2cbe3b7e31eedbb8.
don't show tooltips when the mouse is disabled
BG2: reset portrait when starting over with character creation
fix highlighting of moused-over regions for games other than BG1
rename GF_CLEAR_UNUSED_AREA to GF_INFOPOINT_DIALOGS

Also invert its meaning. Makes much more sense this way around.
make spawn groups always spawn in their entirety

Also select the first creature to be spawned by a spawn point randomly,
and don't let the '0' default for BG2 spawngrp.2da make us try to spawn
'0' creatures.
fixed "enemy sighted" autopause to work in non-bg1 too

now also each new combatant can trigger one and there is no downtime
after battles, since we don't rely on combatcounter anymore