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psx doom / psx final doom map format support #79

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@elf-alchemist

Needs additional heuristics to resolve ambiguity from trying to read from map lumps alone.

Both games use different POD binary structures, but the only lump difference is that LEAFS appears on both after BSP compilation.

I also refuse to add manual map format forcing via the CLI, this needs to stay simple for the average mapper to just, build it. It's already awful enough that Hexen/ZDoom polyobjects' DoomEdNum are in the CLI.

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    documentationImprovements or additions to documentationenhancementNew feature or requestrefactorCode can be improved in some way, either for maintenance, or in preparation of new feature

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