CONTROLS PART 1 (Geoscape)
- Various UI fixes.
- Removed initial NOTE screen (not needed anymore).
- Added "battleAutoEnd" option that automatically ends the turn when the battle is over.
fix for weapons on mars
Bad cursor, stop running away from home.
correct animations for sectopod weapon
calculate FOV at the start of the "next stage" of a mission
don't try to open doors when moving vertically.
some fixes regarding gravity and cyberdiscs.

makes cyberdiscs explode on the level they die.
makes dead flying units fall.
make large corpse fall properly, and clear the tiles properly when they do.
move the instakill() call to the unitDieBState instead of the point of explosion.
adds a pointer to the battlegame in battlescapeState
that doesn't go there.

whoops, made a reminder to myself of what class i needed access to, and
did it in code rather than comment :S
some more fixes regarding cyberdiscs

that looks better.
is there anything RIGHT in the gravity code?
play death sounds at the right time.

when they start FALLING, not when they start turning.
that looks like some debug code

or it's not, either way, that DEFINITELY shouldn't be there.
store the alien rank as a numerical value

... you know in case we might need it.
should probably add a -1 to that enum and other small fixes
stop walking thru walls god dammit
make sure waypoints are actually inside the region.

and remove the 1000 check limit, may god have mercy on us all.
debug lines on globe.

makes it ugly. i care not. it's useful damn it.
rename that variable because xcom units get to use it too

and add a method to derive it, and derive it.
make BattleUnit::damage() return the damage applied
some morale modifier routines.

one to get a pointer to the highest ranked xcom unit.
one to convert that pointer into a modifier.