The checks for game pause were totally inconsistent, so now there is a utility function that tells whether the game is supposed to run or not.
pause can also take 3 values now - 0 for no pause, 1 for pause from opening the menu or console or 2 for hitting the pause button.
This also refactors the animateptr array into something serializable. This kind of pointer lookup is virtually unrestorable without creating platform locked savegames.
If this is supposed to be made customizable it has to be done very differently.
# Conflicts:
# source/games/duke/src/game.cpp
# source/games/duke/src/sbar.cpp