EMI: Rename PoolChore to EMIChore, move to emi/costume
EMI: Fix actor animations

The current code for loading EMI costumes contains a special treatment that
expects the skeleton and mesh components in a chore named "wear_default".
This assumption is not valid for costumes that contains multiple wear chores,
most notably for Guybrush who has a different outfit for each island.

The new code considers any chore containing skeleton and mesh components
to be a wear chore. The skeleton from the last played wear chore will be
animated.
EMI: Avoid deleting pool objects while iterating
EMI: Save/restore Actor::_lastWearChore
Merge pull request #788 from inguin/emi-save-last-wear-chore

EMI: Save/restore Actor::_lastWearChore
Merge pull request #785 from inguin/emi-text-stack

EMI: Avoid deleting pool objects while iterating
GRIM: precise lua header about modifications
Merge pull request #779 from inguin/emi-actor-anim

EMI: Fix actor animations
Merge pull request #786 from chkr-private/sound-fixes

EMI: Various sound fixes
EMI: Fix unstoppable sound

- if a pre-loaded sound is played again once the previous one is still
  playing, it can't be stopped
- there is only one sound handle, but the mixer would create two
  channels (indexed by the sound handle)
- so the channel created first could not be addressed any more
- stopping the sound (per handle) would not work

current work around: don't start one handle twice

other possible solution: make sure the mixer finds all channels which
play one handle (may require changes to common scummvm code)
EMI: Fix MP3Track::isPlaying()

- previous implementation always returned true
- check whether the mixer is actually playing the track
EMI: Fix VimaTrack::isPlaying()
EMI: Stop all PoolSounds when changing the set

- this fixes the problem that the fish sound was continuing
even after leaving the water without catching any of the fish
EMI: Fix format string of debug output
EMI: Fix costume handling

If a costume is not found in the existing costume stack of an actor,
try to load it via actor->pushCostume().