* fix most cppcheck 2.9 warnings
* simplify matters
* simplify a bit more
* simplify
* more/better fixes
* whitespace cosmetic
* use I_Realloc() in u_mapinfo.c
* Revert "add parallel same-sound limit from DSDA-Doom (#796)"
This reverts commit d7849c8fa7ba4b2c92a1784b92127df267f4e8db.
* first shot at sorting sounds by priority
* fix build
* our S_AdjustSoundParams() already mangles volume into priority
* add/fix comments
* newer same-priority sounds are supposed to stop older ones
* use qsort() instead of undocumented (whoops\!) SDL_qsort()
* back to newer same-priority sounds let older ones finish
* keep the singularity concept alive
* get rid of the lowestpriority concept, we already ordered channels by priority
* keep the "snd_channels = 16" default
* Revert "keep the "snd_channels = 16" default"
This reverts commit 79fc9b3332304aa7cd9f7ac687c46089f1d40918.
* Update s_sound.c
* maintain a stable sort (newer sounds have precedence)
* fix typo/thinko
* fix sort order
* fix comparison function return value
* Update s_sound.c
* last nit-pick (hopefully!)
* implement SDL-native sound looping for moving walls
* add an extra check that new and oldlooping sound are same
* stop looping sounds during menus and pause
* stop looping sounds on level exit
* stop looping sounds if P_Ticker() didn't run through
* do not iterate through sound channels more than necessary
* correctly count looping sounds
* allow the SSG in Doom 1 if the corresponding resources are available
Fixes#799
* improve SSG resources availability check
* s/SSG resources/SSG assets/g
* allow COMP cheat to change complevel in-game
* fix variable redefinition
* less verbosity
* add a function parameter to G_ReloadDefaults()
* cosmetic function parameter name change
* back to reporting complevel names
* avoid reserved keyword "new"
* initial support for 6 STFXDTH frames with a 10 tic timing
* support 5 or 6 frames, bind to player's xdeathstate
* `state` is at least zero, if `have_xdthfaces` is zero, we will return `ST_XDTHFACE - 1` which is equal to `ST_DEADFACE`
* adapt to the canonical naming scheme
* better safe than sorry
* back to the old naming scheme
* support up to 9 frames
* add comments
* Set 'fastdemo_timer' to false before warping
Apparently there is a bug that causes multiple level demos to get stuck in a single tic loop.
Steps to reproduce:
1. Record a demo consisting of at least 2 levels.
2. Turn on 'fast-forward' on the first level with a hotkey.
3. Without turning off 'fast-forward' press 'next level' hotkey.
4. Let the next level play a bit at normal speed.
5. Press 'fast-forward' again.
6. Depending on the amount of tics passed in step 4 the demo will be stuck for X amount of tics after pressing 'fast-forward' hotkey.
* Move 'fastdemo_timer' declaration to top