setup: Add config for Multilaser JS030 gamepad.

Thanks to "Absolute Zero" for the report with the gamepad settings.
setup: Add gamepad config for Buffalo Classic Gamepad.

The Buffalo Classic USB Gamepad is a USB gamepad that resembles the
classic SNES controller. Thansk to Fabian Greffrath for sending in
the report.
first working approach of a "real" laser projection
remove comment in config handling
refinements to sprite scaling
fix some laser spot rendering issues

- fix laser spot not appearing in outdoor areas
- double the tracing distance
- cap the projection at 3x3 and 21x21 pixels and scale naturally in between

Thanks, Plums
extend V_DrawPatch() to support translucent as well as translucent and color-translated patches
add a translucent Crispy HUD
re-use P_AimLineAttack() and P_LineAttack() instead of implementing own laser traverse calculation
laser spot does not shoot any line

fixes demos desyncing, oops\!
Merge branch 'master' into laser
further refinements
make R_DrawLSprite() static
Merge branch 'master' into translucenthud

Conflicts:
	src/doom/r_data.c
disable translucent Crispy HUD in-game

you can still select it by manually setting "screenblocks" to 13 in default.cfg
i have re-mapped strafeleft/-right, not left/right
Update setup.vcproj

Need to include the missing files in the setup project: txt_joyaxis.h and txt_joyaxis.c.
Without this, setup won't compile, complain about unresolved external symbol.
Merge pull request #429 from Nik1895/patch-1

Update setup.vcproj
no translucency, no translucent HUD
R_InitTranMap() now properly prints a mark during init phase

The mark reflects its status:
: TRANMAP loaded from a lump
. TRANMAP loaded from tranmap.dat file
! TRANMAP generated and saved to tranmap.dat file
? TRANMAP generated, but not saved