Issue #1887: Equipped items do not emit sounds

Added playing of sounds for equipped items (at this moment only for lights).

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
Revert "Issue #1887: Equipped items do not emit sounds"

This reverts commit 566211e7532e1b30f3429b7c0f06198c4f9fdf50.
Issue #1887: Equipped items do not emit sounds

Added playing of sounds for equipped items (at this moment only for lights).

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
Issue #1887: Equipped items do not emit sounds

Added handling of autoEquip and unequipAll cases.

Signed-off-by: Lukasz Gromanowski <lgromanowski@gmail.com>
Feature #1697: Queue fade operations, implement hit fader & werewolf overlay
Fix a typo in condition
Fixes #1706
Merge branch 'master' of github.com:OpenMW/openmw
Do not display hit fader if the player wasn't damaged
Do not spawn blood vfx on player if hit fader is enabled
Silence werewolves' footstep sounds when they are running with their claws sheathed
Do not display werewolf overlay in third person
Draft how to move temporary package state to CharacterController.

Example for a few values shown in AiWander.
Addded the parts of AiWander that I fully understand to the temporary storage.

The rest should be done by someone who has a clearer overview over the class.
Updated AiCombat:
-moved everything except target to temporary storage
-removed the Pathfinder since present in baseclass
-cleaned some trigonometric mess
removed unecessary PathFinders
Better fix, now allows for teleporting to change weather while still paused.
Merge branch 'master' of github.com:OpenMW/openmw
Moved all variables in temporary storage for AiCombat and some more for AiWander.
+Buxfix for previous AiWander changes
Added comment.