Fixes walk aborting prematurely

when we still have enough TUs but destination is tile after closed ufo
door.
Only pay attention to right click for armor auto-selection (not middle, wheel, etc)
allow quick armourselection in quickbattle
small fix to CraftArmorState.cpp
unhardcoded minRadarRange
Resolved conflicts:
	src/Ruleset/Ruleset.cpp
	src/Ruleset/Ruleset.h
reorder innitializers to make gcc happy (-Wreorder)
Moved "Discovered Techs" load before "Bases" loading to allow for
PsiStringEval true upon loading a new game.
Merge pull request #928 from FalkoOXC/updatequickarmorselect

in the quickbattle the quick armor selection works now too
Merge pull request #925 from ajschult/armor

Only notice right click for armor auto-selection (not middle, wheel, etc)
Merge pull request #933 from ajschult/ButtonReorder

reorder initializers to make gcc happy (-Wreorder)
"Craft id" is not globally unique, it's only unique to the craft type: use the craft object itself to identify who shot down an UFO
Merge pull request #935 from pkrcel/psi-statstrings-fix

Moved "Discovered Techs" load before "Bases" loading to allow for
Merge pull request #934 from hackbunny/craft_ids_not_globally_unique

"Craft id" is not globally unique, it's only unique to the craft type
Hack for Falko
unit breathing proto-code
implement unit breathing

possible side effect of this change:
becaues we are now calling RNG multiple times per frame at depths greater
than 0, any kind of RNG-related reproducability goes rightout the window.
this is a potentially bad thing.

also this will probably need adjustment for varying unit heights.
dead guys don't breathe

granted they're drawn as items instead and as such don't have bubbles drawn
but they may as well not call RNG or anything while they're down as well.
tidy breathing code a little.
speed up base defenses, apply damage ranges, and play more splosions