- Next installment on terrfunc, this patch   adds some bound checking to HitBeamObject(),   this should stop once and for all the current   infinite loop problems. Also prevents out of   bounds block indexes from being used.
- Next installment on terrfunc, this patch
  adds some bound checking to HitBeamObject(),
  this should stop once and for all the current
  infinite loop problems. Also prevents out of
  bounds block indexes from being used.

- Modified the intersect triangle stuff to
  check the triangle in both orientations. This
  is due to csIntersect3::IntersectTriangle()
  being picky about vertex orientation. Note
  this does slow down the HitBeam routine
  in terrfunc, but at least provides 100%
  accurate intersections. I will add a simmilar
  step to ball, sprite and metaball. Cube and
  surface need no change.

- Reworked how HitBeam uses its increment during
  box crawl. The increment is now only added
  during the Object2Block calc. This shoud
  squash the tiny error that allowed triangles
  that were close to the intersect point on
  the block bounding box being missed.

- Lastly, this patch also implies HitBeam in
  terrfunc should be 100%. If it is not, please
  report any bugs found.


git-svn-id: 28d9401aa571d5108e51b194aae6f24ca5964c06@7529 8cc4aa7f-3514-0410-904f-f2cc9021211c

crystalspace/CS,crystalspace/CS,crystalspace/CS,crystalspace/CS,crystalspace/CS,crystalspace/CS,crystalspace/CS,crystalspace/CS