made the user-data parameter of a GUI_Call-action-callback the first (before player number, menuID etc.) to be more intuitive
the Cloud is not C4D_Vehicle anymore for obvious reasons
renamed Menus.c to CustomGUIs.c to be consistent with the other (already renamed) parts
intermediate changes [TO AMMEND]
clear displayed inventory slot when object leaves inventory (#966)
correct kill tracing when flinging enemies down cliffs with melee weapons and ApplyWeaponBash
added GetAimPosition which returns the current aiming-angle as a counterpart for SetAimPosition
added callbacks QueryRejectDeselection and QueryRejectDeparture
removed internal variable Clonk.inventory.forced_ejection (hand never selects next item when throwing now)
made the user-data parameter of a GUI_Call-action-callback the first (before player number, menuID etc.) to be more intuitive
the Cloud is not C4D_Vehicle anymore for obvious reasons
renamed Menus.c to CustomGUIs.c to be consistent with the other (already renamed) parts
custom guis: scroll bar and frame decoration now draw correctly
custom guis: scroll bar now starts at 0%
custom guis: invisible menus do not cause scroll bars anymore
MenuTest scenario: minor visual tweaks
started work on a new interaction menu - currently only the inventory part works

TODO: add production/buying/etc. - should be easily pluggable into the framework menu
Merge branch 'Controls-fix' into Controls

Conflicts:
	planet/Objects.ocd/HUD.ocd/ObjectInteractionMenu.ocd/Script.c
Merge branch 'master' into Controls

Conflicts:
	CMakeLists.txt
	Makefile.am
	planet/Objects.ocd/HUD.ocd/Controller.ocd/Script.c
	planet/Objects.ocd/Items.ocd/Weapons.ocd/Club.ocd/Script.c
	planet/Objects.ocd/Libraries.ocd/ClonkControl.ocd/Script.c
	src/control/C4Control.cpp
	src/control/C4Control.h
	src/gamescript/C4GameScript.cpp
added dummy implementation of OnCarryHeavyChange callback to inventory bar
custom Gui: added "Player" property, for standard visibility

This was solved via Target+Visibility before, but is such a main feature (more guis will be for a specific player than for everyone) that it legitimates an own property
custom GUI: removed "CreateCustomMenu" which was only a wrapper for "CreateObject" - use "CreateObject" now

This should reduce the confusion about why the function behaves so differently from Gui_Open: the style objects only provide an interface for those easy GUIs, they are not really part of the GUI system.