Show medi kit quantites in inventory
fix a bug.
fix a small miscalculation in efficacy

don't grenade single targets unless morale is in the danger zone
enough about the freaking blaster launchers already.
if i hear one more god damn word about blaster launchers...

i swear to god Alice, BANG, ZOOM! Straight to the moon!
reorder Inventory in ruleset

order will be used as priority for iteration. order follows vanilla.
all hail the order.
refactor/rewrite auto-equip routines.

smells like vanilla. om nom nom.
make auto equip optional.
whoops.
one out of three ain't bad...

it's TERRIBLE.
somehow i put the wrong TU value on the wrong ship but somehow managed to
get the tile number right.
make some adjustments to auto-equip algorithm

give a more even distribution of clips, and load all weapons.
fix basescape inventory issue

gotta set the "nofloor" flag to false now, otherwise setUnitPosition()
function in deployXcom() called by runInventory() fails and as a result,
no units are placed, none are selected, and the inventory state pops on
init().
no heavy weapons for weaklings
medkits should only stack if they have the same charges
Merge pull request #755 from cfailde/medi_inv

Show medi kit quantites in inventory
don't recover unconscious MCed aliens twice
fix squad weapons and ammo disappearing on save/load

won't bring your weapons back, but will stop them going missing again.
haha whoops
Localization and UI fixes.
Some strings will look broken until the translators update them, sorry about that.
Workaround for OSX crash