Clarifications regarding speed preserving strafing
Added punchangle[PITCH] compensation, changed output

Beside the code for punch pitch compensation, the punchangle right after the
PM_DropPunchAngle call in PM_CheckParamters is now printed to the console.
Therefore, if a longjump is made (which modifies the punch pitch), the
punchangle output will still be the old unmodified punchangle.  All of these
make generating the legit script simpler.

punch yaw compensation is not implemented yet.
FCAR_SERVER for TAS-related sv_* cvars
Added sv_ppcom to toggle punchpitch compensation

Don't run the compensation code if punch pitch is zero.  The documentation is
also updated.
Linux: enable default warnings

Prior to this commit, all warnings were suppressed.  Now most of the default
warnings are enabled, with a few exceptions.  We fixed some of the code in
response to the warnings.

In addition, some minor modifications to make's output are made.
The mod finally compiles and works in Windows

We made a bunch of minor changes to the code to make MSVC happy.  We are forced
to use other functions in place of round and copysign, because MSVC doesn't
support them.  MSVC also doesn't support snprintf (though it has _snprintf).

There was one very strange bug that never occurred in the Linux build: the game
would crash at this line (the old code) in PM_LineStrafe

    memcpy(pmove, &backup2, sizeof(backup2));

when line strafing in the air (and *only* in the air!).  We didn't have the
time to investigate this bug in detail, but after moving backup and backup2 out
of the function (and we renamed them, but this is irrelevant to the bug) the
game no longer crashed.  Was this a stack-related bug?  A stack overflow?  Or a
bug in MSVC?

The velocity, position etc from the MSVC build differ very slightly from the
gcc build, likely due to the compilers emitting different machine codes for the
same FP operations.  It would be very hard to make them agree, but this is not
important.