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.
whoops

forgot some arguments.
fix for unresearched items in base defense
a few more fixes

correct faction calculations at turn's end to account for mind control.

use the correct check for the "researched" flag when excluding items from
base defenses

count UNresearched items as artifacts, not researched ones, and count
corpses regardless
nope, that's not a fix.
THIS is a fix.

added UnitFallBState so aliens no longer defy gravity.

let the bodies hit the floor
let the bodies hit the floor
let the bodies hit the floor
let the bodies hit the...

FLOOOOOOOOOOOOOORRRRR!
- Fixed unit panic/berserk behavior.
- Fixed some UI issues.
- Updated makefiles to only use yaml-cpp <= 0.3.0
UI fixes.
More LOS fixes

no more horizontal gaps, and citizens won't give expose tiles anymore.
fix for fall state
zombie fix.
WHAT THE FUCK
fix for LoS vs LoF issue
fix for the previous fix.
- Try to fix the power source explosion.
- Fix smoke damaging tanks.
Merge branch 'master' of github.com:SupSuper/OpenXcom
removed debug thing
more fixes for lof checks

only run the extra checks for player units,
and only use it on the first bullet of an auto shot.