Launches explode at final waypoint.

en-US: string & case changes
Geography rule: correct spelling of Qatar

AlienBAIState: grenades
	- proper costTU to move
	- if Primed, don't Prime
BattlescapeGame: niceties
Camera: format
Map: tidy
MiniMapState: black the map in background
Projectile: unimportant stuff
ProjectileFlyBState: Launches always impact at final waypoint
	- don't merely invalidate Map::draw(), always draw()
	( probably redundant, or could be taken out altogether )
TileEngine: endless investigations of explode() ...
	- format
Inventory: format & desc.
BattleUnit: function & varname change, + const