Rip out the pcx loading code and use LoadPCX instead.
pcx.h:
remove the data field from pcx_t: it was messing with gcc's idea of the
structure size. also, update LoadPCX's prototype
pcx.c:
change LoadPCX to return tex_t (new type in texture.h) and take a new
param: convert. LoadPCX will now wither load raw 8 bit or convert to
rgba on loading depending on convert. Also, make LoadPCX WORK and use
Hunk_TempAlloc to store the resulting texture.
texture.h:
define tex_t. defines an in-memory texture (either 8 or 32 bit, depending
on the presense of a palette). Data comes immediately after the sturcture.
eg tex_t *tex = Hunk_TempAlloc (sizeof (tex_t) + count)