Seperated locked and lock level, to allow for relocking doors to previous lock level.

The data is stored in the esm as -lockLevel if unlocked; lockLevel if locked. While not tested, it should not present any problems.
Small changes to lock command (If no valid lockLevel exists, defaults to 100)
Evidence chest now locks when new evidence is added to it
Removed mLocked, kept it as "Negative lock level means unlocked"
Fixed various issues caused by late-night coding. Also added "unlock" message to unlocked doors
Fixed issue which may occur if there's no evidence chest nearby
Added quicksave and quickload
Missed a debug message
Disallowed quicksave/load in character creation
Apparently a normal save must exist for some reason, calling for a character to be made doesn't cause the signature to be created, and I don't know how to force create the signature (It's kinda driving me nuts)
Added autosave on rest, as well as an option in the settings menu
Moved autosave to before you rest, not after it.
Moved quick save into statemanager class. Kept loader as is as it's rather specalized.
Moved quickload to statemanager for consistency's sake, as well as make autosave only occur on sleep, not wait.
removed a redundant check
removed a redundant include
fixed checks for allowing load/save and some general cleanup
Sneak: Added support for state checking

I need advice one what I should do in order to pass mActors over to the
player. Particularly line 139 in player.cpp
Reworked the accusation of actors
Fix for bug #1080, can't read/repair/make potions/use soul gems/rest/sleep while in combat.
The radius for being in combat with the player is fAlarmDistance, which looked like the only pertinent thing.