This is needed for implementing reliable serialization of custom translations. As long as they are merely ints they cannot be restored on loading a savegame because the serialization code does not know that these variables are special.
Unfortunately this had to be done in the base class so that we can still maintain the walls in a global array.
The tradeoffs of better abstractions would be far too costly here than the added 16 bytes to the wall struct.
Need to get rid of all those unmanaged allocations and present game data in an easily serializable form.
This adds a managed TPointer class that replicates the useful parts of std::unique_pointer but steers clear of its properties that often render it useless.
The sprite lists may still need optimization. Due to different handling between Blood and the core engine they need to be written out completely which is quite wasteful.
Also optimized the base64 encoder to avoid creating endless memory copies, thanks to using std::string which is a really poor container for this kind of stuff when workig with larger blocks of data.