Syntax Checker: Fix # in single-quote strings
bugfix
Reformatting to conform to linting standards
Set default GuardScanRadius for mobile units

Move-attack uses AI.GuardScanRadius to decide when a unit should stop and
start attacking an opponent.

If this value isn't set on a unit the following is used for weapon units:
AI.GuardScanRadius = Weapon.MaxRadius + Intel.VisionRadius

and this for engineers:

AI.GuardScanRadius =  bp.Economy.MaxBuildDistance or 10

Issue #83
Cached DiskGetFileInfo to reduce disk i/o, can cause stutter for players
with heavy platter disk load
Removed trailing spaces

Conflicts:
	lua/aibrain.lua
Score accumulation on sim side now uses 1 thread instead of 3
Cleanup
Pause music when volume is 0

Music was played in background even when volume was 0, this resulted in
30kb / s constant diskreads which can cause stutter if a platter-disk is already
under heavy load (torrents etc)
Optimized build range ring on selection of ENGINEER units
Optimized filtering of factories in rallypoint beat function
Selection Range Overlay now only works for single units

See issue #94
Fixed linting
Reduced wreck debris projectiles

Reduced the amount of wreck debris projectiles with ~50%.

Every time a unit dies it spawns alot of projetiles which are randomly shot
away from the wreck. This takes unnecessasry toll on the simulation,
especially when there are units dying constantly all over the field.

Most of the time people won't even see these but they still take up as
much CPU-resources.
Fixed linting
Bugfix with /windowed
Enabled prefetch

This will have to be tuned, can take up alot of memory if all textures are
prefetched
Prefetch UI textures
Fixed linting problems
Prefetch of some textures / projectiles + cleanup