fix Sectopod weapon fire and hit sounds

They're supposed to be lasers as opposed to silence on fire and a zombie bite
on hit, I think...
fix for visible unit button
fix ICONS.PCK are res free
Adding cancel button on New Game State to go back to main menu.
Fix for https://github.com/SupSuper/OpenXcom/issues/240 , misleading
error message.
proper handling for fatally wounded soldiers.
- Fixed OpenXcom not accepting Unicode paths properly.
- Fixed occasional crash in LBM loading.
Initial Blaster Launcher AI Code
fix base attack screen.

tested and working and marvellous.
kill more soldiers

because i hate you.
fixes for some bugs

lazy code
refactor AggroState
fix from hmaon
defer palette update until SDL_Flip()

this cuts way down on the ugly palette swap artefacts that have been present
ref: http://openxcom.org/forum/index.php/topic,875.0.html
pathfinding refactor

missiles finding a path shouldn't check for blockage by a target.
add a boolean argument to toggle this behaviour
fix for bad blaster behaviour

thought this was a bug in pathfinding or the waypoint allocation, turns out
it was a just a bug in blaster launchers in general :D
fix for research completed palette

multiple 16-color updates in a row; actually not sure how any of the 16-color
update cases were working
fine tuning for blasters

this should stop it pathfinding through targets that AREN'T our target,
as well as closed doors, or anything else that blocks the LOS of the
path of the waypoints, including the final waypoint.

if the final viable waypoint isn't the same position as where the target
is standing
Translation: Changed some translation keys.

We shouldn't use underscore + number suffix in normal translation keys, now that
they get added automatically by the translation system. So I changed
STR_WEAPON_1 to STR_WEAPON_ONE and STR_WEAPON_2 to STR_WEAPON_TWO.
Translation: More complete sentences.

- STR_EQUIPMENT_FOR_craftname
- STR_SELECT_SQUAD_FOR_craftname