Don't collect basic income when evolving.
Move locational damage and armour config files into main/configs/(classes|upgrades).
Check creepTest flag in AGeneric_CreepCheck.
Make creep providing structures in construction provide creep.

This fixes a bug where a structure dies when its creep source is moved.
It also allows quicker forward construction with multiple builders.
Make drill require no close power source.
Simplify human stamina.

TODO: Add sounds for sprint (normal, low stamina, stop) and low stamina w/o sprint.
Goal: Make stamina take/restore values based on armor class.
Rewrite knockback, clean up G_Damage a bit.

Knockback can be called without doing damage.
The target side scaling is based on the player class mass.
pmove timer is static and low to prevent big prediction errors.
Introduce human player classes corresponding to body armor. Classes are switched by purchasing armor.

The helmet has been removed and the light armor comes with some head protection.
The radar is a separate upgrade. A medium armor has been added.
Armor ratings and prices have been redefined. Upgrades don't have armor ratings.
(Non)Locational damage code has been refactored. Posion uses NL damage.
NL damage modifiers are defined in *.locdamage.cfg files.

TODO: Make "cg_highPolyPlayerModels 0" work.
TODO: Make stamina costs and gains depend on armor class.
Increase dretch value 180 -> 200, larmour cost 150 -> 200, marmour cost 250 -> 300.

This leads to a more analogue handling of personal resources:
- Both teams reach a higher class after one kill.
- Free funds based on RGS efficiency have the same "sweet spot" which
  corresponds to a third RGS outside the main base.
Put stamina cost/restore values in player class config files.
Merge remote-tracking branch 'origin/gameplay/stable' into gameplay/viech

Conflicts:
	src/gamelogic/cgame/cg_draw.c
	src/gamelogic/game/g_cmds.c
	src/gamelogic/game/g_local.h
Merge branch 'gameplay/viech' into gameplay/armour

Conflicts:
	src/gamelogic/game/bg_parse.c