They cannot be parsed directly into the actor's sprite because that gets used in ways that require a different setup.
This alsp adds a property parser and a setter function for the SpriteSet array. The idea here is to write code that does not need to use actual tile indices so it can later be refactored to real textures.
Scripting should not be subjected to that awful mixed fixed point format, but we cannot easily swap out the internals without risking breakage all over the place.
This still passed the sprites instead of the actors. Moved the relinking code to DCoreActor::Destroy because it is the same for all games.
Also did a little bit of sound cleanup to ensure the sound backend does not hold stale actor pointers.
* the saveable tables were initialized too late when reading in the actors.
* the abort messages for the saveables did not show. We need to use I_FatalError here, plus some actor list modifications to make this work.
No GC yet, only the classes have been altered and some GC-related features been added.
Full switchover will require adding GC support to all data in the game.