Purchase/Recruit exclusions in Options.cfg file

Reads yaml list of items to exclude from Purchase/Recruit screen.
purchaseexclusions patch for language.h LocalizedText.h change

Fixed compilation error after language.h change
skin colors
Hacked hair color of orginal male personal armor sprite
partial refactor of basescape
New option in options.cfg: canTransferCraftsInAirborne
Default: OFF

Have you ever dreamed that you can transfer a craft while it is airborne? I mean when there is a base - with a free hangar - it can reach with fuel, which is closer then the original base. And this way the craft does not have to reserve much fuel, so it can use the remaining fuel for intercepting.

Now you can do this. :)
Just turn on canTransferCraftsInAirborne in options.cfg, and you can transfer that craft to ANY base it can reach with its remaining fuel.
Of course if a craft can't reach the selected destination base, it won't show up in the transfer-items-screen.
And of course transfer can only be done if the destination base have a free hangar. (not momentarily-free, completely-free!)
These type of transfers does not cost money, since the craft goes using its own fuel. :)
Crafts currently on the base are not affected, the normal rules applies to them.
Buttons' pressed state on the Graph screen is now saved to options.cfg
Changed: Graph-buttons pressed state is now saved in the Savegame instead of options.cfg.
fix alien recovery

- treat the north-west corner of the corpse as the corpse, just as the original did
- reversed some of redv's changes to allow for this, but ran with some good ideas.
- fixed bullet sprite for heavy laser... cause that was bugging me, and i was
already in the ruleset.
- fixed silacoid weapon (it should really have a -1 clipSize)
- fixed points totalling for live aliens that have "accidents"
- fixed reapers
add base defense to "new battle mode"

only using the base defined in the ruleset for the time being, with a view
to opening it up a little, maybe we should add the "custom base" builder
here for some... "thorough testing"
and stay down!
place a roof over their heads

i don't even.
option to turn off getError() for OpenGL, warnings

clang complains when you don't handle all the possible values of an enumin a
switch

Conflicts:
	src/Engine/OpenGL.h
sneaky AI -- currently psychic about visible tiles

Conflicts:
	src/Battlescape/Pathfinding.cpp
take cover better! grr!
trying to make the aliens less dumb
AI work in progress

Conflicts:
	src/Battlescape/UnitWalkBState.cpp
	src/Engine/Options.cpp
	src/OpenXcom.2010.vcxproj
new cover AI seems to be functional!

sectoids are scurrying well

Conflicts:
	src/Savegame/BattleUnit.cpp
parentheses!
trying to put the I in AI, not quite there yet

tile-scoring based on LOS to soldiers works now, apparently
BattleUnit badly needs a copy constructor
added flags to BattleUnit to try to add some continuity to AI actions
probably more?

Conflicts:
	src/Savegame/BattleUnit.cpp