a boss, ensure that FinishTimer and FinishAnim are appropriately
updated. This commit bumps GameVersion.
Additionally, the set of FinishAnim to 0 in NewLevel had
to move to a different location (InitLevelGlobals2), so
it doesn't override the value stored in the saved game.
# Conflicts:
# source/sw/src/game.cpp
* Above calculation has some micro variances to it which were leading to strange behaviour like the bike's tilting not working properly with `cl_syncinput 1`.
* Issue doesn't occur with `cl_syncinput 1` because `processinput()` returns when p->newowner >= 0 before `applylook()` is called from within it.
* Fixes#96.
* Need to add `p->horizAdjust` in with `p->q16horiz` because the values passed to that variable are the same as what would have been directly added to `p->q16horiz` in `processinput()`.
* Leaving mouse input to apply after calculating the pitch lets us take advantage of the calculated pitch's accuracy to provide consistent mouse input across the pitch's range.
* For RR, `processweapon_r()` was performing angle and horizon changes directly which provided a harsh experience with the default `cl_syncinput 0` mode.
* Added `angAdjust` variable to `player_struct` for use with ticrate angle adjustments.
* Renamed `horizAngleAdjust` to `horizAdjust` so that there is less confusion with the new `angAdjust` variable.
* Removed `horizSkew` variable, can just use `horizAdjust` for this.
* Replaced all calls to `addang()` and `addhoriz()` with the appropriate additions/subtractions to `angAdjust` and `horizAdjust` respectively.
* Removed now unused `addang()` and `addhoriz()` setters from `player_struct`.
* Define new function `resetinputhelpers()` to eliminate code duplication between `processinput_d()` and `processinput_r()` functions.
* Remove `p->q16ang` and `p->q16horiz` direct setting from `FinalizeInput()`.
* Change `applylook()` to accept an `fixed_t adjustment` for changing the player's angle. This can either be `input.q16avel` when `cl_syncinput` is 0, or `sync[snum].q16angvel` when `cl_syncinput` is 1.
* Change `sethorizon()` to accept an `fixed_t adjustment` for changing the player's horizon. This can either be `input.q16horz` when `cl_syncinput` is 0, or `sync[snum].q16horz` when `cl_syncinput` is 1.
* Re-work `sethorizon()` to always adjust `p->q16horiz` using the true pitch code. This closer resembles the EDuke32 implementation as per SVN 7342.
* Re-work returning to center to work off the true pitch code and always ensure that the player returns to center.
* Implement work-around for RR where we need to call `sethorizon()` before the call to `fi.doincrements()` like the original game, but also after the call to `processweapon()` to apply any angle or horizon changes due to weapon recoil, etc. We work around this by calling `sethorizon()` from within `doincrements_r()` only if `cl_syncinput` is 1 and only if `doincrements_r()` is to return 1.
* Also changed `gethalflookang()` to camel case `getHalfLookAng()` for easier reading.
* Also broke a very long if statement down into smaller chunks for readability.