* Don't check visflags in AI CalcActionScore functions.

* The fact that the actor wasn't visible during the las visibility check
  doesn't mean it won't be visible in the new position we are checking
  (this functions change the edict's origin)
* Reduced scope.
* Grenades are already aimed at the ground in G_ShootGrenade()
* Raging actors don't ignore stunned targets.
* Reduced scope.
* AI: Uncrouch the actor early so move lenght calculations will be correct.