* Fixed the position of the talking head texture when the game res is
larger than 640x480.
* Added the support to use textures without the need of patching
talking head FRM files.
Fixed a bug in item highlighting that item keeps its outline if player
picked it up while holding the highlight key.
It caused NPCs to not switch to other weapons when there is not enough
ammo to shoot.
Moved CheckWeaponAmmoCost code from Inventory.cpp to Combat.cpp.
Now the debug editor starts at the center of the screen.
Updated the previous fix in NPC combat control mod.
Simplified the code for ObjCanSeeObj_ShootThru_Fix a bit (from Mr.Stalin)
Changed sfall to not to create sfallfs.sav when UseFileSystemOverride is not enabled.
Updated item highlighting mod to be disabled while in the loot screen.
Now the mod does not center the screen on PC and display name box for the first turn of a player-initiated combat or when there's no other controllable critter in combat.
* centers the screen on controlled critter.
* removes roof tiles to show controlled critter properly.
* additional options to display the name of controller critter.
* allow to highlight alive critters
* allow to ignore NO_HIGHLIGHT flag
* don't highlight while in loot screen, so that it's not constantly toggled by shift-A ("Take All" hotkey)