Disabled by default because of these known issues:
1. When clicking on inventory item, it briefly appears a bit shifted (in the wrong coordinates).
This issue can happen with software cursor as well, but is a lot more
obvious with the hardware cursor.
2. Cursor is scaled with nearest-neighbour scaling, which may look a bit different from
how the rest of the graphics are scaled.
See also previous attempt: https://github.com/diasurgical/devilutionX/pull/955 by @viciious
Co-authored-by: Victor Luchits <vluchits@gmail.com>
This mostly change player to be by reference instead of by index.
But additionally it does stript checks for gold in the belt, move some
value types to the initialization and short circute a few functiongs.
This changes one bavious. Previously walking away from the dead guy
would interupt the "Your death shall be reveanged", the interuption
seamed un natural and the code didn't seam to have been specifically
made for this case (TownCtrlMsg).
Fix several edge cases in quests where the incorrect state could be reached
Instead of passing the CEL sprite width when drawing, store the CEL
width at load time in the new `CelSprite` struct.
Implemented for most sprites except towners, missiles, or monsters.