* `cl_bloodvanillarun` enables/disables the `isRunning` code that affects AI, bobbing and swaying.
* `cl_bloodvanillabobbing` enables/disables the `isRunning` code that affects bobbing and swaying, allowing only the `isRunning` AI changes.
- Fixed debris physics flags was not properly reset on level restart.
- Added new modern type "kModernSlopeChanger" that can manipulate sector and sprite slopes.
- Allow to drop items and keys for players in multiplayer (gModernMap only).
- Added event commands to manipulate dude flags.
- Patrol enemies (xsprite.dudeFlag4, gModernMap only):
- Added path markers following.
- Added stealth mechanics.
- Added spot target progress bar.
- Added alarm dude flag.
- Added blind dude flag.
- Added deaf dude flag.
- Added conditions for kModernCondition related to patrol enemies.
- kModernDamager can work like generator and damage anyone in sectors or in map.
- kSectorDamage is not does the damage if in Off state (gModernMap only).
- Additional options kModernSeqSpawner.
- Effects that created with kModernEffectSpawner now inherits offset of the sprite.
- Added kCmdSectorMotionPause and kCmdSectorMotionContinue event commands that allows to pause or continue sector motion (gModernMap only, WIP).
- Various minor fixes.
# Conflicts:
# source/blood/src/ai.cpp
# source/blood/src/common_game.h
# source/blood/src/eventq.cpp
# source/blood/src/nnexts.cpp
# source/blood/src/nnexts.h
# source/blood/src/triggers.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# Conflicts:
# source/games/blood/src/ai.cpp
# source/games/blood/src/nnexts.h
# Conflicts:
# source/games/blood/src/actor.cpp
# source/games/blood/src/ai.cpp
* restructured some code that could not be converted as-is due to access to data that should be off-limits to scripts.
* exporting most of PLAYER's member fields.
* Remove unused `getincanglef()`.
* Remove unused `getincangleq16()`.
* In `PlayerHorizon` struct, clamp value when setting target in `__settarget()`, not each public `settarget()` overload.
* Rename `PlayerAngle` method `applylook()` to `applyinput()`.
* Rename `PlayerHorizon` method `sethorizon()` to `applyinput()`.
* In `PlayerHorizon::applylook()`, slightly clean return to centre code so it doesn't do math if already at 0.
* In `PlayerAngle::applylook()`, slightly clean rotscrnang/look_ang code so it doesn't do math if already at 0 and reposition where mouse input is applied so that if input is applied, the player never enters a spin.
* In `Duke3d::player_struct::apply_seasick()`, use `buildfang()` method instead of scaling float to BAM within function.
Aside from not having been functional, this is ultimately more harmful than useful as it forces loading of a large number of textures at the same time during gameplay instead of spreading them out.
* Added in fca846272e to deal with signed adjustments but its just not needed.
* Made better use of `binangle`/`fixedhoriz` class getters and setters than before as well.