First stab at SDLifying everything.

Kinda gutting Win32 stuff to jack it in.

Windowed GL stuff works, some keyboard stuff works, that's it so far.
Split out mouse/joystick from in_win.

Hook up keyboard stuff to the Quake input system in a less hacked-up manner.
Mouse capturing works now.

Clean up some of the dead code.
More eradication of Win-specific stuff.

Use SDL's library abstraction stuff to load gamex86.dll.
Gamepad support!

This replaces the crummy DirectInput joystick support.
Sound goes through SDL now.

Goodbye, DirectSound and WAV output engines!

(this code is a mess...)
More input cleanups.

Gamepads now support hotplug. You can add and remove them and we won't go crazy. You can only have one at a time, of course.

Clean up some mouse focus issues.

in_win.c no longer has any Windows dependencies. Move to client/in_main.c.
SDL Audio now a lot less crappy.

Turns out you can just paint directly into the buffer for the callback instead of doing all the buffer management I was trying before. Derp.
Rename snd_win.c -> snd_sdl.c.

No more Windowsisms in that file!