25% cost bump to BA-64

This might be extreme, but they're too too easy to
spam and rush against AT guns at the moment. They should be
a choice for fast moving vehs against an inf-heavy opponent,
not a 'build this all the time for endless inf superiority' unit.
Fixed messed up mines (AP and AT were swapped)
Fixed some more
* Give RUSLCT it's squad and also a not so hot AO bake
Introduced a forced 10 second delay before Katyusha starts firing, and a similar one before it can move after firing.
Eliminated 'deploy' on StopMove, now it only happens on AimWeapon (so more responsive movement)
Attempt to fix stuck planes
* Copy IW healthbar widget
* __ONE___ healthbar widget to rule them all
-- remove all other healthbar widgets
* Add suppress icons via IW 'aura' icon drawing
-- remove old suppress icons widget
* IW widget improvements
-- apply to all units
-- load icon filepaths from gamedata/icontypes.lua
-- smaller icons
* Ammo bar + supply icon + 'out of ammo' icon
Yet another try at Katyusha script
* ugly new insupply icon
* Grey out insupply icon when insufficient logistics stockpiled to resupply this unit
* Give infantry insupply icon also
* Correct logic-fail
Changed game_end gadget so that it will kill teams which have no active players in their AllyTeam (for ex. all people ragequitted). This way games should end more reliably
Set a gamerules param if running without script
Don't check for abandoned teams if running w/o script
* Clamp curHP so we don't get infinitely long HP bars
Split squad def loading into 2 files, so that the table can be accessed from unitdefs_post