Pathfinder exploit patch.

If the enemy is not found, he not taken into account in pathfinder calculation.
Aliens can to open door and to kill standing behind door soldier.
i think this is some sort of falling code.

it looks as though there's a bunch of other stuff in there too..
i kinda remember something about weird pathfinding when going up stairs,
oh yeah, and i think i streamlined something so that it doesn't iterate
for large units.

not sure, pretty tired. leave a message on the forums to let me know what
i broke.
Fix x64 builds in VS2010
another fix for reapers.
!= != ==
If the enemy is not found, he not taken into account in pathfinder calculation.
Aliens can to open door and to kill standing behind door soldier.
Soldiers may to see, who kill them.
Fix Medi-kit exploit.

In CE, you cannot exceed maximum health.
In early DOS versions, it was sometimes possible to overflow the health stat so the soldier would be healthier after healing than he started before he was shot.
http://ufopaedia.org/index.php?title=Medi-Kit_(EU)
Merge pull request #1 from SupSuper/master

Bringing my code up to date
VS2008 project update
Merge pull request #340 from iThompson/master

Missing libraries in x64 VS2010
Merge pull request #345 from pmprog/master

Fix to the VS2008 project
Fixed: Busy people don't get paychecks
this looks like some sort of WORKING falling code
remove some redundant code

no need to blit the arrow twice
allow bugged behaviour for large units.

allow large units to have their inventory accessed while in debug mode
so we can use whatever bug resets TUs in the inventory screen to our
advantage.

did i say bug? i meant feature. it's a FEATURE.
Merge pull request #342 from redv/pathfider_patch

Pathfinder exploit patch v2
Allow unit selection in debug play mode.
Merge pull request #344 from redv/medikit_patch

Fix Medi-Kit exploit.
Merge pull request #347 from fenyo1/busyPeoplePaychecks

Fixed: Busy people don't get paychecks
fix for elevator blackout.

after looking into the map data, it seems that microprose were good enough
to make the grav lifts in the starting areas of alien base missions unique
in that they were the only grav lifts to contain the shiny stripy bits on
the second floor. this made them unique enough to flag as "discovered" in
the mission generator.