This avoids to accmulate all the pages from the previous scenes and
filling the memory on platform without much (like Wii).
This is implemented by adding a doubly circular linked list to the Page
structure.
Every page is moved at the end of the list when it is accessed and a
garbage collection process happens everytime a new page is allocated.
At this time, all pages (starting by the end) unused for 60 seconds are
discarded.
This fixes a bug with Izo's flash not entirely hiding McCoy, Izo and NPCs
White value was previously calculated as r,g,b (248,248,248) instead of (255,255,255)
Commented out assert fault in SliceAnimations::getFramePtr and sanitized the frame value instead
Some actors (currently happened only with hawkers_barkeep) can have invalid frame value set when loading a save file which would cause and assert fault in the getFramePtr() assert check. This seems to be a combination of factors responsible: 1) The updateAnimation (called for an actor before drawing him into the world) has a switch clause based on animationState (not animationId) and 2) the ai_script vars for an actor are not re-initialized upon a LOAD (eg for hawkers_barkeep the _var2 value is problematic in this context because a non-zero value won't allow for sanitization of the existing / loaded frame value)
This should fix thi issue with freezing actors after loading save game,
but works on new saves only. Game was not paused before saving
and wrong timer value got saved.
Settings works
Help works
Clue database works
Fixed code for inserting objects into scene
Reorganization of few files
Unification & code formatting of few older files