Also backtracked the removal of wesnoth.get_recall_units, which is now available as wesnoth.units.find_on_recall - it's just more convenient than passing x=recall to wesnoth.units.find
fix code problems found by luacheck
Second iteration of the process, now handling data/lua/wml/*.lua
luacheck command used to find bugs:
luacheck ./*.lua --globals wesnoth wml --codes --ignore 542 213
Additionally, error code 211 (unused variables) could be ignored,
as using underscore convention `_` is controversial in
wesnoth ( see https://github.com/wesnoth/wesnoth/pull/2380#discussion_r162519341 )
Actual bugs found:
* items.lua, access of global `write_name` instead of local `cfg.write_name`
* kill.lua, typo `primary_unit` -> `primary`
* bad code style: global `i` instead of local `i`
(would conflict with 3-rd party code if it would use global `i`, too)
The [kill] tag can run animations. But it can also fire the `last breath` event, which can call [kill]. When we get back to the original [kill], the unit is gone, causing an error attempting to run the animations.
Added a check to ensure the unit is still on the map before we attempt to run the animations.
The Issue also requested that [harm_unit] pass the unit causing the harm into the [kill] tag so that `last breath` could use the secondary (killing) unit available like it does elsewhere.
Closes#2298