fix game over state palettes
correct behaviour for explosive radii

a lot of explosive radii were actually HARD CODED into the original,
all grenade type explosions for example were limited to a radius of 5,
CyberDisc explosions were set to 6
all "waypoint" weapons were hardcoded as 10
tile explosions were at power / 10
HE/stun were at power / 20
incendiary explosions were at power / 30 (40 for ai/reaction shots)
fixes for "select next player" behaviour

we should have two flags here, one to SET reselect and one to CHECK reselect
because we don't always want to do both.