Initial import of NewWolf sources from
http://sourceforge.net/projects/newwolf/files/NewWolf%20source%20code/nwsrc_73/nwsrc_73.zip
dated 2006-03-02, plus update of README.md (which is not from
NewWolf).
Make Git ignore Visual Studio temporary and output files.
Remove old copies of source files.

These "Copy of" files look like they were created accidentally.  The
only differences were in actors.c and opengl.c, and in both cases, the
"Copy of" files looked older as they had warnings that were fixed in
the non-"Copy of" version.
Update game name, version, splash screen, contact details, add Copyrights.

* prj_vs80/newwolf.vcproj: update name of output executables
* src/common/common.h: update the version to 0.74 and add a macro for
  the game name (set to "NewWolfLives")
* src/common/common.c, src/version.c, src/win32/sys_info.c,
  src/win32/sys_win.c, src/win32/vid_win.c: use new macro for game
  name
* src/console.c: use new macro for game name; provide URL for issues
  on GitHub rather than original author's email address
* src/menu.c: improve wording of text about restarting the game after
  changing video settings, and remove "NewWolf" from it
* src/win32/NewWolf.bmp: replace game name, add new Copyright, remove
  logos as we don't want to claim that this product is made/approved
  by them
* src/win32/newwolf.rc: update version, use new macro for game name,
  add new Copyright
* src/wolfgl.c: add new game name, developer, contact details, with
  attribution of the previous developer
Add 1680x1050 video mode and make it easier to add new modes.

* src/win32/gl_win.c, src/win32/win32.h: remove use of constant for
  number of video modes
* src/win32/vid_win.c: add 1680x1050 video mode; remove use of
  constant for number of video modes
* README.md: note this change
Enable use of FOV values greater than 75 without some parts of the
sides of the view being left black (not drawn).

* src/common/common.c, src/opengl.c: move call to Math_Init() from
  COM_Init() to GL_CheckFOV() so it is called each time the FOV
  setting changes
* src/math.h, src/math.c: accept FOV as a parameter instead of
  hard-coding it at 75; GL_CheckFOV() passes the value set in the
  "fov" cvar
* README.md: note this change
Automap enhancements: transparency, state cycling, rotation, centering.

* src/render.c: track automap transparency state, with the existing
  'togglemap' command cycling between visible and invisible, and a new
  'cyclemap' command inserting the new transparent state between
  visible and invisible; pass the transparent state to
  AM_DrawAutomap()
* src/automap.h, src/automap.c:
  * by default, align the player's location on the automap with the
    center of the screen; set the cvar "automap_center_player" to 0 to
    disable this (the previous behaviour)
  * by default, rotate the automap so that the direction the player is
    facing is at the top of the screen; set the cvar "automap_rotate"
    to 0 to disable this (the previous behaviour)
  * allow the alpha (transparency) of the automap in its normal mode
    (when using the 'togglemap' command) to be set via the
    "automap_alpha_normal" cvar
  * allow the alpha of the automap in its transparent mode (accessed
    via the 'cyclemap' command) to be set via the
    "automap_alpha_transparent" cvar (defaults to 0.4)
  * by default, don't draw a grey background behind the automap; set
    the cvar "automap_draw_background" to 1 to draw it (the previous
    behaviour)
  * by default, don't reveal secrets in yellow in the automap; set the
    cvar "automap_secrets" to 1 to show them (the previous behaviour)
  * add cvar "automap_actors", which can be set to 1 to show actors
    (previously there was code that could be uncommented to do this)
  * allow drawing of objects (most likely actors) on top of doors
* README.md: note this change
Add debugging tool/cheat to spawn all actors with only 1 hit point.

* src/common/common.c, src/actors.h, src/actors.c: add cvar
  "whereforeartthouromero", which if set to 1 (can only be set on the
  command line, and is not saved), causes all actors to be spawned
  with only 1 hit point
* README.md: note this change
Support Spear of Destiny final boss levels (maps 18 and 21).

* src/powerups.c: when player picks up the spear, change to map 21 and
  respawn player in the same position in an attempt to make it a
  seamless transition
* src/player.c: if player dies on Spear of Destiny map 21, give them
  the gold key when they are respawned so they can exit from the room
  that they picked up the spear from
* README.md: note this change
Add a crosshair, controllable via cvars.

Add a crosshair, enabled by default, to address the complaint that it
is hard to aim when using the 3D weapon models.  Set the cvar
"crosshair_enabled" to 0 to disable.  The cvars
"crosshair_outer_radius", "crosshair_inner_radius",
"crosshair_thickness" and "crosshair_alpha" can be used to customise
its appearance:
* src/video.h, src/gl_draw.c: add function to draw the crosshair if
  enabled
* src/render.h, src/render.c: add cvars for crosshair
* README.md: note this change