Update path preview when reserve buttons are toggled
Update pathpreview color when reserve button clicked when not enough TUs
More freedom for translators: Possibility to change the "Craftname-number" scheme.
apply strength to ranged weapons as well
adjust deployment data to account for different ground heights
Merge branch 'pathpreview' of https://github.com/cfailde/OpenXcom into cfailde-pathpreview
Merge pull request #784 from fenyo1/STR_CRAFTNAME

More freedom for translators: Possibility to change the "Craftname-number" scheme.
std::find MUST have a non-empty vector, turns out

fix a few crashes in AI/pathing/stuff that i added recently
oh, that makes more sense

revert previous commit, make unitsSpottedThisTurn() a reference
fix autoshot edge case
needs more const
adjustment: use melee skill and modifiers on melee attacks