Don't warp crafts when they travel over the poles
Workaround for buggy mouse movement in fullscreen in SDL with absolute positioning pointing devices (touchscreen, stylus). Creates an invisible hardware cursor. Borrowed from grafx2 (https://code.google.com/p/grafx2/source/detail?r=1553).
center on alien melee/psi attacks
don't center on dead units

previous commit took care of the case where it was relevent
smooth scrollin' bullet cam

not gonna put this in the options menus, since it's getting overhauled,
and that's just gonna create more work. not gonna add strings for it either
because i'm not sure what the implementation will be.

for the time being, to see this feature in action you will need to add the
following line to your options file:

battleSmoothCamera: true
ok, add translation strings and in-game switching for now

better to have it and not need it than need it and not have it.
missed a capital letter :P
add hotkeys for base selection, fix error in controls menu

guess i neglected to update the array size statics when i added some new keys
all fixed now.
save the last selected base (for this play session)
Confirm fire mode

mostly for touch devices, although it may help prevent misclicks for mouse
users as well.
Merge pull request #792 from DouglasMeyer/craft_pole_teleportation

Don't warp crafts when they travel over the poles
Fix bug if dont use Win or GNU compiler

`CPUInfo` was used without declaration. Nobody spot this because no-win compilers are GNU or pretend they are GNU (Clang).
Merge pull request #794 from not-surt/master

Workaround for buggy SDL fullscreen with absolute positioning pointing devices (touchscreen, stylus)
Merge pull request #797 from Yankes/patch-1

Fix bug if dont use Win or GNU compiler
include mod indexing on unit sounds.
whoops
in loving memory...

added my grandfather's name to the italian set.
refactor and code cleanup and bugfix in UFO waypoint selection

refactored/unified waypoint selection into single function,
added some legibility here and there,
fixed critical flaw in landing zone waypoint selection.
if (!ground)
{
	if (ground)
	{
		throw Exception("Laws of space and time have become corrupted, Please run CHKDSK or SCANDISK on (C:) to repair these inconsistencies.");
	}
}
fix waypoint logic, further refactor/code cleanup

turns out i was only half done.
deobfuscate and fix landed ufo behaviour