Fixed compilation warnings

Not alot done on this commit here folks, just commented out the TTF functions until I find a way of fixing the terrible memory leak it creates. Now I can actually hunt down the problem of dynamically allocating arrays inside of structs. Or maybe I'll give it a rudimentary value of say, 255, and leave it at that. I doubt someone would want to bind more than 255 things to... a thing. Besides, it's how Quake 3 does it, and who am I to argue with the best multiplayer FPS. If you ask me, every duel/argument/thing/dilemma/lawsuit should be solved by Quake 3 matches. Heck, I bet when ID studios were making it, they knew it was going to be the game of the future. Why else would they program it in pure(-ish) standard ANSI C without much x86 exclusive functions. Right, enough ranting here, got more comments than actual code.