VIDEO: Mark TheoraDecoder as used by pegasus
ACCESS: Remove a couple of unused variables in CharManager
ACCESS: Remove an unused variable in Animation manager
ACCESS: Move variable from Room manager to local function
ZVISION: Remove dead code
ZVISION: Fix regression from commit 3806aa4418
ZVISION: Limit the default engine delay for all animations

This fixes the lag between frames for all in-game animations
with a default frame delay
ZVISION: Avoid using color masks for in-game animations

This fixes the transparency for some in-game animations. Since colors
can be truncated with color masks, and since accurate colors are
required for transparency, color masks can't be used. This fixes the
transparency of the in-game item examination interface in ZGI
ZVISION: Remove leftover warning
ZVISION: Spacing
AGI: use Common::String::format when possible

Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
DRASCULA: use Common::String::format when possible

Use Common::String::format instead of a MAXPATHLEN-sized char[] buffer.
AGI: use shorter sizes for buffers

Instead of allocate them with MAXPATHLEN as size, just give them the
size for the data that are going to be written on them.
Merge pull request #552 from pinotree/reduce-maxpathlen

Reduce MAXPATHLEN usage
ZVISION: Ignore the special 0xCCCC character in subtitles

This seems to be used as a newline character
ZVISION: Move all of the text related code together
ZVISION: Add a comment about the special 0xCCCC character
ZVISION: Fix some buffer overruns with the usage of sscanf()
ZVISION: Remove unnecessary math
ZVISION: Use Common::Rational to simplify fixed point math