Merge branch 'master' of https://github.com/rheit/zdoom
- Remove a duplicate of a custom offsetof macro.

It's already defined in cmdlib.h .
Animate switches when bumped
Fix compiling with provided VS 2005 projects
- added jpalomo's submission to make freelook a 3-state setting, like crouch and jump. This required moving around the flags a bit so demo compatibility had to be bumped. It may also require adjustment for launchers that can set the dmflags.
Merge branch 'master' of https://github.com/rheit/zdoom
Merge branch 'redundant_offsetof_macro' of https://github.com/edward-san/zdoom
Merge branch 'upstream' of https://github.com/Edward850/zdoom
Merge branch 'master' of https://github.com/rheit/zdoom
- fixed: fog must be disabled before drawing the HUD model, not after it.
- changed handling of DF_NO_COOP_WEAPON_SPAWN dmflag so that weapons are not determined by class type but by a newly added flag WEAPONSPAWN, to allow CustomInventory replacements to act like weapons when being spawned.
- fixed: The code for updating vertex dirty state had been completely missing. I have no idea when it disappeared...
- fixed several incorrect uses of abs instead of fabs.
- fixed typo in FraggleScript item class list
- fixed some issues with setting the vertex dirty state. It was also called from several sector init functions and copy code for Boom deep water. The only case where SetPlaneTexZ should call it is from the interpolation code so this is a special case now.
- fixed: the vertex collection code used incorrect indices for checking the checkmap array.
Dup frames shouldn't adapt.

Adapting during a dup frame caused jittery network performance
(especially when using high dup values).
The demoplayback check also didn't need to be there anyway.
Add script array support to ZDoom
Fix VC2005 warning in F7ZFile::Open
Used debug GME for debug ZDoom build with VC2005 solution