This should have fixed 'Load From File' for Android...

However, AIR for Android hardcodes the list of searchable file types
for File.browseForOpen(). It appears to use mime-type matching as well
as you cannot fool it by saving the files with an image extension.

From http://help.adobe.com/en_US/as3/dev/WS5b3ccc516d4fbf351e63e3d118666ade46-7fe4.html#WS5b3ccc516d4fbf351e63e3d118676a4c56-7fc1 :

"Note: On Android, only image, video, and audio files can be selected with the browseForOpen() and browseForOpenMultiple() methods. The browseForSave() dialog also displays only media files even though the user can enter an arbitrary filename. For opening and saving non-media files, you should consider using custom dialogs instead of these methods."

Cleaned up build script to build apk in clean directory to avoid tainting
during packaging.  The File class is only available for AIR so we must
 build separate versions of the swf file for desktop/browser & AIR use.

Put proper version number in generated application.xml

(merged with upstream changes)
Replace INTERNET permission request with WRITE_EXTERNAL_STORAGE
Use separate submodule commands for init & update to avoid git issues
Update "Save to File" for AIR/Android builds

Hardcode saved file to data/com.fenoxo.coc/playername.coc .

Non-AIR builds will still get the save file dialog.
Fix "Load File" for AIR/Android builds

Hardcode list of possible saved files to the first 9 files ending with .coc
 in the saved directory: /mnt/sdcard/data/com.fenoxo.coc/
Fix hang in "Load File" on Android/AIR

- Always create the directory to avoid errors from attempting to read
  from a non-existant directory.
Isabella Accent Fixin'
Helsprite
Izumi fixes
Fixes #486
Fixes #483 maybe
Fixes #476
Stops Helia bitching about Bimbo Sophie if Sophie is off corrupting the farm when the talk topic comes up with Scalebutt.

#478
Merge branch 'android-limited-load-file' of https://github.com/curiousxxxcat/Corruption-of-Champions into curiousxxxcat-android-limited-load-file
Working up the new build stuff required to get this AIR version off the floor. This is going to complicate the build process.

Splitting the "Project" files into Standalone and AIR variants with the compiler arguments set to build the two types.
The FlashDevelop AIR version is setup to test the app with adl post-compile too. Need to fiddle with ignore in a minute and tweak the app.xml some more for FD. And then have arguments with the Flash IDE.
Tweaked some stuff in the FD AIR project.
Updated the app.xml so that it more closely matches the current packaging system that Fen has.
Moved icons to fit with the updated app.xml.
CoC-AIR.fla set to generate an "airi" application. It will do an intermediary package (that we're ignoring) -- but this is REQUIRED so that Flash CC can actually see the fucking AIR specific libs that the compile requires. It still generates the loose SWF that can then be packaged appropriately.
TestAIR.bat will launch the AIR Debug (P)layer or whatever it's called so you can check the thing actually compiled properly.
inb4 fire.
dir change for icons
Need to figure out how to get a version of adt into build-bot that understands the 3.8 namespace at least -- there's a lot of features that won't work on iOS from 3.8/3.7 and some handy droid stuff from between 3.1 and 3.8 too.
Changed swf-version for AIR build