Two bugs in dogfight about chance to hit

1) Chance to hit a UFO should be adjusted according to UFO size, the
formula is CTH = (1+3/Size)/2*Accuracy, where Size is 5 for Very Small
to 1 for Very Large. This is how it was in original game, in OXC it is
just flat right now.

2) Projectiles try to impact again and again because missing does not
prevent a check for impact. Fixing this required changing the movement
code, because previously when projectile reached max range it would
immediately be considered to have missed, which would prevent
projectiles hitting at max range (for example, when cautious or standart
attack is chosen)
whoops
Merge pull request #874 from IstrebiteI/dogfight_fix

Two bugs in dogfight about chance to hit
primed grenade indicators.
fix builder error question mark.

also an unused var that's been nagging me.
- Post-rebase cleanup.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

- Display wounded days with status.

- Handle thrown items in ammo count check.
- Remove user preferences.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

Conflicts:
	src/Battlescape/ActionMenuState.cpp

- Handle thrown items in ammo count check.
- Remove user preferences.

- Display sell price info on manufacturing screens.
- Shrink actions list in battlescape.
- Added numeric hotkeys to activate actions.
- Display the selected action briefly after selection.

- Rearranged base info window.
- Added soldiers, stores and quarters info to base info.
- Added current stores to manufacture start screen.

- Fixed ammo count checking for non-shooting actions.
- Added a colorable message display for non-warning text.
- Improved damage display.
- Report wounds added from BattleUnit::damage.

- Added a floating combat log to display events.

- Implemented a Quick Reload action.
- Added an option to base reload TU cost off inventory slot and magazine weight.

- Finished quick reload option.  Handles existing magazine now.

Firing a gun while berserk now requires that the gun actually has a snapshot

- Applied new reload logic to AIs.

- Added white cross-marks on the unit health bar to indicate wounds.

- Apply maximize info screen option to various Geoscape screens.

- Added extra check to prevent quick reload action from being available on non-firearms.

- Flash the aim cursor red/yellow if you do not have enough TU to continue firing.

- Added Stores/Quarters information to Purchase screen.

- BattlescapeGenerator::explodePowerSources() was eventually making a call to displayDamage() and crashing if an alien was hurt by the explosion.
- Added a development build configuration for speed compilation and testing.

- Slight reorganization to displayDamage conditions.

- Added proper translations and strings for combat log and reload features.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

- Display wounded days with status.

- Handle thrown items in ammo count check.
- Remove user preferences.

- Highlight TUs in red on the shot selection menu if insufficient.
- Highlight Acc in red if the weapon has insufficient ammo.
- Display auto shot count as ##%x<Count>.

- Display wounded days with status.

- Handle thrown items in ammo count check.
- Remove user preferences.

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Display sell price info on manufacturing screens.
- Shrink actions list in battlescape.
- Added numeric hotkeys to activate actions.
- Display the selected action briefly after selection.

- Rearranged base info window.
- Added soldiers, stores and quarters info to base info.
- Added current stores to manufacture start screen.

- Fixed ammo count checking for non-shooting actions.
- Added a colorable message display for non-warning text.
- Improved damage display.
- Report wounds added from BattleUnit::damage.

- Added a floating combat log to display events.

- Implemented a Quick Reload action.
- Added an option to base reload TU cost off inventory slot and magazine weight.

- Finished quick reload option.  Handles existing magazine now.

Firing a gun while berserk now requires that the gun actually has a snapshot

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Applied new reload logic to AIs.

- Added white cross-marks on the unit health bar to indicate wounds.

- Apply maximize info screen option to various Geoscape screens.

- Added extra check to prevent quick reload action from being available on non-firearms.

- Flash the aim cursor red/yellow if you do not have enough TU to continue firing.

- Added Stores/Quarters information to Purchase screen.

- BattlescapeGenerator::explodePowerSources() was eventually making a call to displayDamage() and crashing if an alien was hurt by the explosion.
- Added a development build configuration for speed compilation and testing.

