* added a CVAR that sets how localizable graphics need to be dealt with.
* pass the substitution string to OkForLocalization so that proper checks can be performed.
* increased item spacing on Doom's list menus to 18 from 16 pixels, because otherwise the diacritic letters would not fit. 20 would have been more ideal but 18 was the limit without compromising its visual style
* added a second text-only main menu because here the spacing cannot be changed. Doing so would render any single-patch main menu non-functional. So here the rules are that if substitution takes place, it will swap out the entire menu class.
* fixed some issues with the summary screen's "entering" and "finished" graphics.
The script side cannot do anything useful with this, because most actions require parameters in global variables, so this is a first grade candidate for rogue mods to make the engine misbehave.
currentUILevel is now primaryLevel.
For ZScript, currentVMLevel was added. This is also exported as 'level' and will change as needed.
This also means that no breaking deprecations will be needed in the future, because in order to sandbox a level only 4 variables need to be handled: level, players, playeringame and consoleplayer.
The remaining global variables are not relevant for the level state.
The static 'level' has been mostly removed from the code except some places that still need work.
All these required access to the sector's Level reference.
The remaining references to the global 'level' variable are all in deprecated functions which is ok.
LevelLocals on the left side of.a function call will now always be remapped to 'Level', which will either remap to the same-named instance variable or the global deprecated one.
In a few degenerate cases where there is a conflicting local variable named 'level' it may error out but that is unavoidable here but this is very unlikely.
This had two different flags that were checked totally inconsistently, and one was not even saved.
Moved everything into a few subfunctions so that these checks do not have to be scattered all over the code.
UI always runs on the primary level, so this does not need the ability to operate on multiple levels. Additionally, this can later be set to null when running play code so that scope violations result in an abort.
- moved the ALTHUDCF parser PClass::StaticInit, so that it gets done right after creating the actor definitions.
All left to do is not to reallocate the AltHud object for each frame but store it in a better suited place.
Overriding this would make the engine vulnerable to badly behaving mods. Intercepting this and altering the behavior can render the entire game inoperable, especially if more internal code gets scriptified later. So even at the risk of breaking some carelsss mods this must be blocked.