Apparently this is needed by some hires packs to fudge the sprite offsets.
Fortunately, setting sprite offsets is the only thing this was ever used for so it's relatively uninvasive.
This is needed to extend a few fields that are too narrow - e.g. the texture offset fields have no room for interpolating scrolling textures.
Blood not done yet, will also need to be changed to get rid of the limits.
This is for consistency, otherwise sprites with a palette translation would stand out. Also use shade dependent fog density instead of a single global value.
Currently this only has an effect in true color rendering mode.
Another piece of Build licensed code gone, yay!
This will also allow gradual conversion of the DEF parser to our own code, unencumbered by the Build license. :)
This unexpectedly turned out a complete rewrite so now it is under my own license.
Also moved the remaining parts of map hack loading into the engine.
Overall I have to say that the feature is not what I expected, it's merely used to fudge the positioning of model sprites and for adding Polymer lights.
This is mainly a preparation for merging the parser into sc_man, because sc_man does not keep token texts in a static variable.
This commit also fixes a handful of places that were flagged by the stricter conversion rules of FString.
This allowed significant simplification of code data and many of the error checks could also be simplified because this player doesn't really need it all.
Also use nanoseconds to count frame delays, not milliseconds, as milliseconds can cause timing anomalies with common frame rates very easily.
While ultimately this needs to be tossed into the deepest bowels of hell for being one gargantuan piece of bad code, it is still needed and does not really work when placed in a separate source file, due to its endless list of global dependencies.
Since the decoder cannot handle sound, there's two options:
1: Use the same sounds as the video it replaces.
2: If an identifiable streamable sound with the same base name is found, it will be played along with the video.
Fixes#133
* use static_assert directly. Raze is C++17, no need for that macro shit.
* removed CONSTEXPR - I seriously fail to see the use here, many of the functions marked as CONSTEXPR cannot possibly even be constant evaluated so the declaration makes no sense. Removed most of these and replaced the valid ones with the official constexpr keyword.
* got rid of EDUKE_PREDICT_FALSE - this makes zero sense in script parsing code, at best it will save a few microseconds. Clean code wins.
* replaced Blrintf with xs_CRoundToInt. Shitty name is shitty name, even if derived from POSIX.
* replaced Bstr*casecmp with str*icmp. As these get defined in the CMake project based on actual compiler checks they are preferable here.
* removed lots of other stuff that is not needed with a minimum compiler requirement of C++17.