Refactor|Hexen: Switched ACS bytecode interpreter to C++, renamed sources, cleanup
Merge branch 'master' of github.com:skyjake/Doomsday-Engine
Hexen: Cleanup
Refactor|Hexen|ACS: Renamed some ACS scripting components, for clarity
Hexen|ACS: Continued work on clarifying/remodeling the ACS bytecode interpreter
ACS|Hexen: Continued moving logic into the new interpretor class
ACS|Hexen: Ensure bytecode command functions are of the expected form
ACS|Hexen: Translate ACS script numbers when loading new bytecode
ACS|Hexen: Continued work on remodeling the ACS bytecode interpreter
ACS|Hexen: Cleanup
ACS|Hexen: Removed more unnecessary globals used by the bytecode interpreter
libcommon: Fix build (unknown type acs_t)

Note to self: ignore Qt Creator's unreliable refactoring tools...
ACS|Hexen: Load bytecode string constants as static Strs, cleanup
ACS|Hexen: Moved more logic into the new interpreter class
ACS|Hexen: Cleanup
Hexen|ACScriptInterpreter: Moved remaining ACS interpretation logic into ACScriptInterpreter

Todo: Cleanup
Fixed|Client: Crash in multiplayer when the player attempts to fire

The engine failed to zero the whole of mobj_t, leaving the portion
which defines the game specific extra data uninitialized.
Merge branch 'master' of ssh://github.com/skyjake/Doomsday-Engine into ui-multiplayer
Shell|GUI: Placeholder icon