* Split input bits and movement into separate functions.
* Reordered movement to be more like Duke/SW for ease of comparison.
* Removed a global.
* Removed a few includes.
They need to be reset when level data gets set because the current value is used as base.
It was most easily observed at the start of the first level where the grave only would open after a lengthy delay - which was the play time of the last level being played.
* Remove cast of int on `gFrameClock` since gFrameClock is now just an int.
* Remove unused `gFrameTicks`.
* Remove unused `gFrameRate`.
* Rename `gFrame` to `gFrameCount` so it's easier to search and distinguish from `gFrameClock` without relying on regex.
- delete some voxel code that's software rendering only.
- apply Big Endian byte swapping for SFXs, as well, now that this no longer involves hacking the file system cache.
- AI: there is printing error message in conosole added (instead of dassert)
- Updates for Player Control modern type
# Conflicts:
# source/blood/src/actor.cpp
# source/blood/src/actor.h
# source/blood/src/globals.cpp
# source/blood/src/globals.h
# source/blood/src/player.h
# source/blood/src/sound.cpp
# source/blood/src/triggers.cpp
# source/blood/src/triggers.h
# source/blood/src/view.cpp
# source/blood/src/weapon.cpp
# source/blood/src/weapon.h