* DObjects may not be memset to 0.
* There was still code trying to retrieve the player index with pointer artithmetic. With an array of pointers this does not work.
* gave reverb functions the proper 'S_' prefix for consistency.
* Blood: fixed license of 4 files which do not contain any NBlood code anymore (sound code was completely rewritten, and all such code has long been moved out of d_menu.cpp)
* Blood: renamed VIEWPOS_* constants
* Reverts 272dfa762d, but is a fresh implementation.
* I doubted anyone was doing this but apparently not.
* Exhumed needed a bit more work as it has very specific underwater checks.
This not only matches its use in CON but seems to be used as a counter in most other places as well.
The main reason is to improve readability of CON to ZScript conversions.
All classes with no skill filter now need an explicit noskill declaration.
The only exception is inert sprites using DukeActor directly, these will never get filtered by skill.
* I tried to make this work in 2020 but its been nothing but headache. It's something for the game to control via a flag, not the backend to determine.
* For SW, this restores its original implementation.
* The original game spawning the player's sprite/actor would set the sprite's pos with the Z matching the player's, which had a height offset already applied.
* This baked in height offset was carried through up until the `SetActor()` call in `processinput()`, where the original game would then strip off `gs.playerheight`.
* This baked in height offset within the actor is critical on the first tic for pre-activated elevators on level spawn to function right, such as E1L2 and E2L3.
* Properly setting the player actor's Z immediately after the initial `getzrange()` call, but before other functions like `movement()`, etc further down in `processinput()` is the best spot.
* Fixes#870.
All map geometry npw uses texture IDs and no longer depends on Build's tile system.
(What's missing is a new map format, though, but this was a necessary prerequisite to make that worthwile...)
That's the developer commentary icon in World Tour, the deactivation switch for the chicken processing plant in RR and one shootable alarm bell in RRRA.
Now everything uses the 'seen' flag in the texture which indicates that the texture was actually used for hardware rendering since the last check.
It's also only the 3 places checking this flag which are responsible for clearing it.
* removed the long defunct EDuke32-based map art system. With our move to named textures this will not work anymore so fixing the existing problems would be pointless.
* moving .def related parsing stuff out of buildtiles.cpp.
* some initial refactoring to make the tile store a static, non-modifyable resource after initial setup.