- Slight reorganization to displayDamage conditions.

Post-rebase re-merging.

Merge branch 'master' of https://github.com/Darineth/OpenXcom

Conflicts:
	src/Basescape/ManufactureStartState.cpp
	src/Basescape/PurchaseState.cpp
	src/Battlescape/BattlescapeGame.cpp
	src/Battlescape/TileEngine.cpp

- Added new translations to en-GB language set.

- Fixed combat log crashing when full.
- Fixed quick reload ignoring lack of TUs.

- Added logic to further adjust the Unload TU cost based on the magazine weight with the Adjust Reload Costs option.
  - Quick Reload will now cost Magazine Weight + Hand->Ground cost.
  - Normal Unload will now cost Magazine Weight + Hand->Hand cost.

- Fixed a leftover Combat Log long duration test change in.

- Implemented first level Roles menu for accessing basic role functions.

- First pass at implementing a full Role system for managing unit equipment templates.

- Added a simpler mechanism for the Maximize Info Screens option that also prevents multiple maximized screens from confusing the scale because of constructor/destructor order.

- Adjusted base cost for adjusted ammo reload option.

- Made role icon bob like the original selected unit arrow.

- Completed role ruleset configuration and en-US strings.
- Added "none", "Sniper", and "Rifleman" icons, and placeholder files for the rest.

- Added medic and grenadier icons.
- Cropped sniper simple icon.

- Added Assault, Grenadier, Medic icons.
- Redesigned Sniper icon.

- Fixed Roles not being available in New Battle mode.
- Fixed an incorrect enumeration usage.
- Fixed the sniper role icon palette.

- Re-enabled selected unit bobbing for role icons.
- New mini icon for sniper role.
- Shrunk medic small icon.

- Made shotgun-type weapons simultaneously fire their rounds without using simplified insta-hit logic.

- Fixed State think timer being changed mid-flight on shotgun projectiles.

- Tweaked multi-projectile logic.

- Changed shotgun projectile logic to apply accuracy to an initial shot, then base further spread off of accuracyShotgunSpread on the weapon (if available).

- Finished first draft for demo, heavy, psionic, rocketeer, scout, and specialist role icons.

- Adjusted several role icons, and fixed some palettes.

- Fixed some issues with trajectory calculation on shotgun attacks.

- Further fixes to shotgun projectile mode.
- Store calculated impact on the projectile object rather than a single member variable in ProjectileFlyBState.

- Tweaked several role icons to apply a slightly more embossed effect.

- Shotgun pellet spread now follows a somewhat more realistic normal distribution

Merge branch 'master' of https://github.com/Darineth/OpenXcom

- Fixed shotgun pellet applyAccuracy change to pull the pellet count from the ammo item.

- Improved shot action display to include shotgun shot count.
- Tweaked shotgun pellet impact explosion behavior for simultaneous hits.

- Fixed a bug where _currentAction.result was not cleared after giving a warning for failing a quick reload. This resulted in repeatedly being warned after most actions following it.
- Temporarily changed createNewProjectile so that throwing items can't have shotgun pellets. This was causing crashes when attempting to throw, for example, a cluster rocket.

- Rewrote projectile rendering to use a single pre-pass to generate future drawable objects before looping across visible tiles.
- Capture shotgun attribute at ProjectileFlyBState constructor for use in applyAccuracy later, to prevent issues when running out of ammo.
- Further tweaks to auto/shotgun attacks in shot action menu display.

- Further shotgun pellet logic rewriting to reduce lost or repeated explosions.

- Display estimated accuracy even without UFOExtender accuracy mode.
- Fixed an issue where the initial shotgun tracer round was fired with shotgun mode, causing it to ignore standard accuracy rules.

- Added kneelModifier to RuleItem so that weapons may define exactly what accuracy multiplier they get for kneeling.