* now fake perks are no longer added to all controlled critters.
Added alternative functions that allow to add fake perks to party
member NPC.
Rewrote set_fake_perk/trait, set_selectable_perk, has_fake_perk/trait
functions in C++.
* now the proto limit is always handled by set_proto_data function when
needed, since the related issue was originally from using it to process
lots of protos at once.
* now ignoring the inv capacity only happens in combat for preventing
AI inf loop. The vanilla behavior still applies outside of combat.
* added a correct message for NPC not being able to pick up an item.
* 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.
* weapons with knockback modifiers applied will have a special ID
(negative value) that work as a temporary UID for the current game
session.
Added checks on object types to functions in Combat module.
Added the second argument to set_unique_id script function.
* If the required standard script procedure is missing, the procedure
above the start proc is called instead of the start (from Crafty)
Added a id reversion mechanism to remove_weapon_knockback.
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.