* Clamp hpPer as a sanity check
* Refactor update mana routines in control.cpp to use PlayerStruct::UpdateManaPercentage
* Remove unnecessary calls to UpdateHP/ManaPercentage
* Unify logic that draws the flasks into a single internal function
* Fix style violations
* Remove unnecessary save/loads of hp/manaPer
The way this variable is used expects a value in this range and it gets clamped again anyway, but this makes the code more similar to the manaPer logic for future refactoring
Identical logic in use, the checks to see if the values are negative can be accomplished using clamp and the same divide by zero guard. I'll combine the two attributes in a near future commit.
control_update_life_mana is called during the game loop before any of the drawing functions so hpPer/manaPer are calculated based on the latest current/max of their respective attributes every frame.
There's no need to do the calculation again in the draw routines. (There's also no need to calculate this every frame but that's going to take a bit to untangle.)
Instead of writing uninitialized memory to the file, which can lead to
issues with older game versions, we now write zeroes.
One alternative would be to have separate `skip` and `blank` functions
but I think we want the save files from the same state to be
byte-identical, so we always write zeroes.
Fixes#2281