Show medi kit quantites in inventory
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
Added explicit storage for MapData constants.

Uncovered by compiling with clang while -fno-rtti is set, in which case
linking fails.
Removed unused members (and respective constructor parameters)

These members were actually unused, but please double-check whether that is
intended.
De-virtual-ized the load(const YAML::Node&) methods

The use of virtual is incorrect for load, since they're not really overloaded.
The signatures of load(...) for quite a few classes take extra parameters,
which indicates it's more like a constructor than anything else.
Made unsafe conversion between object pointers and function pointers explicit
Suppressed miscellaneous Clang++ warnings

* File should end with an End Of Line character
* No semicolons where they don't belong
* Signed/unsigned arithmetic
* A struct that is a friend is still a `friend struct`
* Use an unused parameter (no other way, due to preprocessor stuff)
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
Merge remote-tracking branch 'upstream/master'
Localization and UI fixes.
Some strings will look broken until the translators update them, sorry about that.
Workaround for OSX crash
silacoids do melee damage

and units with SPECAB_BURNFLOOR set things on fire when they attack