Reverted this to a sane setting, as it was in the original games and in all other games I have ever seen, i.e. there is a global setting to enable mouse view, and a button to manually trigger it. The toggle can be easily handled by flipping the CVAR directly.
The main problem here was that it triggered a few cases for mouse-less gameplay in the default case with a mouse present, because the mouseaim CVAR was no longer what the game expected.
This misguided change seems to have originated in JFDuke but by now had propagated to all the other games as well, the code was in all 4 frontends.
This broke the savegame reader which still assumed it was working on compressed data. Everything will now take the uncompressed path.
In-stream optional compression is not a good idea anyway, this can and should be done better.
Also: Why is the savegame format architecture dependent???
- disabled the user maps menu because it is hopelessly dependent on functionality that cannot be fixed. Better wait until the menu refactor to do it right - it'd be a waste of time fixing the current menus.
Also removed the entire cruft related to this - the pointless offsetting value and the precalculation of the timer value (as if we could not afford a single division for something that WAITS!
Unfortunately this required removal of the menu option for the time being.
Blood was fine, albeit with an inverted scale, but the EDuke implementation was something very special - and not in a good way, using 4 CVARs to store the scaling state instead of one.
This is a lot of changes in a lot of code because nothing here was abstracted into the sound system. :(
Hopefully most of the affected code here can be tossed out soon, it's not pretty.