Beamlasers respect repulser-shields' armorclass

CPlasmaRepulser::BeamIntercepted still doesn't know about dynamic damages
Beamlasers respect dynDamage with repulsers part 1

Beamlaser passes its startpoint to the shield
Beamlasers respect dynDamage with repulsers part 2

Repulser shield accepts the startpos and calculates dynamic damage
Beamlasers respect dynDamage with repulsers part 3

Updated CPlasmaRepulser::BeamIntercepted declaration
fix compile
Unhardcode LightningCannon TTL ("beamTTL" WD tag)
move AI init from NETMSG_STARTPLAYING to CGame::LoadGame
fix "make headercheck"
includes--
fix spring only listing the default openal device
PE: fix typo found by GF
reduce VA count again (discard GL4 streambuffer idea - it's slower)
init only player's AIs
PF: nlc equalize varNames between PE & PF (so they can in future share a single interface)
addendum
made "Duplicate AI Interface Info found" an error message:

because this mostly causes a crash!
equalize PE & PF further
fix "use before set"
AAI: make many class members private
move shared vars from PE & PF into an interface class