fix for windows builds
pathgrid shortcutting extended
enable z-moving for flying/water combatants
remake of z-moving in combat for flying/swimming enemies
Cleaned up update in Actors.cpp

Removed unnecessary for loops
fix, sorry for being sloppy..
Revert "Checks the state of the passed sneak variable"

This reverts commit 4a4c08946c5b75701a5eb9b3e878c0727380909d.
Revert 4a4c089..f0c5d1a

This rolls back to commit 4a4c08946c5b75701a5eb9b3e878c0727380909d.
Merge pull request #1 from OpenMW/master

merge into my branch
code refining + minor fixes
getActorsFollowing/Fighting no longer returns dead actors
NPC turning is less hacky but still not perfect.  NPC's should walk away after a period of non-action by the player (vanilla behaviour) - not yet implemented.
Fixes #1240: Don't hardcode drowning time
Fixes #1100: Looting a corpse is no longer considered stealing
Fix a stacking issue
Tweak loading screen progress bar positioning to match vanilla
Tweak settings window size and encumbrance bar text align
Fix for not being able to pick up scrolls during combat

This is the behaviour I observed in vanilla morrowind.
Get rid of bigbars.png and smallbars.png

Changed loading bar colour to match vanilla
Fixes #1241: Removed disposition-based combat conditions

The information for this code came from UESP, which in turn cites a (extremely vague) section from the TES-CS help text, so no surprise that it wasn't accurate.

The guard on the boat has a fight rating of 70, so with the old code it would attack on sight if the disposition is low enough. BTB-Character.esp includes something (not sure what) that drops his disposition to 35 when playing as a Khajiit, making him attack.

Testing in Vanilla it appears that disposition has no effect on combat engagement at all. Even with disposition 0 and fight 70 the NPCs don't attack.

Setting an NPCs fight rating to 70 or less still has a meaning, because the higher it is, the easier it becomes to raise the fight rating to 80 (by taunting, for example).