Par for course I'd say - instead of checking for replaced player actors at the only time it really matters - i.e. when respawning, it was encoded into the stored value, making the entire thing very messy.
For mow, multiplayer handling is not needed, but when it does, better go over all actors and manually substitute the two relevant fields, i.e. sprite.owner and xsprite.burnsource.
* removed all the large instance arrays. None of this is really necessary, all we need is a single dynamic array with only the active sequences that can expand as needed.
* added JSON serialization. With the above change this part now becomes trivial.
* renamed all 'atxx' variables in this code.
This ensures that callback indices are consistent. Runtime registration as performed by NBlood has undefined order and will make savegames non-transferrable.
This removes the special handling for it in the main loop.
Some functions and variables in the kill and secret managers were also given more meaningful names.
Fixes#313
* Remove fix16.h/cpp and utilise library from m_fixed.h.
* Extend m_fixed.h with two inline functions for int to/from float operations.
* Replace fix16_floor operations with those from xs_Float.h
* Replace multiple Q16.16 conversions from 0 to just be 0.
* Replaced all found in-game bit-shifts and multiplications/divisions with inline functions from m_fixed.h
* Replaced many casts of FRACUNIT as double in SW's panel.cpp as it is converted to double by way of type promotion.
* Fixed missed precision fixes in SW's panel.cpp where some types weren't declared correctly.
* Replaced 100+ `Cos()/Sin() >> 16` operations for Blood with inline functions `CosScale16()/SinScale16()`.
Whatever this was for it made that thing extremely unwieldy.
With these merged the resulting structure doesn't look much different from Duke's anymore.
* 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.
Messing around in the file system cache should be a no-go, so now it's no longer done.
This also allows reenabling the byte swapping needed for Big Endian.