See https://github.com/yquake2/yquake2/issues/71
and https://github.com/yquake2/xatrix/issues/4
In ClientThink(), the float value ent->velocity[i]*8 is saved into
a short and if the value is too big for a short, in 32bit gcc builds
the short is set to SHRT_MIN, resulting in the player being pressed
down instead of up.
Now we put the result in a 32bit int first (which should be big enough)
and assign the int to the short. This still overflows, but with -fwrapv
at least in a defined way (most probably the same way the original
binaries did).
The Makefile now sets $CC to gcc for MingW builds, this should fix
https://github.com/yquake2/xatrix/issues/3
And while I was at it, when the game lib is loaded, it prints the date
it was built, this is especially interesting for our Win32 binaries.
In rogue's RHANGAR1 the turret didn't blow up the ceiling when friendly fire
was off, because in ClientTeam() both entities were set to "" (no team),
but OnSameTeam() just did a strcmp() instead of checking this special
case (no team).
We check this now and thus it works. Hooray.
I also refactored ClientTeam() to take the buffer instead of using a
static one and to be static (it's only called by OnSameTeam() anyway).
COM_FileExtension() was parsing strings from beginning to end, bailing
out as soon as '.' was found and treating everything thereafter as the
file extension. That behavior caused problem with relatives pathes like
models/monsters/tank/../ctank/skin.pcx. The new implementation uses
strrchr() to determine the last '.'.